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Posted
1 hour ago, marmeys said:

this script doesn't work.
it only works in RETRIBUTION

 

Strange, i play with it in every mission and it works standalone!

Only thing with retribution is, that you can edit it from within Retribution without editing the file directly.

Try it!

Posted (edited)

please share the mission!!!
I can't start it...only the anti-radar of ships works from the script!

but the script is awesome.🤔The others work, but this one doesn't.

Edited by marmeys
Posted
6 minutes ago, marmeys said:

please share the mission!!!
I can't start it...only the anti-radar of ships works from the script!

but the script is awesome.🤔The others work, but this one doesn't.

 

Will try it again when i'm back home! I'm really curious now...

Any chance you haven't fired/dropped the weapon yourself? As i understand the script, only player weapons are processed.

But i may be wrong, lua is not my language! 😉

Posted (edited)
1 час назад, Kurdes сказал:

Any chance you haven't fired/dropped the weapon yourself? As i understand the script, only player weapons are processed.

But i may be wrong, lua is not my language! 😉

Exactly, I tried it myself/// on the polygon specially created a mission to test the scripts SPLASH DOMAG.

 

 If you replace the bottom part of the script from the default version (the newest 2.1 .... came out 3 months ago). 
you get secondary explosions.

the secret's in there somewhere.

I asked the guys to make it work for regular missions...

but I didn't get a reply.

 

Edited by marmeys
Posted
2 hours ago, marmeys said:

Exactly, I tried it myself/// on the polygon specially created a mission to test the scripts SPLASH DOMAG.

 

 If you replace the bottom part of the script from the default version (the newest 2.1 .... came out 3 months ago). 
you get secondary explosions.

the secret's in there somewhere.

I asked the guys to make it work for regular missions...

but I didn't get a reply.

 

 

Hi!

I think i know what's going on now 😉

You are right, the script i posted only works for player weapons. Probably the people from Retribution done this for better performance in the campaign.

However the script from page one in this thread won't work at all because of the latest changes in DCS 2.9!

As user bal2o already said on page 6:

"Hi, i think the script need short update because 2.9 update and change in dcs API :   foundObject:getCategory() need to be replace by Object.getCategory(foundObject)" 

And because of this it wasn't working for buceador also.

So i will delete the posted file i posted on site 6 and post a fixed one here!

Let me know how it works for you!

Splash_Damage_2_0.lua

  • Thanks 2
Posted
9 часов назад, Kurdes сказал:

So i will delete the posted file i posted on site 6 and post a fixed one here!

Let me know how it works for you!

8 часов назад, Kurdes сказал:

Hi!

I think i know what's going on now 😉

You are right, the script i posted only works for player weapons. Probably the people from Retribution done this for better performance in the campaign.

However the script from page one in this thread won't work at all because of the latest changes in DCS 2.9!

As user bal2o already said on page 6:

"Hi, i think the script need short update because 2.9 update and change in dcs API :   foundObject:getCategory() need to be replace by Object.getCategory(foundObject)" 

And because of this it wasn't working for buceador also.

So i will delete the posted file i posted on site 6 and post a fixed one here!

Let me know how it works for you!

Yes, your script works!!!(it doesn't say that the script is enabled--- but it can be enabled).

if you want to add weapons only last and don't forget to put a comma at the end.

Posted
8 hours ago, marmeys said:

Yes, your script works!!!(it doesn't say that the script is enabled--- but it can be enabled).

if you want to add weapons only last and don't forget to put a comma at the end.

You can add weapons were you want in the weapon list, just don't forget the comma. 😉

Posted
20 часов назад, Kurdes сказал:

 

 ["unit_cant_fire_health"] = 50, --if health is below this value after our explosions, set ROE to HOLD to simulate damage weapon systems

it's an excerpt from the script!
how and where to change ROE to HOLD?

 

Posted
39 minutes ago, marmeys said:

 ["unit_cant_fire_health"] = 50, --if health is below this value after our explosions, set ROE to HOLD to simulate damage weapon systems

it's an excerpt from the script!
how and where to change ROE to HOLD?

 

First you have to enable this: ["damage_model"] = true,

Then whenever the health of the unit drops under 50, (or whatever you set in ["unit_cant_fire_health"] = 50,) the unit won't fire anymore.

