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Posted

Hi all.

 

I am trying to create a multiplayer mission. It's a mission you can play as red or blue force. Goal for each side is to destroy the enemy base/ territory.

 

To have some competition when there are not much players in the game i want te create a zone were some fighters are patroling.

 

I want them to be activated when enemy forces enters the zone, and to be de-activated when all enemy forces left the zone.

 

To this point there is no problem. I can achieve this with the triggers.

 

now for the problem. when i leave this zone and re-enter it the figthers will not re-spawn.

 

I searched alot an read a couple of instructions on how to do it but i just dont get it:cry:

 

Can someone give me a step by step instruction or a simple mission on how to setup my triggers and mist

 

Also running mist with the flak script (wich works great). Can this create problems?

 

Naj-Treg

Posted

Once a group is deactivated it won't activate again using regular events. In fact, a deactivation will raise a Is Dead attribute for the group. So, you either have to have cloned groups to activate on the preceding group's deactivation or destruction, or you could do this -- make your group invisible (to AI) and then visible again when the enemy re-enters the zone.

Why do you want to deactivate them when the enemy leaves the zone? Send me your mission and I will set up regular events for it, I'll add Mist in, too.

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted

Using the MOOSE framework, this kind of implementation pattern is very easy to do ...

 

Have a look at this test mission:

 

https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Test%20Missions/Moose_Test_AIBALANCER

 

note that it is for the moment still a bit buggy, but in 2 weeks these bugs will be resolved when the new release comes out of MOOSE. Think about the concept for the moment :-)

 

Sven

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Posted

Thanks for the reply!

 

Why do you want to deactivate them when the enemy leaves the zone?.

 

I want them to deactivate because when activated they do their flightpath and land at the base. Mission over for this group.

 

I want a zone where there will be cap fighters at the moment i enter the zone so it gets hard to destroy the grond objects, or for a dogfight.

Maybe i need to mention that it is a mission for WWII planes and to practice skills.

 

I know i can create cloned groups and set it up to load next group when group gets killed or when an other command occurs. but there for i need to create alot of groups and triggers. Thats the reason i want to create a loop.

 

I want this mission to start once and people can come in even if the mission is playing for an hour or so. When joining late, planes are already at there base or on the way home. Delayed planes requires alot of timing so basicly is a no go for this kind of mission.

 

I hope you understand what am trying to say and to create, because it's hard to explain it this way.

 

At the moment it's a basic mission(still under construction). In this version am done with the blue side. I need to create the triggers and objects for the red side. Both sides needs to perform a recon with an unarmed plane to unlock some targets. When everything is according to my wishes i want to expand the mission.

 

Both bases have flak zones to make it a bit more harder and more realistic.

 

 

Using the MOOSE framework, this kind of implementation pattern is very easy to do ...

 

Have a look at this test mission:

 

https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Test%20Missions/Moose_Test_AIBALANCER

 

note that it is for the moment still a bit buggy, but in 2 weeks these bugs will be resolved when the new release comes out of MOOSE. Think about the concept for the moment :-)

 

Sven

Thank you for the reply. Gonne have a look at it. One question...Is it possible to use MIST and MOOSE in one mission or does it create conflicts?

 

Naj-Treg

Posted

OK, I see. Here is a Mist function to respawn a group that I just learned about. And this thread talks about a way to detect when a player's aircraft takes off, which could be the event that activates your CAP enemy fighters.

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted
Thanks for the reply!

 

 

 

I want them to deactivate because when activated they do their flightpath and land at the base. Mission over for this group.

 

I want a zone where there will be cap fighters at the moment i enter the zone so it gets hard to destroy the grond objects, or for a dogfight.

Maybe i need to mention that it is a mission for WWII planes and to practice skills.

 

I know i can create cloned groups and set it up to load next group when group gets killed or when an other command occurs. but there for i need to create alot of groups and triggers. Thats the reason i want to create a loop.

 

I want this mission to start once and people can come in even if the mission is playing for an hour or so. When joining late, planes are already at there base or on the way home. Delayed planes requires alot of timing so basicly is a no go for this kind of mission.

 

I hope you understand what am trying to say and to create, because it's hard to explain it this way.

 

At the moment it's a basic mission(still under construction). In this version am done with the blue side. I need to create the triggers and objects for the red side. Both sides needs to perform a recon with an unarmed plane to unlock some targets. When everything is according to my wishes i want to expand the mission.

 

Both bases have flak zones to make it a bit more harder and more realistic.

 

 

 

Thank you for the reply. Gonne have a look at it. One question...Is it possible to use MIST and MOOSE in one mission or does it create conflicts?

