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Posted

Here is fixed script files

 

http://www.prekladytextu.eu/dcsdcescriptsfix.zip

 

use WinMerge or similar to see what was changed - basically what I described back.

 

add new setting to camp_init.lua for intercept hotstart:

 

so it looks like:

 

camp = {
title = "Fishbeds over Caucasus",		--Title of campaign (name of missions)
path = "Mods/aircraft/MIG-21bis/Missions/EN/Campaigns/Fishbeds over Caucasus/",		--path of campaign folder
mission = 1,					--campaig mission number
date = {						--campaign date
       day = 6,
       year = 1992,
       month = 4,
   },
time = 3600,					--daytime in seconds
dawn = 21600,					--time of dawn in seconds
dusk = 65700,					--time of dusk in seconds
mission_duration = 10800,		--duration of a mission in seconds
idle_time_min = 10800,			--minimum time between missions in seconds
idle_time_max = 43200,			--maximum time between missions in seconds
startup_time_ai = 180,			--time in seconds allocated for startup, taxi and take off for AI flights
startup_time_player = 360,		--time in seconds allocated for startup, taxi and take off for player flight
units = "metric",				--unit output in briefing (imperial or metric)
freq_min = 118,					--minimum player radio frequency in mHz
freq_max = 139,					--maximum player radio frequency in mHz
weather = {						--campaign weather
	pHigh = 60,					--probability of high pressure weather system
	pLow = 40,					--probability of low pressure weather system
	refTemp = 22,				--average day max temperature
},
variation = 4,					--variation in degrees from true north to magneitic north
hotstart = false,				--player flights starts with engines running
intercept_hotstart = true,		--player flights with intercept task starts with engines running
debug = false,					--debug mode
}

 

I am designing Abkchazian Mig-21 campaing right now and player interceptions works now.

Posted

Thanks a lot for theses files :)

 

I want to keep the modifications I made to AT0_Flight plan.lua to allow Carrier start for Hornet and Su-33 (thx to QuiGon : https://forums.eagle.ru/showpost.php?p=3518094&postcount=737 ) so I only need to copy/paste one part of your file in mine :

 

 

--store player waypoints for briefing creation

if flight[f].player == true then

camp.player.waypoints = deepcopy(waypoints)

if #waypoints > 1 then

camp.player.waypoints[2].speed = 0

camp.player.waypoints[2].alt = 0

end

if #waypoints > 2 then

camp.player.waypoints[3].speed = pack[p].main[1].loadout.vCruise / 4 * 3

end

end

 

 

And copy/paste your ATO_player assign over mine and it should work !

I will do the modification to the camp_init.lua too : it can be a useful option :thumbup:

 

 

I will modify all my previous campaign as quickly as possible !

 

 

If you want to share your campaign I can update my first post in DCE campaigns (link in my signature ) :)

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted
Read install instructions carefully. You are missing needed changes in MissionScripting.lua and every DCS update reverts file into default state.

 

Thanks ataribaby but that is not the issue. I did that. I just checked just in case and the two sanitize lines are commented out as usual.

DCS Rosetta, my automatic DCS mission and campaign translator: https://forums.eagle.ru/showthread.php?t=233877

Posted (edited)
Thanks ataribaby but that is not the issue. I did that. I just checked just in case and the two sanitize lines are commented out as usual.

 

Ahh sorry then. Only option that comes to my mind is you installed campaing into wrong folder (paths are hardcoded to specific DCS mod) or try run DCS as administrator - maybe it can't write into place.

Edited by ataribaby
Posted (edited)
Thanks a lot for theses files :)

 

I want to keep the modifications I made to AT0_Flight plan.lua to allow Carrier start for Hornet and Su-33 (thx to QuiGon : https://forums.eagle.ru/showpost.php?p=3518094&postcount=737 ) so I only need to copy/paste one part of your file in mine :

 

 

--store player waypoints for briefing creation

if flight[f].player == true then

camp.player.waypoints = deepcopy(waypoints)

if #waypoints > 1 then

camp.player.waypoints[2].speed = 0

camp.player.waypoints[2].alt = 0

end

if #waypoints > 2 then

camp.player.waypoints[3].speed = pack[p].main[1].loadout.vCruise / 4 * 3

end

end

 

 

And copy/paste your ATO_player assign over mine and it should work !

I will do the modification to the camp_init.lua too : it can be a useful option :thumbup:

 

 

I will modify all my previous campaign as quickly as possible !

