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Posted

I was interested in trying my hand at making a DCE campaign. I think I have some of the basics worked out, but is there a guide?

Also is it possible to switch where different radio presets get set by the ATO? Like if I wanted to have tower and AWACS default to COMM 1 (PRI) for the Hornet and put the package on AUX, how could I go about that?

Posted
3 minutes ago, Abr said:

I was interested in trying my hand at making a DCE campaign. I think I have some of the basics worked out, but is there a guide?

Also is it possible to switch where different radio presets get set by the ATO? Like if I wanted to have tower and AWACS default to COMM 1 (PRI) for the Hornet and put the package on AUX, how could I go about that?

Hi
normally, on the latest version of ScriptsMod, the radio 1 preset is almost identical to the radio 2 preset

For the tutorial.... mmmmmmm, there is an old trick that has not been updated yet.
It must exist on this forum, or Cef could repost it

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted

Ah awesome thank you! The latest scripts are 20.43.67? Still seem to have unique presets on both COMM 1 & 2.

Posted
1 minute ago, Abr said:

Ah awesome thank you! The latest scripts are 20.43.67? Still seem to have unique presets on both COMM 1 & 2.

20.61.269

New ScriptsMod
New DCE_Manager

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted (edited)

New campaign released !

War over Tchad 1987-Blue.pngFrontline.png

This campaign is purposely scaled down to allow more fluidity in the game and leave in place "live" units that can defend and move.
The campaign succinctly retraces the fighting between France and Libya in Chad around 1987. The distances on the map are not realistic but it allows you to keep missions sufficiently animated by avoiding long navigations...

https://www.digitalcombatsimulator.com/fr/files/3327817/

This campaign uses Dimitriov's excellent FrenchPack (Currently V4.9.1 available here:  https://forum.dcs.world/topic/257437-frenchpack-v491-update-on-27042022/ )

Don't forget to copy paste the corrected "Frenchpack_ERC90.lua" file that I provide in the main Frenchpack folder after its installation because there is a small bug line 161...
The pilotable devices are for the moment the Gazelle and the Mirage F-1 on the French side.
The campaign provided uses the new concept of a "clonable" campaign allowing to choose with which device to do the campaign with the interface of DCE_Manager (see the installation PDF)

 

 

 

Edited by PB0_CEF
  • Like 2

[/url]All known Dynamic Campaign Engine Campaigns

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

 

Posted

G'day Devs,

Here is a thread I started about the Data Link members not being the correct blue colour and functionality on the HSD. It looks like scripting (in general, not just yours) may be assigning IDs with a value too high for the F-16 DED to use. I posted a track of the ongoing miz for F-16 over Persian Gulf campaign in the thread.

https://r.tapatalk.com/shareLink/topic?url=https://forum.dcs.world/topic/314546-data-link-colours/&share_tid=314546&share_fid=74365&share_type=t&link_source=app

Many thanks,



Sent from my SM-G998B using Tapatalk

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Posted
6 hours ago, Scotch75 said:

G'day Devs,

Here is a thread I started about the Data Link members not being the correct blue colour and functionality on the HSD. It looks like scripting (in general, not just yours) may be assigning IDs with a value too high for the F-16 DED to use. I posted a track of the ongoing miz for F-16 over Persian Gulf campaign in the thread.

https://r.tapatalk.com/shareLink/topic?url=https://forum.dcs.world/topic/314546-data-link-colours/&share_tid=314546&share_fid=74365&share_type=t&link_source=app

Many thanks,
emoji1634.png


Sent from my SM-G998B using Tapatalk
 

I didn't understand all your problem.
But by extracting the mission from your track, I can see that your F-16 has 2 nested AddPropAircraft chapters.
This could be the bug

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted (edited)
7 hours ago, Scotch75 said:

G'day Devs,

Here is a thread I started about the Data Link members not being the correct blue colour and functionality on the HSD. It looks like scripting (in general, not just yours) may be assigning IDs with a value too high for the F-16 DED to use. I posted a track of the ongoing miz for F-16 over Persian Gulf campaign in the thread.

https://r.tapatalk.com/shareLink/topic?url=https://forum.dcs.world/topic/314546-data-link-colours/&share_tid=314546&share_fid=74365&share_type=t&link_source=app

Many thanks,
emoji1634.png


Sent from my SM-G998B using Tapatalk

Here is the corrected file concerning the F16 AddPropAircraft bug.

