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Posted

Put test text messages in your actions so you have feedback that an event triggers. For your testing, put in the AI aircraft and Fly the mission from the Editor; watch what they do and go back to the editor and fix one thing at a time until everything works, everytime. When you are ready to fly it, make a clone of the a/c you want to fly and change its Skill to Client (for eventual multiplayer) and use that to test your flight. You can clone your initial a/c, too, and switch the types around on the clone, all while leaving your core pieces in place. Turn off a/c by setting it to Late Start. I was getting the idea that you were switching a/c to Player/Client before the AI was tested. Use LCntrl-Z and LShft-Z to accelerate time. You can see overall movement in F10 but you won't see the text messages in that view; which is why I put a course change waypoint at the edge of a zone - so I can see when the a/c gets there in F10 View.

 

You don't need a module in order to put an aircraft into a mission - I do this all the time. You must have the module installed to fly the aircraft. But I am getting this Warning with your mission when I open it in DCS v1.5.6: "Need modules for load mission: ".

 

I'll take a look at your Nevada mission.

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

Great ideas yeah I just fly it myself but thats got to be easier and quicker having the AI do it.

 

If you do look at the mission downlad the file attached here as I needed to make an alteration to a mistake.

New new mission.miz

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted
Joo got it. :)

 

For a helo, you may also need ROE: weapons free if you want him to engage anything besides specifically designated targets depending on his tasking. Set this as an advanced waypoint action at WP0 and it will work for his whole flight (unless you push a different ROE)

 

I need to use weapons free as a trigger action though dude? Gonna go get the manual!

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted

Ah I see now 'weapons free' isnt some hippy plane with no ball pods but means freely engage! Was wondering why you wanted me send an enemy out to destroy me free of weapons!

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted

I took your New Mission from earlier and worked on the zone detection. Got engrossed and tweaked it up a bit for you. Watch it from the editor in Fly mode and see what happens. Happy editing!

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

Will have a look later man thanx alot! So the one I gave you last night (or last night here) was that not set up correctly?

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted

I used the first New Mission from your post 3.4.17 at 0828. It was a good start!

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 your mission gave me a lot to learn and think about. Need to read up on flags I think. It worked well yesterday yes. One question do you think I was right when I said that maybe the Huey wasn't working properly with trigger points when other AC were doing fine because the Huey is a more primitive AC with more basic navigation systems?

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted

I agree, the Huey has no radar or even RWR, and is quite vulnerable to anything other than basic armor and infantry.

 

The Gazelles did not do a good job attacking that's why I set that group back to 1 unit and added the Apache. I took all the missiles off the Blue MiG because it was deadly to Reaper gunship. Added the Blue Stinger commo guy for increased range.

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
I agree, the Huey has no radar or even RWR, and is quite vulnerable to anything other than basic armor and infantry.

 

The Gazelles did not do a good job attacking that's why I set that group back to 1 unit and added the Apache. I took all the missiles off the Blue MiG because it was deadly to Reaper gunship. Added the Blue Stinger commo guy for increased range.

 

 

Yes the mig is lethal but I was kind of hoping the mission to play like cat and mouse. Kill the 4 tanks before the AA mig can kill you. Was not finished and it's too difficult at present, but I think maybe if I lessen the AA around the attack zone it might work, but then it gets rather dull.

 

I had great fun yesterday just trying to evade the mig by swooping up, down and around buildings. Obviously as it's a Russian plane it's not what I want to use eventually but at present I am just trying things out. Aside from learning the Ai and programming processes I think the hardest aspect to creating a good mission is probably going to be trying to strike a balance, and not make a mission too hard, nor too easy.

 

The black shark is one of my favorite modules but I don't want the mission to allow simply sniping off all the targets from a safe distance as this gets boring and too easy. On the other hand helicopters are sitting ducks!

 

It's much more fun to require one to go in fast and less reliant on targeting systems, so I was hoping the mig could play this role, kind of a bug up the butt. You can't stop, and so you have to be very quick taking out the targets while playing cat and mouse. Not sure if this is feasible, but it's what I'm going to try to do in future.

