Hairdo1-1 Posted June 30, 2022 Posted June 30, 2022 @fargo007i haven’t seen any manual for the script. Can you give me a link? thank you!
fargo007 Posted July 2, 2022 Posted July 2, 2022 On 6/30/2022 at 3:12 PM, Hairdo1-1 said: @fargo007i haven’t seen any manual for the script. Can you give me a link? thank you! https://github.com/birgersp/dcs-gws/tree/master/docs Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/
Hairdo1-1 Posted July 10, 2022 Posted July 10, 2022 Has anyone got this to sucessfully work in conjuntion with MOOSE's func.SUPPRESSION script?
Hairdo1-1 Posted July 10, 2022 Posted July 10, 2022 Also, the livery always changes to the default, possibility to keep the selected livery in the ME?
Haydz192 Posted July 20, 2022 Posted July 20, 2022 Hey there. Is there a way to have the system respect "Late Activated" units in regards to linked bases? In my mission I have a linked base that I want to only activate after a trigger is fired. Task Force setup code below BFConvoy2 = gws_Setup:new() :useRandomUnits() :setCountry(country.id.CJTF_BLUE) :addRandomUnitAlternative(3, "M-1 Abrams", 0) :addTaskGroup() :startUsingRoads() :addBaseZone("Convoy") :linkBase("Convoy", "Convoy_LinkedBaseUnit") :addIntermidiateZone("Zone_1") :addControlZone("Zone_2") :setSkill("High") :setMaxRouteDistance(5) :setSpeed(15) :setAdvancementTimer(180) :setReinforceTimer(3600) I was hoping that by having "Convoy_LinkedBaseUnit" as Late Activated in DCS, the script wouldn't spawn the convoy, however no matter what I seem to try, it always spawns the convoy. Any assistance would be much appreciated.
gromit190 Posted August 18, 2022 Author Posted August 18, 2022 Hello everyone, Sorry for being so "afk" in this thread. The sad reality is that I can't find the time for DCS, and to spend on this project. I really appreciate those of you that reply to questions in my stead gromit190 1 Autonomous ground AI project
UltraTopSecret Posted May 29, 2023 Posted May 29, 2023 On 1/10/2023 at 3:01 PM, gortex said: Awesome script. I still use it in my missions. Me too... 1
UltraTopSecret Posted June 9, 2023 Posted June 9, 2023 Does anyone have a fix for troops getting stuck near bridges instead of advancing to their capture zone?
gromit190 Posted October 4, 2023 Author Posted October 4, 2023 On 6/9/2023 at 7:55 AM, UltraTopSecret said: Does anyone have a fix for troops getting stuck near bridges instead of advancing to their capture zone? Hi, can you share a screenshot of the route the unit(s) get? I am wondering if there is something wrong with the assigned route (generated by the script), or if the route is okay but DCS is the problem. Autonomous ground AI project
mimamema Posted October 5, 2023 Posted October 5, 2023 On 6/9/2023 at 6:55 AM, UltraTopSecret said: Does anyone have a fix for troops getting stuck near bridges instead of advancing to their capture zone? 16 hours ago, gromit190 said: Hi, can you share a screenshot of the route the unit(s) get? I am wondering if there is something wrong with the assigned route (generated by the script), or if the route is okay but DCS is the problem. This sounds related to this topic so we are kind of expecting a fix sooner or later.
GWdope Posted October 12, 2023 Posted October 12, 2023 I asked a long time ago about adding the capability to have units retrograde to a previous control zone if they received some threshold of losses. I know this isn't being worked on right now, I'm just wondering if anyone with scripting knowledge might have ideas for how to implement something like this with the script running?
SC_SquadCentral Posted December 14, 2024 Posted December 14, 2024 I know it's been awhile since anybody has posted here, but trying to get it to work for me and it's not. I have just loaded the gws-1_20 .lua and I get this message on start up. and only the blue side works. All I have done is copy and paste the basic script and placed them into the mission editor. I want to use this script in my server to entice people to join the fun.
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