If this doesn't solve your problem: can you give us a mission (simple, not DCE) where the F-16 data is working correctly (I don't have the F-16 module ^^ )

Thanks a lot

Miguel

 

UTIL_AddPropAircraft.lua

Edited by Miguel21
file

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
2 hours ago, Miguel21 said:

Here is the corrected file concerning the F16 AddPropAircraft bug.

If this doesn't solve your problem: can you give us a mission (simple, not DCE) where the F-16 data is working correctly (I don't have the F-16 module ^^ )

Thanks a lot

Miguel

 

UTIL_AddPropAircraft.lua 6.07 kB · 2 downloads

 

Hi Miguel,

Unfortunately the new file did not fix the problem.  The problem is, with the data link on the F-16, flight members (defined in the group in mission editor) should appear blue with extra functionality on the situational display.  However, the flight members that are created via the scripts are green just like any other friendly, even though they are shown in their own group with the player in the mission editor (ongoing miz).

 

I have attached a simple .miz with a 2-ship of F-16s and AEWACS.  This did function correctly for me.

 

Many thanks.

🥃

DL Test.miz

W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 64GB G.Skill RipJaws V DDR4 3200 RAM, Samsung 960 Pro 512GB M.2 SSD (OS), Samsung 850 Pro 512GB SSD, 2TB Seagate SDHD, 2TB WD Green HDD, Gigabyte 3060 12GB VRAM

Posted
20 minutes ago, Scotch75 said:

Hi Miguel,

Unfortunately the new file did not fix the problem.  The problem is, with the data link on the F-16, flight members (defined in the group in mission editor) should appear blue with extra functionality on the situational display.  However, the flight members that are created via the scripts are green just like any other friendly, even though they are shown in their own group with the player in the mission editor (ongoing miz).

 

I have attached a simple .miz with a 2-ship of F-16s and AEWACS.  This did function correctly for me.

 

Many thanks.

🥃

DL Test.miz 8.41 kB · 0 downloads

perhaps the absence of the EPLRS
 

UTIL_Data.lua

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
perhaps the absence of the EPLRS
 
UTIL_Data.lua
That, indeed Sir, has solved the problem. All is working as it should.

Many thanks.


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Posted (edited)

Greetings!

First of all, thank you for this wonderful campaign engine. I've been using it with my squad for long without any issues and had a lot of fun. Seeing great potential for PVP mission, I decided to create my own helicopter campaign on Syria map, for both BLUE and RED coalition. I used Cyprus_Incident_Hind-NG campaign as a starting point and gradually started changing different parameters adopting the mission to my needs. I got stuck, however, at the point of adding controllable Apache to the mission. Back in the days, it was just a matter of editing  "playable_m" parameter in conf_mod.lua. Now, since this parameter is no longer available, I have the following in my oob_air_init.lua and yet I cannot see the Apache available when generating the mission. 

 

oob_air = {
    ["blue"] = {                                            --side 1
        {
            name = "Avengers 1-227th ARB",    --unit name
            player = true,                                    --player unit
            inactive = false,
            type = "AH-64D_BLK_II",                                --aircraft type
            helicopter = true,
            country = "USA",                                --unit country
            livery = {"Avengers 1-227th ARB"},                    --unit livery
            base = "Minakh Airbase",                            --unit base
            skill = "High",                                    --unit skill
            tasks = {                                        --unit tasks
                ["CAP"] = false,
                ["Escort"] = true,
                ["Fighter Sweep"] = false,
                ["Strike"] = true,
                ["Anti-ship Strike"] = false,
            },
            tasksCoef = {                                    --unit tasks coef (optional)
                ["Strike"] = 2,                                -- coef normal : = 1
                ["SEAD"] = 1,
                ["Laser Illumination"] = 1,
                ["Intercept"] = 1,
                ["CAP"] = 1,
                ["Escort"] = 1,
                ["Fighter Sweep"] = 1,
                ["Anti-ship Strike"] = 3,
            },
            number = 8,
            reserve = 24,
        },

