Jump to content

Recommended Posts

Posted

Hhmmm, AI wingmen (flight) can't find the mission targets in current PG crisis - blue. When instructed to "Engage mission target then rejoin" they can't find targets even when close to the target waypoint. They fly off on a heading then rejoin.

Cheers!


Sent from my SM-G998B using Tapatalk

W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB 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, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM

Posted
3 hours ago, Scotch75 said:

Hhmmm, AI wingmen (flight) can't find the mission targets in current PG crisis - blue. When instructed to "Engage mission target then rejoin" they can't find targets even when close to the target waypoint. They fly off on a heading then rejoin.

Cheers!


Sent from my SM-G998B using Tapatalk
 

Did you reach IP before giving the order ? Sometimes it seems to be better for AI …

[/url]All known Dynamic Campaign Engine Campaigns

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

 

Posted
Did you reach IP before giving the order ? Sometimes it seems to be better for AI …
No, I think it was before the IP as I thought they had reported "Target at xxx for xx." I'll try after the IP on the next mission.

Many thanks.


Sent from my SM-G998B using Tapatalk

W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB 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, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM

Posted
On 1/5/2024 at 10:14 PM, PB0_CEF said:

Coming soon : new versions of TF-71-Blue, TF-71-80s-Blue and War over Caucasus-Blue  campaigns 😉

 

Great news. Many thanks.

  • 1 month later...
Posted
4 hours ago, Oceandar said:

How can I change my AI wingman skill to excellent ?

Thanks

 

However, the code already forces them to excellent or even Hight.

Otherwise, in the ATO_FlightPlan.lua file, around line 4094, change this code:

					if  (flight[f].player or flight[f].client) and n == 2 then 
						-- pour éviter à l'ailier de percuter le joueur, on lui donne un Hight ou Excellent
						--75% de chance qu'il soit Hight
						--25% de chance qu'il soit Excellent
						randSkill = math.random(100)
						if randSkill >= 75 then
							mSkill = 4
						else
							mSkill = 3
						end
					end

to

 

					if  (flight[f].player or flight[f].client) and n == 2 then 
						mSkill = 4
					end

 

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)

hi guys want to try this out, is V5.11.29 of the manager the latest?

is there a tutorial how to get it all working?

thx

Edited by Pipe

i7 4770k @ 4.5, asus z-87 pro, strix GTX 980ti directcu3oc, 32gb Kingston hyperX 2133, philips 40" 4k monitor, hotas cougar\warthog, track ir 5, Oculus Rift

Posted
37 minutes ago, Pipe said:

hi guys want to try this out, is V5.11.29 of the manager the latest?

is there a tutorial how to get it all working?

thx

 

5.11.29, yes, this is the last one

what's wrong?

and yes, a tutorial should be made ^^

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
20 minutes ago, Miguel21 said:

5.11.29, yes, this is the last one

what's wrong?

and yes, a tutorial should be made ^^

nothing wrong so far lol, just that im not a programmer

thanks for the quick reply

i7 4770k @ 4.5, asus z-87 pro, strix GTX 980ti directcu3oc, 32gb Kingston hyperX 2133, philips 40" 4k monitor, hotas cougar\warthog, track ir 5, Oculus Rift

Posted (edited)
3 minutes ago, Pipe said:

nothing wrong so far lol, just that im not a programmer

thanks for the quick reply

 

compared to what existed before, it's a big step forward ^^.

Before, you had to change this every time you installed a campaign!

image.png

Edited by Miguel21

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
 
However, the code already forces them to excellent or even Hight.
Otherwise, in the ATO_FlightPlan.lua file, around line 4094, change this code:
					if  (flight[f].player or flight[f].client) and n == 2 then 					-- pour éviter à l'ailier de percuter le joueur, on lui donne un Hight ou Excellent					--75% de chance qu'il soit Hight					--25% de chance qu'il soit Excellent					randSkill = math.random(100)					if randSkill >= 75 then						mSkill = 4					else						mSkill = 3					end				end

to

 

					if  (flight[f].player or flight[f].client) and n == 2 then 					mSkill = 4				end

 

My wingman skill somehow always set to trained.

Ok thank you I will try later.
Cheers

Mastering others is strength. Mastering yourself is true power. - Lao Tze

Posted (edited)
4 hours ago, Oceandar said:

My wingman skill somehow always set to trained.

Ok thank you I will try later.
Cheers

???

weird.

which campaign?

which option? (single? single server? MP?)

which version of scriptsMod?
.

And we're talking about number 2 only?

Not 3 and 4?

Edited by Miguel21

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
???
weird.
which campaign?
which option? (single? single server? MP?)
which version of scriptsMod?
.
And we're talking about number 2 only?
Not 3 and 4?
Falcon PG.
Single player and yeah it's number 2 only
Script mod just updated it yesterday. Thats probably the problem

Mastering others is strength. Mastering yourself is true power. - Lao Tze

Posted
1 minute ago, Oceandar said:

which version of scriptsMod?

