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Posted

I've been trying to get a squad of 10 Georgian Troop to embark and board onto a Mi-8MTV2. I have also tried a Huey and the Chinook.

 

The troops keep marching off to the way point near the destination.

I am trying to get them to pick up troops. Fly to destination and then drop the troops off.

 

I've been using the embark and disembark option for the troops and heli's. But I noticed there is a new option "cargo transport". Something like that.

Anyone know what that does?

And anyone got this working and can point me in the right direction?

 

Best regards KD

Posted

Easiest to do this with MOOSE or CTLD.

 

Here's a MOOSE example

 

On mission start, move forward to pick up the troops. They will board automatically.

 

Fly to the kobuleti x and drop them off.

 

When your speed hits zero, they disembark.

 

The only thing you will need to do is delete the static object off the kobuleti runway unless you have the AF1 mod.

 

/Fargo007

 

 

 


-- 


-- Template group for the soldiers getting picked up.  They must have this name
local observergroup = GROUP:FindByName( "observers" )


-- Template group for the soldiers getting picked up.  They must have this name
local GroupInside = GROUP:FindByName( "helo1")

-- --- -- -- -- 

-- Creating the objects for the cargo, the vehicle to move them, and the pickup and dropoff zones.

local observercargo = CARGO_GROUP:New( observergroup, "Observers", "test", 10 )

local CargoCarrier = UNIT:FindByName( "helo1" )

landingzone1 = ZONE:New( "landingzone" )

landingzone2 = ZONE:New( "landingzone2" )




--Debug stuff

if (observercargo) then
  MESSAGE:New("DEBUG: observercargo created",10,"MOOSE Event"):ToAll()
end

if (CargoCarrier) then
  MESSAGE:New("DEBUG: CargoCarrier created",10,"MOOSE Event"):ToAll()
end

if (landingzone1) then
 MESSAGE:New("DEBUG: landingzone1 created",10,"MOOSE Event"):ToAll()
end

if (landingzone2) then
 MESSAGE:New("DEBUG: landingzone2 created",10,"MOOSE Event"):ToAll()
end


--End Debug stuff


--Check every five seconds:

landcheck = SCHEDULER:New( nil,
 function()

if GroupInside:IsCompletelyInZone( landingzone1 ) then

    MESSAGE:New("DEBUG: CargoCarrier IN landingzone1",10,"MOOSE Event"):ToAll()

    -- Troops will board the vehicle:

   observercargo:Load( CargoCarrier, 22 )

end


-- Did we come to a stop?  
local velocity = CargoCarrier:GetVelocityKMH()

if GroupInside:IsCompletelyInZone( landingzone2 ) then

    MESSAGE:New("DEBUG: CargoCarrier IN landingzone2",10,"MOOSE Event"):ToAll()

 if ( velocity < 2 ) then
 
             observercargo:UnBoard()

end


end
 
 
 end,
 {}, 0, 5 )
 
 

infantrycargotest.miz

  • Like 2

 

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Posted

Just note gents that release 2.3 will be a lot about cargo handling in the moose framework ....

 

- infantry loading, unloading

- Slingloading from pickup zones and to deployment zones

- cargo tasking (players handling cargo)...

- cargo transportation of AI

- cargo handlers, which do medivac, manage cargo respawning, etc.

- cargo coordinate management (location in LLDMS, LLDDM, MGRS, BULLS, BR)

- menu system

- player achievement scores of cargo transportation goals

- coalition achievement scores of cargo transportation goals

-

 

 

and that in the moose philosophy and existing framework principles and capabilities, which means:

 

1. Cargo handling is done through finite state machines. That means that at specific fases of cargo management, there will be events and states exposed, which can be "handled" by the mission designers and add custom logic. for example, upon a deployment of a cargo at a deployment zone, a message or a new spawn or activation of units can be done easily.

 

2. Extendible ... A framework class hierarchy which will allow future expansion into other modules.

 

3. Simplicity. An easy setup with a lot of defaults.

 

4. Use the LDT environment for IntelliSensed coding, and fully documented.

 

5. Multiple layered, which means that different classes will be involved that handle cargo, and at the top system all these classes are used; But the Mission Designer can choose to make its own CARGO handling system by using the more lower level cargo classes only.

 

There are already some cargo components in the system, but it will be expanded.

 

Sven

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[/TABLE]

Posted

Once again, Excellent FC!

 

I'm still trying to be able to drop infantry off on a rooftop and have them remain there and engage targets from that position. I can pick up from a rooftop but when I drop off, the soldiers immediately run off the building like lemmings.

 

This is a DCS issue I think. The MOOSE parts work fine.

 

I am also playing with the new RAT class and it is fantastic.

 

Banner EDForum2020.jpg

Have fun. Don't suck. Kill bad guys. 👍

https://discord.gg/blacksharkden/

Posted

I Smell 378....(inside joke for FlightControl) :thumbup:

 

Just note gents that release 2.3 will be a lot about cargo handling in the moose framework ....

 

- infantry loading, unloading

- Slingloading from pickup zones and to deployment zones

- cargo tasking (players handling cargo)...

- cargo transportation of AI

- cargo handlers, which do medivac, manage cargo respawning, etc.

- cargo coordinate management (location in LLDMS, LLDDM, MGRS, BULLS, BR)

- menu system

- player achievement scores of cargo transportation goals

- coalition achievement scores of cargo transportation goals

-

 

 

and that in the moose philosophy and existing framework principles and capabilities, which means:

 

1. Cargo handling is done through finite state machines. That means that at specific fases of cargo management, there will be events and states exposed, which can be "handled" by the mission designers and add custom logic. for example, upon a deployment of a cargo at a deployment zone, a message or a new spawn or activation of units can be done easily.

 

2. Extendible ... A framework class hierarchy which will allow future expansion into other modules.

 

3. Simplicity. An easy setup with a lot of defaults.

 

4. Use the LDT environment for IntelliSensed coding, and fully documented.

 

5. Multiple layered, which means that different classes will be involved that handle cargo, and at the top system all these classes are used; But the Mission Designer can choose to make its own CARGO handling system by using the more lower level cargo classes only.

 

There are already some cargo components in the system, but it will be expanded.

 

Sven

I was in Art of the Kill D#@ it!!!!

Posted
Not that you don't have enough to do FC,

 

You know what would be great in the cargo class is a fast rope deployment simulation.

 

Force a low speed or hover in order to unboard the troops.

 

It's been a huge gap in DCS for a long time.

 

 

Can write a ticket here on GITHUB explaining the requirement?

 

https://github.com/FlightControl-Master/MOOSE/issues

 

Those labelled with a blue "enhancement" are feature requests...

This is for my memory, which is being put regularly at test ...

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[/TABLE]

Posted

Done FC.

 

A further question or two if I may:

 

When a new version of Moose comes out, what is the simplest way to handle folding that in?

 

I'm looking to avoid starting from scratch and going through the entire ldt config process if possible.

 

Also - I heard mention in a video that there might be a way to automatically refresh a mission script in an miz file so it doesn't have to be done manually. Is that the case?

 

Banner EDForum2020.jpg

Have fun. Don't suck. Kill bad guys. 👍

https://discord.gg/blacksharkden/

Posted

ATME can do that easyly

 

MOOSE, CTLD and ATME can do that. That was the first aim of ATME when I created it.

 

Here a video .... see at 2'00 :

 

I can help you if you want...

 

Sunski

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