 

I also added this to UTIL_db_loadouts.lua:

 

    ["AH-64D_BLK_II"] = {      --Apache pilotable--
        ["Escort"] = {
            ["Escort"] = {
                attributes = {},
                code_loadout =  {"Crisis", "PG", "Cyprus"},
                weaponType = nil,
                expend = nil,
                day = true,
                night = true,
                adverseWeather = true,
                range = 80000,
                capability = 1,
                firepower = 1,
                vCruise = 55,
                -- vAttack = 55,
                -- hCruise = 50,
                -- hAttack = 50,
                standoff = 7000,
                tStation = nil,
                LDSD = false,
                self_escort = false,
                sortie_rate = 10,
                stores = {
                ["pylons"] = {
                [1] = {
                    ["CLSID"] = "{M261_OUTBOARD_AB_M151_E_M257}",
                    ["num"] = 1,
                },
                [2] = {
                    ["CLSID"] = "{88D18A5E-99C8-4B04-B40B-1C02F2018B6E}",
                    ["num"] = 2,
                },
                [3] = {
                    ["CLSID"] = "{88D18A5E-99C8-4B04-B40B-1C02F2018B6E}",
                    ["num"] = 3,
                },
                [4] = {
                    ["CLSID"] = "{M261_OUTBOARD_AB_M151_E_M257}",
                    ["num"] = 4,
                },
            }, -- end of ["pylons"]
                ["fuel"] = 1438,
                ["flare"] = 60,
                ["chaff"] = 30,
                ["gun"] = 100,
                },
            },
        },
        ["Strike"] = {
            ["Strike"] = {
                minscore = 0.1,
                support = {
                        ["Escort"] = false,
                        ["SEAD"] = false,
                    },
                attributes = {"soft"},
                code_loadout =  {"Crisis", "PG", "Cyprus"},
                weaponType = nil,
                expend = "Auto",
                day = true,
                night = true,
                adverseWeather = true,
                range = 80000,
                capability = 1,
                firepower = 1,
                vCruise = 55,
                vAttack = 55,
                hCruise = 50,
                hAttack = 50,
                standoff = 7000,
                tStation = nil,
                LDSD = false,
                self_escort = false,
                sortie_rate = 6,
                stores = {
                ["pylons"] = {
                [1] = {
                    ["CLSID"] = "{M261_OUTBOARD_AB_M151_E_M257}",
                    ["num"] = 1,
                },
                [2] = {
                    ["CLSID"] = "{88D18A5E-99C8-4B04-B40B-1C02F2018B6E}",
                    ["num"] = 2,
                },
                [3] = {
                    ["CLSID"] = "{88D18A5E-99C8-4B04-B40B-1C02F2018B6E}",
                    ["num"] = 3,
                },
                [4] = {
                    ["CLSID"] = "{M261_OUTBOARD_AB_M151_E_M257}",
                    ["num"] = 4,
                },
            }, -- end of ["pylons"]
                ["fuel"] = 1438,
                ["flare"] = 60,
                ["chaff"] = 30,
                ["gun"] = 100,
                },
            },
        },
    },

 

Is there any chance I can make the Apache available?

Best regards,

Barthek 

Edited by Barthek
Posted
35 minutes ago, Barthek said:

Back in the days, it was just a matter of editing  "playable_m" parameter in conf_mod.lua. Now, since this parameter is no longer available, I have the following in my oob_air_init.lua and yet I cannot see the Apache available when generating the mission. 

Hi,
and thank you for your interest in the DCE system.

Yes, we stopped using the playable_m table a long time ago because it was duplicating the system. From now on, to propose a pilotable aircraft, we base ourselves on the modules indicated in: radios_freq_compatible

But it is also necessary that the UTIL_Data file is correctly filled, as well as UTIL_db_loadouts (or the local version Init/db_loadouts), and possibly UTIL_AddPropAircraft

That said, it seems to me that Cef has already proposed campaigns with the Apache, so all these files are already filled in (we are currently at version 20.61.282 or 283)

If all these files are filled and the Apache is still not proposed, try this:
- make sure you edit the right loadouts file (Init/db_loadouts if conf_mod is on Init), or UTIL_db_loadouts by default
- if you changed the name of your campaign, in UTIL_db_loadouts , put:
     code_loadout = {"All"},
- the distance may be too great, in this case, move the Apache closer to the targets or increase the range:
    range = 200000, or more
- decrease or delete the minscore variable

If it still doesn't work,
explain to me exactly what choices you make when generating the mission.