???^^

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
???^^
I think it's latest one since I just updated it yesterday. I will check again later. Not at my computer right now.

Thanks

Mastering others is strength. Mastering yourself is true power. - Lao Tze

Posted

Script Mod version is 20.67.414

I've tried to change the lines as instructed and now my wingman number 2 is ace but the third and fourth are trained.

It's ok though...I'll try to fly with it.

Thanks

Mastering others is strength. Mastering yourself is true power. - Lao Tze

Posted
1 hour ago, Oceandar said:

but the third and fourth are trained

for 3 and 4 it's normal.

You only asked me to change number 2.

 

So if you want to change 3 and 4 as well, you'll have to do this

 

if  (flight[f].player or flight[f].client)  then 
  mSkill = 4
end

but it's a shame. Normally, it's normal for the wingers to be less good than the leader.

 

Besides, why do you want your flight to be totally excellent?

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
for 3 and 4 it's normal.
You only asked me to change number 2.
 
So if you want to change 3 and 4 as well, you'll have to do this
 
if  (flight[f].player or flight[f].client)  then  mSkill = 4end

but it's a shame. Normally, it's normal for the wingers to be less good than the leader.
 
Besides, why do you want your flight to be totally excellent?

Ah..thank you. Just finished my flying time today. I'll try that again later.

I'd like to change the wingman skill level to the highest simply because I just want to make sure the job is done without any drama whatsoever.

Thanks.

Mastering others is strength. Mastering yourself is true power. - Lao Tze

  • 3 months later...
Posted (edited)
21 minutes ago, tn_prvteye said:

Everything all right, guys?  It's been awhile since an update.  Anything us non-smart, non-coding people can do to help?  😁

no no
all is well ^^

it's just that to make an update, I want it to be .... clean ^^

So it takes time.
If you want to give it a try, click here

 

==:20.74.449:==
449 fixed 	[moon][kola] bug to calculate moon phases when the sun doesn't always set, as in Kola. Thanks BAMSE
448 fixed 	[Interceptor] the rest of the bug fixed/removed/modified in getCategory()
447 fixed 	[Escort] when the strikeOnlyWithEscorte option is activated, non-escort missions are generated.
446 modified	[targetList]  better consideration of the priority value of targets
					beware, the side effect is that DCE will put everything it can on the high-priority target(s). 
					This will leave far fewer resources for the others.
445 modified	[targetList] you can mix static, vehicle and map elements in the same Target. (except for the runway, which is still a separate target)
					to avoid having (as before) 3 different types of target (Sukhumi Airbase, Sukhumi Airbase Strategics, Sukhumi AA)
					DCE will automatically add the class to each Target element. M74

					***addition of the "mainObjective" variable, which will be added to the important units. If these units are destroyed, the target is considered destroyed, even if the other "less important" units remain.

					["Sukhumi Airbase"] = {
						inactive = false,
						task = "Strike",
						priority = 16,
						additionalGroupName = {Sukhumi Airbase AA","Sukhumi Airbase support"},		--vehicle/ships/static groups (groupe-name) can be set like this (that are not "important" targets)
						additionalGroupName_MainObjective = {Sukhumi defense"},						--important group/unit that will count to define whether the target is neutralized or not
						picture = {""},
						elements = {
							[1] = {
								name = "Sukhumi Airbase 3rd Bat-1",									--statics (unit-name) can be set like this
								mainObjective = true,												--important unit that will count to define whether the target is neutralized or not (this variable will be automatically added for units in this "elements" table)
							},
							[2] = {
								name = "Sukhumi Airbase 3rd Bat-3",
							},
							[3] = {
								name = "Sukhumi Fuel Tank 3",
							},
							[4] = {
								name = "Sukhumi Control Tower",										--map elements: are the only ones you will need to enter XY positions for yourself here
								x = -219668.28125,
								y = 563758.0625,
							},
							[5] = {
								name = "Sukhumi Ammo Depot",
								x = -219592.921875,
								y = 564007.3125,
								mainObjective = true,
							},
444 fixed	[roster] not all planes are available, especially on older campaigns currently in play
443 fixed	[timing] long intervals between missions (on the order of several days) block available aircraft
442 added	[squad] automatic squad transfer based on available/unavailable runways/bases (M73)
				fille oob_air with new variable : baseAlternative
				["base"] = "Al-Dumayr",
				["baseAlternative"] = {"Al-Dumayr", "Beirut-Rafic Hariri", "Tiyas"},
441 added	[conf_mod]	the type of inertial unit alignment (and therefore its duration) can be configured in conf_mod M72
440 modified	[requiredModules]third-party mod units, added with templates, do not indicate that the mod must be added .  
439 added	[payload]	to block certain loadouts: add a "restricted_loadout.miz" mission file to \Init with all the aircraft/helico whose loadouts you have blocked. M71
438 modified	[data][inherited] to avoid duplicate registrations of certain similar modules (SA342M, SA342L etc...), add a heritage system 
					data_divers = {	
					-- inheritedFrom = "F-14",	--copy radio frequency, failues ...
					-- inherited_APA_From = "F-14",	--copy AddPropAircraft

					one of the consequences is to transfer playable module information to the table:
					data_divers = {
						playable = true,

