viper2097 Posted July 10, 2019 Posted July 10, 2019 Is it anyhow possible to change the speed of a unit / group with a trigger? Or at least, maybe let it switch a waypoint? My intention: To control the speed of the stennis via F-10 menu. So i could let her cruise with 30 kts for take-off. When all aircrafts are departued, I could let her stop with the F-10 menu. When inbound after the mission, i could let her cruise again via the F10 menu with 30kts for recovery. So i could start and land with 30kts, but she would not travel over the half map while doing our mission... I'm quite familiar with the editor, but have no idea about scripting... Steam user - Youtube I am for quality over quantity in DCS modules
dark_wood Posted July 10, 2019 Posted July 10, 2019 I'm curios, how much time will take your mission? At 30 kts it won't be so far from initial point (30 knots is almost 56km/h). Anyway, from Waypoint Actions you can change waypoint: click on Stennis, add your waypoints, then select a waypoint, go to Waypoint Actions (right side), choose perform task, then "go to waypoint" As an alternative: set a zone around carrier in ME set ONCE > your group outside zone > Group AI OFF (carrier) + flag 1 = true - this should stop it (speed 0) when you return, switch it back set ONCE > your group inside zone and flag 1 = true > Group AI ON (carrier) - speed back to 30kts I just hope that Group AI OFF/ON works with naval groups, i'm not at my PC and can't test it
viper2097 Posted July 10, 2019 Author Posted July 10, 2019 I mainly talk about MP missions with 4-8 people who can last about 3 hours in the air before returning to the boat, so it is a good distance the Stennis would travel. Group AI on/off is a good idea and would work (would rather do it with a Flag and the F10 menu) but has the big disadvantage that the carrier (and all other ships in that group) are just dumb targets if an enemy aircrafts slips trough our CAP. According Waypoint actions: Perform Task only contains "Fire at point" and "attack group". Steam user - Youtube I am for quality over quantity in DCS modules
dark_wood Posted July 10, 2019 Posted July 10, 2019 (edited) Well, do a little effort and search in the other Waypoint actions categories, it should be in one of them. As for 'dumb targets', you can add a new naval group with some escort ships, speed 0 and activate them only when enemy CAP is in zone (spread them in front of the carrier to cover the time when is moving). Edited July 10, 2019 by dark_wood
dark_wood Posted July 10, 2019 Posted July 10, 2019 Ok, just checked in DCS, indeed, we don't have Switch to Waypoint for naval groups - my mistake here. Attached you will find a test mission, with Group AI ON/OFF trigger, also carrier will have an active escort. Adjust for your needs, is just a concept :)test.miz
viper2097 Posted July 11, 2019 Author Posted July 11, 2019 Ok, just checked in DCS, indeed, we don't have Switch to Waypoint for naval groups - my mistake here. Yeah, thats pretty bad, otherwise I would aready have probably found a solution for my need :-/ Attached you will find a test mission, with Group AI ON/OFF trigger, also carrier will have an active escort. Adjust for your needs, is just a concept :) Thx, but as I said, with AI Off would be only the last possible solution I would like to have. I hoped that it is proably per script easy possible to just change the speed of a unit... Steam user - Youtube I am for quality over quantity in DCS modules
dark_wood Posted July 11, 2019 Posted July 11, 2019 (edited) Hmm, maybe it will work with MOOSE velocity class (https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Velocity.html) It should be something like this: if trigger.misc.getUserFlag('1') == 1 then local NavalGroup = GROUP:FindByName( "NavalGroup" ); NavalGroup:VELOCITY:SetKmph(2) end Not sure is working, i have to test it when i will be at my PC, but if you can&want, give it a try -- Later edit: not working that either :( Edited July 12, 2019 by dark_wood
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