If not, send me a PM with your campaign, I'll look at what's wrong.

Miguel

Translated with www.DeepL.com/Translator (free version)

  • Thanks 1

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted

Miguel,

thank you for finding some time to respond. I followed your advice and now it works without any problems, thank you so much! I have no idea which particular solution did the trick as I applied all of them but hey - it is unimportant now. I am happy to continue the development of the campaign which, once completed, I will gladly share. 🙂

Best,

Barthek

  • Like 1
Posted
16 hours ago, Barthek said:

Miguel,

thank you for finding some time to respond. I followed your advice and now it works without any problems, thank you so much! I have no idea which particular solution did the trick as I applied all of them but hey - it is unimportant now. I am happy to continue the development of the campaign which, once completed, I will gladly share. 🙂

Best,

Barthek

thank you

But for your information, and to avoid that our updates overwrite your modifications, I suggest you to make a personal loadout.

To do this, you need to set the conf_mod variable:
SelectLoadout = "init",

And place a file like this one in the folder \Init

 

db_loadouts.lua

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted

Hello,

it's me again with another issue I cannot solve myself. The AI helicopters are not willing to perform any kind of attack on the designated targets. Their flightplans are nicely created with different waypoints like JOIN, IP, ATTACK, EGRESS and so on. The helicopters take off according to their tasks, fly towards IP and ATTACK points and instead of performing an attack, they simply turn towards the next waypoint. Interestingly, when I check the ADVANCED WAYPOINT of the IP or ATTACK waypoint, I see 2 entries: 1 Run Script and 2. Attack Group but it is not enabled. I've attached some screenshots to illustrate the problem. Is there anything I can do to fix it?

Thanks in advance,

Bartheknull

nullnull

image.png

image.png

oob_air_init.lua targetlist_init.lua

Posted
7 minutes ago, Barthek said:

Attack Group but it is not enabled

Attack group is not activated, this is normal, it's just for information.
This is the script that should normally work.


Can you push me your mission?

Thanks

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
24 minutes ago, Barthek said:

Of course! Here's the link: https://drive.google.com/file/d/1HWl5neSFUF6GjuxD72pw4q02Fc1P7VrP/view?usp=share_link

It is very much a testing version - I hope I've packed all the files correctly.

Thank you!

Thanks ^^
I only asked for the mission, not the whole campaign, but thanks anyway 😛

I wanted to check the version of the scriptsMod you were using.
It seems you're using 20.61.269

And we recently released 20.61.283 with a lot of changes to the strikes that don't work.

I suggest you save your campaign, do an automatic update of the scriptsMod with DCE_Manager and see if the SA342 problem is still there.

@bientot

Miguel

  • Thanks 1

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted (edited)
50 minutes ago, Miguel21 said:

Thanks ^^
I only asked for the mission, not the whole campaign, but thanks anyway 😛

I wanted to check the version of the scriptsMod you were using.
It seems you're using 20.61.269

And we recently released 20.61.283 with a lot of changes to the strikes that don't work.

I suggest you save your campaign, do an automatic update of the scriptsMod with DCE_Manager and see if the SA342 problem is still there.

@bientot

Miguel

Whoops!

I am aware that I'm using slightly outdated scriptsMod, but when I try to update it, here's what happens.

The progress bar gets stuck and the update cannot be finished. When I close the window and launch the DCE Manager, it again says I'm using version .269. 

 

 

image.png

 

 

EDIT: Ok, I managed to update ScriptsMod to .283 (had to manually delate it and install again). I check the mission but the AI still don't engage any targets.

Edited by Barthek
Posted

ok thanks
I'll look into it, but it'll take a bit longer... ^^

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
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