 

 

If you want to share your campaign I can update my first post in DCE campaigns (link in my signature ) :)

 

Yes exactly. I just added guard IF conditions to that part of code that modify 2nd and 3rd waypoint - as intercept has only one waypoint it fails. That code was even not in previous version (red bear campain for example) and I don't understand why it is there. In older version there was only deepcopy command.

 

Also just fixed error when activating for example EWR site target via campaign trigger. It always crash as at that time it has no X and Y. Now It will just exclude that newly activated target and it will use it in next generated mission when it gets all properties filled.

 

I wanted my Mig-21 campaing stats as peace team CAPs and it will escalate into conflict in two missions or if specific date is reached. Now it works like a charm ;)

 

DCE is pretty complex and cleverly coded by Mbot so one must be careful with changes. Unfortunately it contains some nasty bugs that is not so obvious or easily reproducible. Trying fix them as I ancountering tehm during campaingn dev and testing. I still do not know whole Mbot code and it's flow. It is piece of art.

Edited by ataribaby
Posted

That change to allow strike targets activation is in ATO_Generator.lua

 

look for line:

 

if loadout_eligible then

 

and replace it with:

 

if loadout_eligible and target.x and target.y then

 

 

Then you can use trigger like this on inactive EWR strike:

 

 



----- CAMPAIGN PROGRESS -----

["Campaign War Start"] = {
	active = true,
	once = true,
	condition = '(camp.date.day > 6 and camp.date.month > 3 and camp.date.year > 1991) or camp.mission > 2',
	action = {
		[1] = 'Action.TargetActive("Recon Sukhumi", true)',
		[2] = 'Action.TargetActive("Recon Gudauta", true)',
		[3] = 'Action.TargetActive("Recon Kutaisi", true)',
		[4] = 'Action.TargetActive("Recon Senaki-Kolkhi", true)',
		[5] = 'Action.TargetActive("Recon Kobuleti", true)',
		[6] = 'Action.TargetActive("EWR South RU", true)',
		[7] = 'Action.TargetActive("EWR GRG", true)',
		[8] = 'Action.TargetActive("Sweep Sukhumi", true)',
		[9] = 'Action.TargetActive("Gudauta Airbase OCA Strike", true)',
		[10] = 'Action.TargetActive("Sukhumi Airbase OCA Strike", true)',
		[11] = 'Action.TargetActive("Sweep Kutaisi", true)',
		[12] = 'Action.TargetActive("Kutaisi Airbase OCA Strike", true)',
		[13] = 'Action.TargetActive("Senaki-Kolkhi Airbase OCA Strike", true)',
		[14] = 'Action.Text("War Started")',
	},
},

Posted

Good Day Gentleman,

 

 

a question or request: Is there somewhere an overview guide for buidling your own DCE campaign - MBot did a great job commenting all the .lua's, but working through them leaves a great margin of error.

 

 

I am interested in creating a strictly air to air campaign for the Hornet.

 

 

Best Regards!

Posted
Good Day Gentleman,

 

 

a question or request: Is there somewhere an overview guide for buidling your own DCE campaign - MBot did a great job commenting all the .lua's, but working through them leaves a great margin of error.

 

 

I am interested in creating a strictly air to air campaign for the Hornet.

 

 

Best Regards!

 

 

Mainly this thread where I found some document with collected knowledge and just got things how was done in other campaigns and trial and error.

Posted
Ahh sorry then. Only option that comes to my mind is you installed campaing into wrong folder (paths are hardcoded to specific DCS mod) or try run DCS as administrator - maybe it can't write into place.

 

Thanks again. No luck. I checked the hardcoded path is the same one as the one I have it installed. Everything looks the same as in the Desert tiger campaign. The path structure is the same. The logFile line where it fails is the same, so they look for the log in similar places. However it works with the F5 but not the Mig29.

 

Am I really the only having this issue?

DCS Rosetta, my automatic DCS mission and campaign translator: https://forums.eagle.ru/showthread.php?t=233877

Posted
I will upload a new version of Fulcrum over PG (and all my other campaigns) Sunday (after work ) with the new Interception code ( thanks to Ataribaby ) and new Iranian skins

 

 

Envoyé de mon iPhone en utilisant Tapatalk

 

That's cool! So I will try again after that, just in case.:thumbup:

DCS Rosetta, my automatic DCS mission and campaign translator: https://forums.eagle.ru/showthread.php?t=233877

Posted

Another fix for target activation and group probabilities. Problem was that target activation takes effect not in current mission where trigger was activated but in next mission. Probabilities doesn't work at all.