 

Naj-Treg

 

I do encourage you to have a close look at the framework. We also have a dedicated chat channel. if you want to join, send me your email in a private message. I really encourage you to have a close look. I am currently finalizing a major change, with lots of new functions that will form a baseline for future functional expansions of the framework.

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Posted
OK, I see. Here is a Mist function to respawn a group that I just learned about. And this thread talks about a way to detect when a player's aircraft takes off, which could be the event that activates your CAP enemy fighters.

 

Try this maybe also if you have time to spawn groups:

 

http://flightcontrol-master.github.io/MOOSE/Moose%20Training/Documentation/Spawn.html

 

Example scripts:

 

https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Test%20Missions/Moose_Test_SPAWN

 

Ping if you have questions ... Check out also the zone classes ...

 

kind regards,

Sven

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Posted (edited)
forgot to attach the mission... so here it is.

This looks OK. I prefer using regular units/groups over Static Objects. Are the flak units ever destroyed? - since you test for them to be alive. The events at the end that activate groups don't include conditions so they are going to happen no matter what, so there is no reason to do that, just have those groups ready and active at the start. I'd heard that if a convoy's path crosses itself the convoy will go the shortest route; don't know if that is really the case though. The last event will happen right away since there is no red inside that zone. If your mission ever is ever stuttery it may be due to all of the Continuous Action events - those fire every second and if you have a lot of them it could drag down performance, I stay away from them, in general, if an event is expected to happen more than once I'll use Switched Condition. The events that run scripts can be Type Once, as the script is loaded into memory and runs in the background; your Continuous Actions that are running scripts MAY BE loading them up every second, someone else may verify this... Now that I know what this is doing, let me know if there is something particular you need assistance with.

 

What do these events do?

do

addtgt('red', 'flak zone airfield 2','high',1)

end

Edited by Wrecking Crew

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted

Oh, I don't think you need all the 'flack zone harbor..' zones since they are all right on top of each other, maybe one will do.

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted (edited)

Question 1: Are the flak units ever destroyed? - since you test for them to be alive.

Answer: I use these as a static object together with the flak script. I set it up this way so that the moment the object gets destroyed the flak from that zone also is disabled. thats why i have so many flakzones/trigger area's.

 

Question 2: What do these events do?

do

addtgt('red', 'flak zone airfield 2','high',1)

 

Answer: This is the flak script.

 

- Red stands for the coaltion entering the zone.

 

- Flak zone airfield 2 stands for the triggerzone that needs to be entered were the flakburst

should apear.

 

- high stands for the accuracy of the flak. this can be set to low, medium and high.

 

- 1 stands for the amount of flak pieces. for example. when i set it to 3 it represents 3 flakunits. You can see this as 1 unit fireing as much as 3 units.

 

question 3:I don't think you need all the 'flack zone harbor..' zones since they are all right on top of each other, maybe one will do.

 

answer: sames as answer question 1. this way i can take out 1 flak piece while the other flak pieces still working. this is not possible with 1 trigger zone.

 

 

Question 4: I'd heard that if a convoy's path crosses itself the convoy will go the shortest route; don't know if that is really the case though.

 

Answer: Convoy is only there to practise moving targets. Not a problem if they take a shortcut. But i did not know this so worth looking in to it:thumbup:.

 

I am new when it comes to scripting missions and I was very happy the moment I succeded to get the flak script working. but now I want more :devil_2:

 

English is not my native language so sometimes it is hard to understand the manuals or to make myself understandeble :doh:

 

@ FlightControl

As for the MOOSE script..... I spend all saturday evening and sunday to watch the tutorials and did some testing. But for now it's a bit to hard to understand. But I saw your from Belgium and i believe you speak dutch.... I am from the Netherlands, so maybe we can setup something privat and speak ducth wich makes things much easier.

 

Naj-Treg

Edited by Naj-Treg
Posted (edited)

It is my understanding that Static Objects will not trigger an action (maybe a script will detect a destroyed Static Object). If you intend something to be destroyed in order to be a Condition to an event then you will need regular AAA units to use regular events.

 

I still don't think you need the overlapping harbor zones, that is redundant. You have the recon zones that are corresponding to the flak units, are you using these recon zones? Seems to me you'd want the flak to fire when the enemy is in the recon zone above the flak. Maybe I'm not reading it right...

 

 

:-) You are doing well with your English!

 

Check out my site and the Mission Resources page to find two text documents called WC's Flags and WC's mist examples.

Edited by Wrecking Crew

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

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