437 modified	[failures]	random failures (SinglePlayer only) are customized to the correct device type (A-4, A-10, AV8, AJS37, C101, F-5E, M2000, MF1, F-14, F-15, F-18, F-86, L-39, MB339, Mig-21, JF-17, Ah-64, Ka-50, Mi-24)
436 fixed 	[spawn][heli]	altitudeFloor helico spawn altitude too low or too high
435 fixed	[EWR]		sometimes the EWR frequencies do not match the briefing frequencies
434 added	[campaign] 	GroundZoneTarget (adds the possibility of counting unit completeness by zone) (M70)
					if a zone collapses and you feel that this could lead to the end of the campaign, do it like this:
					In targetlist_init, assign units to a zone (for example, zone A).
						["Syrian-3rd-Armored-Div-25th-Brig-Cie-4"] = {
						task = "Strike",
						zone = "A",
						priority = 8,

					In camp_triggers_init, add this condition:
						['Campaign End Loss 4'] = {
							['condition'] = 'GroundZoneTarget["red"]["A"].percent < 40',

433 add		[F10]		getOut (a allows you to remove the pilot from a crashed helicopter, for immediate or later recovery) (M69)
432 fixed	[generator]	there are still duplicate identifiers (unitId groupId)
431 modified	[SAR]		adds aids (goals to be reached) for ejected pilots' helitacking
430 fixed	[SAR]		pilots ejected from the current mission cannot be recovered
429 fixed	[SAR]		the alert parking areas reserved for SAR and CSAR were not cleared after each mission. This meant that the parking lots became unavailable.
428 modified	[heli]		helicopter speeds and altitudes have been corrected
427 modified	[heli]		hHover variables are transferred from the loadout to the data file
426 fixed	[briefing]	the campaign briefing sometimes disappears
425 add		[trigger]	add moveToAnotherBaseOrDeactivate
424 fixed	[campaign]	end of campaign bug
423 modified	[speed]		no longer recalculates all speeds (ATO_FlightPlan.lua), but relies on the Timing.lua script
422 fixed	[loadout]	 the script's laser sport doesn't work
421 modified	[escort]	makes escorts offensive from their home base
420 modified	[radio]		onlyVariableFrequency SA342
419 add		[AddPropAir]	radar apach -> loadout
418 fixed	[loadout]	some SEAD aircraft were not activated because the range was very, very short.
417 fixed	[AI]		sometimes AIs don't bomb, neither do AI wingmen
416 fixed	[L16]		new F16 datalink not working
415 add		[AFAC]		adds the Task: AFAC with mainly Reaper UAVs

scriptsMod_454.zip

and changelog 454, which we're currently working on:

==:20.76.454:==
454 modified 	[loadout] for campaingMaker, there's no need to rename pylon numbers, as the script does this automatically.
				example: For example, you can copy what's in " DCS.openbeta\MissionEditor\UnitPayloads" directly into the DCS loadout.
					["pylons"] = {
						[1] = {
							["CLSID"] = "{AGM_122_SIDEARM}",
							["num"] = 8,
						},
						[2] = {
							["CLSID"] = "{6CEB49FC-DED8-4DED-B053-E1F033FF72D3}",
							["num"] = 1,
						},

					DCE then adapts the pylon numbers for the mission loadout:
					["pylons"] = {
						[8] = {
							["CLSID"] = "{AGM_122_SIDEARM}",
						},
						[1] = {
							["CLSID"] = "{6CEB49FC-DED8-4DED-B053-E1F033FF72D3}",
						},
						
453 modified 	[radio] news name of file :  	radios_freq_compatible to UTIL_DataRadio 
452 modified 	[loadout] you can differentiate several users with a country table.
						This way, in the same campaign, you can have different loadouts with Italian F4s and Iranian F4s (for example).
							["Italy Crisis AIR/AIR AIM-9*4,AIM-7*4"] = {
								attributes = {},
								code_loadout =  {"IIW", "Crisis", "PG", "Revenge"},
								country = {"Italy","USA"},
							and
							["Iran Crisis AIR/AIR AIM-9*4,AIM-7*4"] = {
								attributes = {},
								code_loadout =  {"IIW", "Crisis", "PG", "Revenge"},
								country = {"Iran"},

451 add 	[Plane][loadout] add F-4E-45MC from Headblur 
450 add 	[bingo] force RTB if bingo (testing)

 

Is that enough change? 😅

Edited by Miguel21
  • Like 2

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

And Cef tackles me, he wants a scriptsMod ready to finally release his new campaigns.
(he released Beyrout? ^^),
he's refreshing:
 Iran-Iraq war
Crisis in PG
and TF-71

  • Like 3

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...