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TROOPS IN CONTACT! (V10 released, now on github)


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Loving this mission, as a suggestion for your next edit, if the script decided enemy is going to flank or retreat could friendlies announce if the enemy are flanking or retreating and in what direction?

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Great script, really like how portable you’ve made is and it was easy to add the elements into our existing missions.

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  • 4 weeks later...
  • 2 weeks later...

Working on v10 now. 

New features in this version will be the addition of target marking of the enemies on demand (radio menu) by the friendlies:

  1.  By Tracer Fire:  A friendly HMMWV with a .50 cal on it will put 3-4 bursts over top of where the enemy is so you can see the direction. This guy isn't shooting blanks and may actually hit and or destroy some of the enemy, so use with discretion.
  2. By Laser & IR pointer: The same HMMWV unit will determine whether or not it can see unit 1 of the enemy (LoS).  If so, he will lase it using a configurable code, and configurable duration. If he is not Line-of-Sight with the enemy (as can occur due to terrain variations and the innate randomness of placement), he will respond "Negative lase, unable."

 


Edited by fargo007
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On 5/2/2022 at 3:59 AM, Telson said:

Loving this mission, as a suggestion for your next edit, if the script decided enemy is going to flank or retreat could friendlies announce if the enemy are flanking or retreating and in what direction?

This will be also included in V10. I'm adding an option to either announce it, or not to, leaving it to the mission designer's intent to include this as an element of surprise if desired.


Edited by fargo007

 

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  • fargo007 changed the title to TROOPS IN CONTACT! (V10 released, now on github)

Version 10 is released, and available on github.

https://github.com/Fargo007/TROOPS-IN-CONTACT/releases/tag/Version10

CHANGES:

Feature: Text message notification (if desired) of enemy flanking/bugout movements with direction of travel.


Feature: A Friendly HMMWV MG unit will mark the target direction with tracer fire on demand with 4-5 bursts.


Feature: Friendly unit will lase the first unit of the group on demand if he is within LoS of it. Laser codes are a configurable option.

 

Bugfix: Tightened up some messages going to all clients instead of only the ones in the TIC grids.

 

 

 

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Late to the party !! Tried the demo mission out and loved it, I am now trying to incorporate it using just one zone into a multiplayer server mission that has a fair amount of scripting already. The option appears in the F10 menu, I can select light or heavy but then nothing happens. I added the units to the mission by loading the static template, checked the names and coalitions. Errors in the log are as follows.

2022-06-08 21:40:12.498 INFO    SCRIPTING: Error in timer function: [string "C:\Users\jmurr\AppData\Local\Temp\DCS.openbeta\/~mis00007EF1.lua"]:15225: Parameter #1 (zone name) missed
2022-06-08 21:40:12.498 INFO    SCRIPTING: stack traceback:
    [string "C:\Users\jmurr\AppData\Local\Temp\DCS.openbeta\/~mis00007EF1.lua"]:10011: in function <[string "C:\Users\jmurr\AppData\Local\Temp\DCS.openbeta\/~mis00007EF1.lua"]:10008>
    [C]: in function 'getZone'
    [string "C:\Users\jmurr\AppData\Local\Temp\DCS.openbeta\/~mis00007EF1.lua"]:15225: in function 'New'
    [string "C:\Users\jmurr\AppData\Local\Temp\DCS.openbeta\/~mis0000433B.lua"]:682: in function <[string "C:\Users\jmurr\AppData\Local\Temp\DCS.openbeta\/~mis0000433B.lua"]:678>
    (tail call): ?
    [C]: in function 'xpcall'
    [string "C:\Users\jmurr\AppData\Local\Temp\DCS.openbeta\/~mis00007EF1.lua"]:10063: in function <[string "C:\Users\jmurr\AppData\Local\Temp\DCS.openbeta\/~mis00007EF1.lua"]:10000>

edit - fixed the issue by adding two more TIC zones


Edited by Muzzer
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Asking this because I don't have the knowledge (nor enough time to learn) to do it myself... But could this mission and all its scripts somehow be ported to the new SA map? If it's ok with you @fargo007, maybe someone with some more scripting skills than me, could share it here.

 

Moving around with the target zones and the grid crosses to various locations on the SA map, would allow for a pleasant way to explore this new map by helo 🙂

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7 hours ago, sirrah said:

Asking this because I don't have the knowledge (nor enough time to learn) to do it myself... But could this mission and all its scripts somehow be ported to the new SA map? If it's ok with you @fargo007, maybe someone with some more scripting skills than me, could share it here.