 

I was all evalueated but not updated to write into actual mission table. To fix it open MAIN_NextMission.lua and put this code bellow dofile("Scripts/DC_CheckTriggers.lua") line:

 

dofile("Scripts/DC_UpdateOOBGround.lua")

dofile("Scripts/DC_UpdateTargetlist.lua")

 

so it looks like:

 

dofile("Scripts/DC_MissionScore.lua")
dofile("Scripts/DC_Time.lua")
dofile("Scripts/DC_Weather.lua")
dofile("Scripts/DC_UpdateOOBGround.lua")
dofile("Scripts/DC_UpdateTargetlist.lua")
dofile("Scripts/DC_CheckTriggers.lua")
dofile("Scripts/DC_UpdateOOBGround.lua")
dofile("Scripts/DC_UpdateTargetlist.lua")

 

 

So it will update changes to actual mission table and read target activation influences by triggers.

 

Now you can set probability for group to 0 or 100% in base mission and then use trigger to include / exclude group from mission altogether. It also should deactivate any target missions if defined in target list for that group if prob is set to 0.

 

I am using it to activate HAWK site after NATO joins war:

 

 


["Campaign NATO Join"] = {
	active = true,
	once = true,
	condition = '(camp.date.day > 6 and camp.date.month > 3 and camp.date.year > 1991) or camp.mission > 2',
	action = {
		[1] = 'Action.GroupProbability("USA Hawk Site", 1)',
		[2] = 'Action.Text("Nato joined")',
	},
},

Posted

Nice :thumbup:

One question : For MP players are not able to see pre flight planner so they can't see targets positions precisely to attack them. Is there a way to load prepared briefing screens (like satellite airport screens with targets noted) in the briefing page (like the victory or defeat newpapers pages) to allow MP to see the targets ?

I know how to load screens after a mission but not for the mission coming :helpsmilie:

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted

Dunno if it is possible. I basically fixing stuff as I encountering them during designing of my Mig-21 campaing and as it is purely Air to Air tasking for a player I never touhgh about that.

 

I think it is not possible as you cannot query what mission is active for player. Also I think you always defining pictures for actual mission not for next mission.

 

 

Also I am not very familiar with DCS - I come from Flacon BMS world so maybe I am completely wrong.

Posted
Thanks again. No luck. I checked the hardcoded path is the same one as the one I have it installed. Everything looks the same as in the Desert tiger campaign. The path structure is the same. The logFile line where it fails is the same, so they look for the log in similar places. However it works with the F5 but not the Mig29.

 

 

 

Am I really the only having this issue?

 

 

 

It was my fault : bad folder uploaded (mig-29 instead of Fulcrum)

The new version is available :)

 

 

Envoyé de mon iPhone en utilisant Tapatalk

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted
It was my fault : bad folder uploaded (mig-29 instead of Fulcrum)

The new version is available :)

 

 

Envoyé de mon iPhone en utilisant Tapatalk

 

Yes it works now. Funny how I didn't notice that even after checking the paths 100 times :doh:

 

I noticed only the modded sanitized script is in the mods folder. There were other files before, is that the way it should be, or are there files missing?

 

Thanks!!!!

DCS Rosetta, my automatic DCS mission and campaign translator: https://forums.eagle.ru/showthread.php?t=233877

Posted
Yes it works now. Funny how I didn't notice that even after checking the paths 100 times :doh:

 

 

 

I noticed only the modded sanitized script is in the mods folder. There were other files before, is that the way it should be, or are there files missing?

 

 

 

Thanks!!!!

 

 

 

Well last game update put F-4E in Iran and I found nice F-14 and F-4 skins so I don’t need my own poor skins anymore ;)

By the way the file is much lighter :)

 

 

Envoyé de mon iPhone en utilisant Tapatalk

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted
You only have to download those new skins ;)

 

 

Envoyé de mon iPhone en utilisant Tapatalk

 

Cool! There is still something strange going on with the campaign... I have flown a couple of missions and skipped two or 3 more and it is always the same mission at different times. A CAP to the west. Nothing seem to happen... Does anything in particular need to happen during the mission in order to move forward and get different missions?

DCS Rosetta, my automatic DCS mission and campaign translator: https://forums.eagle.ru/showthread.php?t=233877

Posted

All must happen during you are flying. There is no statistical war. All attacks and kills only happen in 3D. If you are skipping missions you just passing date. Although triggers can trigger events even then if they are written with this in mind.

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