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


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vor einer Stunde schrieb grant977:

This looks awesome.

 

What’s the procedure for moving it to different maps.

As described in the first post under "Portability", or on the GitHub site...

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1 hour ago, grant977 said:

Thank you I’ll have a look.

An alternate technique I use for testing this on different maps is to unpack the mission, and edit the 'mission' file  and change Syria here.....

 

Quote

["theatre"] = "Syria",

 

To either Caucasus, PersianGulf, etc. 

Then do the same with the 'theatre' file.

Then the mission will open up on the new map with everything in the same x/y location.  You will have to drag stuff where you want it, but all the groups/statics/sounds/triggers/zones will already be there. Just need to reposition it all.

Be sure to check the names of all blue and red groups. If something's wrong, it's almost certainly going to be a naming issue.

Watch the dcs.log for errors if something isn't working.

ETA - you can use this same technique with a static template ".stm" file if you only want to transfer over only the statics and groups from one map to another. This is why I put the spawn farm where I put it. 


Edited by fargo007
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On 12/28/2021 at 1:15 PM, Hallsy said:

Just wanted to pop in and thank you for this brilliant script. It fills a massive void in DCS. Great work, Fargo!

You're quite welcome Hallsy and I'm happy to hear you are enjoying it!

Keep on supporting the guys on the ground in the coming year too. I'm sure there will be further enhancement ideas also, and with the AH-64 coming, this is almost tailor made for it.

 

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Hi Fargo!

Thanks for the script. I really enjoy it so far an want to thank you for your work.

Just let me comment, as someone not very familiar with the Mission Editor, I figured out, that the moose-script and a script called Gamemaster is needed (or is called through the scripts in the example-mission). But the need for moose and the other script should be mentioned in the installation instructions. I think this would help a lot those users, who are not used to create their own missions in the editor.

Just my 2 cents.

Muellerman

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Gamemaster isn't needed at all. It's just there in the example mission to support my testing and because it's so amazingly useful.

Thanks, I will clarify that MOOSE needs to be loaded first. 

ETA - Done, along with a graphic showing the correct/required triggers.  


Edited by fargo007

 

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Thank you for the quick reply.

Another thing I noticed, that the "settings" option in the F10 menu disappears after choosing one option. For example, if I choose coord-format LLDDSS the setting menu is gone and won't reappear. And, the coords are still in Grid-style. So it does seam to have no effect. But I have to admit, that I might do/use something wrong.

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  • 3 weeks later...
1 hour ago, Scaley said:

Just found this and wondered if you'd considered a lightweight version that just had the comms and 5-line functionality so mission designers could add it to a mission with existing red and blue forces? 

I'm not entirely sure what you mean here. Could you elaborate on that situation?

 

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33 minutes ago, fargo007 said:

I'm not entirely sure what you mean here. Could you elaborate on that situation?

What I'm getting at is that at the moment the script spawns the forces and then provides the communications and CAS 5line to players. There might be circumstances where mission designers wanted to hand place the units in an exact way and then use the script to request fire support, issue the 5-line, and have the other functions. If there was a version where instead of the spawn logic the units could be already in the mission and then added via a filter this could be easily done by re-using big sections of the code.

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3 hours ago, Scaley said:

What I'm getting at is that at the moment the script spawns the forces and then provides the communications and CAS 5line to players. There might be circumstances where mission designers wanted to hand place the units in an exact way and then use the script to request fire support, issue the 5-line, and have the other functions. If there was a version where instead of the spawn logic the units could be already in the mission and then added via a filter this could be easily done by re-using big sections of the code.

I see.  That behavior is still possible by using only one zone, and one each of a friendly/enemy group. These could be as small as a single infantry unit.

You don't need multiple zones for it to work, only one is enough.  

A mission designer can also call the grid by grid functions directly if desired.

 

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  • 1 month later...

Hi Fargo007

I am incorporating your wonderful script into a mission for Apache, would you be able to advise on likley delivery of version 8 please?

Thanks

Neal

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Thank you Neal.  

 

Version 9 is on Github now.   Several things tuned up.  

 

Main new feature is that sounds and messages will only be heard/seen by those AC in the TIC grid to keep the signal to noise ratio down for other aircraft.

 

This is perfect for the AH-64, and we use it a lot in our squadron.  Enjoy!

 

 

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Thank you for this wonderful script! 

I am trying to implement it on our server mission. But whatever I do, I can't get units to spawn. I see the F10 menu and get a message that I am assigned to a heavy or light task, but then nothing else happens. 

I precisely checked the naming of troops and trigger zones,but no joy on my side. Anyone with the same problem? 

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1 hour ago, exil said:

Thank you for this wonderful script! 

I am trying to implement it on our server mission. But whatever I do, I can't get units to spawn. I see the F10 menu and get a message that I am assigned to a heavy or light task, but then nothing else happens. 

I precisely checked the naming of troops and trigger zones,but no joy on my side. Anyone with the same problem? 

Open up the dcs.log and review it.  Whatever is failing will stick out there.

For most people, it's the unit names of the statics.

 

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2 hours ago, fargo007 said:

Open up the dcs.log and review it.  Whatever is failing will stick out there.

For most people, it's the unit names of the statics.

Got it. Working like a charm now. My Moose wasn't up to date. 

Really awesome and a lot of randomized fun! Thanks for your effort! 

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  • fargo007 changed the title to TROOPS IN CONTACT! (V9 released, now on github)

Good afternoon, 

For those of us severely limited on free time right now, could one you outstanding men or women provide a mission file with the most current version of the this amazing .lua. 

I have just enough time right now to load a mission and fly for 30 minutes a day. 

I would greatly appreciate it!

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6 hours ago, CavMajor said:

Good afternoon, 

For those of us severely limited on free time right now, could one you outstanding men or women provide a mission file with the most current version of the this amazing .lua. 

I have just enough time right now to load a mission and fly for 30 minutes a day. 

I would greatly appreciate it!

I owed you guys this.

Version 9 example miz uploaded to github.

https://github.com/Fargo007/TROOPS-IN-CONTACT

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