 

Moving around with the target zones and the grid crosses to various locations on the SA map, would allow for a pleasant way to explore this new map by helo 🙂

 

😏

I've actually already done it. I will neaten it up and post it here if someone doesn't beat me to it.

 

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24 minutes ago, fargo007 said:

Here ya go. There are a lot of helicopters there so you can either modify them to suit or delete them and just add your own.

southatlantic-TROOPSINCONTACT.miz 1.67 MB · 1 download

Thank you for sharing!

Keep up.

Regards from Portugal 🙂

F.

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5 hours ago, Muzzer said:

Can't load this file as it has some mods used.

Just edit the mission file and erase the mods needed. 

Open the .miz file with WinRar and open the file Mission with notepad+ or Windows notepad.

 - "Don't be John Wayne in the Break if you´re going to be Jerry Lewis on the Ball".

About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.'

 

PC: I7 4790K 4.6ghz | 32GB RAM | Zotac GTX 1080Ti 11Gb DDR5x | Water cooler NZXT AIO Kraken x53 | 3.5TB (x4 SSD´s) | Valve Index| Andre´s JeatSeat.

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15 minutes ago, fagulha said:

Just edit the mission file and erase the mods needed. 

Open the .miz file with WinRar and open the file Mission with notepad+ or Windows notepad.

Can you expand a bit on how to do this exactly?

 

(or @fargo007; Could you please consider uploading a version without any mods. I, and all the other DCS purists, would be grateful 🙏)

 

 

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

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59 minutes ago, sirrah said:

Can you expand a bit on how to do this exactly?

 

(or @fargo007; Could you please consider uploading a version without any mods. I, and all the other DCS purists, would be grateful 🙏)

 

 

Sorry about that, I didn't realize they were in there.

 

 

southatlantic-TROOPSINCONTACT-nomods.miz

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Hi,

I am getting the following error message:

2022-06-11 14:43:16.511 ERROR   SCRIPTING: Mission script error: [string "C:\Users\baker\AppData\Local\Temp\DCS.openbeta\/~mis00001FF8.lua"]:29434: SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = 'TRACERMARK'
stack traceback:
    [C]: ?
    [C]: in function 'error'
    [string "C:\Users\baker\AppData\Local\Temp\DCS.openbeta\/~mis00001FF8.lua"]:29434: in function 'NewWithAlias'
    [string "C:\Users\baker\AppData\Local\Temp\DCS.openbeta\/~mis00004249.lua"]:197: in main chunk
 

Can you advise please?

 

Neal

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Intel i7 14700K, MSI Z790 MAG Tomahawk MOBO, 64Gb RAM , GPU Nvidia RTX 3080ti

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  • 4 weeks later...

Upcoming in the next version will be SRS/STTS integration for the voice/radio comms. 

It is in testing now. Integration of this feature went a lot more smoothly than I thought it would. 

You will be able to decide in the config whether to play the sounds from inside the mission file, OR use the SRS/STTS integration and play them from the server, in which case the sound files do not need to be loaded into your mission at all.

Keep in mind that SRS/STTS is intended to be used on dedicated servers, not servers that have a local client also flying on it.

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  • 3 months later...

@fargo007Hi, thank you for this great script.

I need help with the Mirage F1.  If I place down the F1 and it's country is USA, then the script works and I can request troops in contact and they spawn.
However, if I place the F1 and select it's country South Africa, then the script does NOT spawn anything, and no 5 line starts.
Is your script only set for USA units?


Edited by BRAVO_16

Maintain thy airspeed lest the ground rise up and smite thee!

YiizHx5.gif

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On 10/27/2022 at 3:12 PM, BRAVO_16 said:

@fargo007Hi, thank you for this great script.

I need help with the Mirage F1.  If I place down the F1 and it's country is USA, then the script works and I can request troops in contact and they spawn.
However, if I place the F1 and select it's country South Africa, then the script does NOT spawn anything, and no 5 line starts.
Is your script only set for USA units?

 

What Coalition?  It needs to be in the blue coalition.

 

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

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Yes I checked the coalition and it is set to Blue.
I think the problem might be that I moved the Troops in Contact Zone and might have place some of the grids inside the zone on terain where units might not be able to spawn.
Anycase, I'll play around with it some more.

Soon, Cows in Contact!

Also, is there a limit to the number of units you can have in a group, like Light-1?
If the number is increased, should the spawn grid size increase or not really?
Can I remove some of the spawn grids or does it need all of them?


Edited by BRAVO_16

Maintain thy airspeed lest the ground rise up and smite thee!

YiizHx5.gif

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