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted

I got carried away with your mission today and added some features -- so you can see the possibilities. The target Blue convoy is randomly activated from two starting points, and when one of the convoy units is killed, the convoy will deploy a Stinger team to help ward off the Ka-50s. I delayed the MiG from search and engage until one of the convoy is killed. I'm using my flag scheme and so changed the names of the groups. A Client Ka-50 and Game Masters for both sides were added. There are Radio options for testing. The helicopter detections are switched over to script now using Mist functions and are coalition based instead of Group/Unit based. Wherever you see Flag 1 in the Conditions that is being used to disable an event.

 

You hit the nail on the head when you mentioned 'balance'. That's the key to a fun mission IMO.

 

I tried the Stinger teams on Excellent but they killed the Ka-50.

 

To do any script work I recommend using the free Notepad++. Have fun!

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 man will take a look. I learned how to use flags yesterday by having enemy units that can't defend themselves move when I enter their zone! I added an extra mission goal, and you have to take out artillary in order for our tanks to move forward. Still ironing out the bugs but it's great fun and hope to get a few hours with it tonight. Very time consuming though don't actually play DCS very much anymore!

 

I notice there is a trigger point for 'missile in zone' but is there one for simply 'fire in the zone' they have one for damage, but in many cases by the time you've damaged a unit you've also destroyed it.

 

I think you're right about the mig (should change it to F5). Maybe I will trigger him after the tanks are destroyed and then trigger another friendly aircraft to come deal with him, but have the friendly arrive late so that flying home is a hairy experience as you try to shake him off and hold out for help.

 

I think it's possible to kill him but might depend to much on luck as it's a pretty uneven battle. I

will probably change it to an A10C for authenticity and just because they are easier to take down.

 

As for scripting, going have to take a look into that, no idea how to do it, next I'm gonna look into uploading audio and pictures I think.

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted

Anyone else find that the Ai can sometimes behave funny when set to move? I had the trigger point over my starting point and it moved fine followed the road no problem. However when I moved it outside of my starting point and flew into it the Ai went nuts and went all over the place before moving out. One thing that worries me is that there is a question mark next to my advanced waypoint 'hold' order. Is that how it should be?

 

Is there any reason for or something I am doing wrong, or can do to prevent erratic Ai behaviour?

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted

Hey Wolf,

Were your little manses pointing in the right direction to start with?

 

Sounds like they may have been facing the wrong way relative to their first waypoint and felt the need to reorder themselves before proceeding.

 

You can arrange every unit in the group; when set to "on road" they will automatically arrange themselves appropriately relative to their waypoint. Any other formation and you'll have to arrange the units by hand. You CAN start with the waypoint as "on road" and then change it to off road as a nice cheap trick to get the group pointed the right way to start with.

Posted

Thanks man got it sorted in the end, I think it probably was like you said though I noticed too the line was kind of crooked. The Ai sometimes gets stuck in buildings and I cant complete mission goals (destroy him) but thats not often anymore!

 

Had no luck getting the Huey to find and attack me, even when he was right on top of me, changed it to another helicopter and just got the surprise of my life (shot down!). Going to avoid Hueys in future, they've been nothing but trouble since I started. Cant blame the primitive navigation systems either I dont think, as I am firing right at them and they dont do anything.

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3080Ti, i5- 13600k 32GB  VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,

Posted

Yeah the AI pathing still leaves a bit to be desired. Using the satellite image in the ME vs. the altitude map can be helpful for setting up routes, especially in dense urban areas; a lot of the little tiny houses don't show up on the altitude map.

 

For your Hueys, I have not tried to make an AI Huey attack me so I can't really attest to it working...if they aren't engaging with ROE: weapon free or ROE: return fire you may have indeed found a bug...glad you've found a workaround though!

  • 3 weeks later...
Posted

logistic units

 

tryng to get cargo to appear

ive used trucks ammo dumps named them logistics etc but every time i use f10 menu it just says not close enough to friendly logisctic units

 

if i get any closer ill land my choppe ron top of the truck can anyone tel lme what i need to do as in give me an idiots step by step plz

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