You can also disable the units ability to move with this parameter: ["unit_disabled_health"] = 30,

  • Like 1
  • 3 months later...
Posted
Am 11.1.2024 um 00:43 schrieb Kurdes:

Hi!

I think i know what's going on now 😉

You are right, the script i posted only works for player weapons. Probably the people from Retribution done this for better performance in the campaign.

However the script from page one in this thread won't work at all because of the latest changes in DCS 2.9!

As user bal2o already said on page 6:

"Hi, i think the script need short update because 2.9 update and change in dcs API :   foundObject:getCategory() need to be replace by Object.getCategory(foundObject)" 

And because of this it wasn't working for buceador also.

So i will delete the posted file i posted on site 6 and post a fixed one here!

Let me know how it works for you!

Splash_Damage_2_0.lua 21 kB · 49 Downloads

Hey Kurdes,

would you be so kind as to check that again?
I tried a few times yesterday but it doesn't seem to work (again) 😕

No message that the script was loaded and no more damage.

Thank you !

 

greetings Marcus
___________________________________________________________________
Member of vFS "F-16 Viper Club" | a flag-waving-250.png F-16 (Only) Squadron
... and "other Sim" Pilot since 2005

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  • 2 weeks later...
Posted

Is this superceded by the new explosions in DCS and is it still compatible?

System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.

CVW-17 Profile Background VFA-34.png

Posted (edited)

No longer appears to be working..... i'm seeing the initial "script loaded" message upon mission start, but no longer seeing any damaged/distroyed messages in game.

Edited by Gunnergolly

Win 11 Home 64Bit, i7-13700K@5.2Ghz Water Cooled, 32 Gb RAM, PNY RTX4090, Pimax Crystal, Quest Pro, Realsimulator FSSB R3 ULTRA, Virpil/Thrustmaster Warthog HOTAS combo, MFG Crosswind Pedals.

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

lot of new lines were added directly in github, it will be good that all people do the same 🙂

to have and share a unique source

  • Like 1

System specs: Win10 x64 | i7-9700KF / i9-12900KF | 48/64 GB | GTX 1080 Ti 11 GB / RTX 3090TI 24GB | *NvME PRO 2To | HOTAS Warthog/Virpil | MFG Crosswind Pedals | Button Box

Posted
On 6/5/2024 at 1:59 AM, Kervinou said:

lot of new lines were added directly in github, it will be good that all people do the same 🙂

to have and share a unique source

Where are you seeing the new lines? I only see updates from 8 months ago?

  • Like 1

Ryzen 7 5800x w/ PBO on, RTX 3070ti w/ OC, 32 GB RAM @3000 | Quest 2, Virpil Joystick, Throttle, and Rudder

Posted
On 6/6/2024 at 6:23 PM, SmeagleGoneWild said:

Where are you seeing the new lines? I only see updates from 8 months ago?

Perhaps the latest updates have not yet been published by the author, but this should happen soon.

System specs: Win10 x64 | i7-9700KF / i9-12900KF | 48/64 GB | GTX 1080 Ti 11 GB / RTX 3090TI 24GB | *NvME PRO 2To | HOTAS Warthog/Virpil | MFG Crosswind Pedals | Button Box

  • 1 month later...
Posted

Now that the F-4E is released, for the first time I'm dropping strings of bombs and I'm finding that the bombs are destroying themselves before they land when using this script.  A quick fix in using the MXU-735 plug and changing the function delay to 0.25s.  Also increasing the interval time can help.

  • 2 weeks later...
Posted

@Grimm Hi, sorry if my question has already been answered somewhere here, but is it possible to disable the function which disables weapons and movements on partially damaged vehicles?

I'd like to simulate a more fanatic enemy and set the retreat conditions myself in the ME.

Otherwise the script works great and lots of pilots noted the increases lethality of their munitions as a very positive experience in our mission.

Thanks and best regards,

Rohrkrepierer o7

Posted
On 8/12/2024 at 3:03 AM, Rick Mave said:

@Grimm Hi, sorry if my question has already been answered somewhere here, but is it possible to disable the function which disables weapons and movements on partially damaged vehicles?

I'd like to simulate a more fanatic enemy and set the retreat conditions myself in the ME.

Otherwise the script works great and lots of pilots noted the increases lethality of their munitions as a very positive experience in our mission.

Thanks and best regards,

Rohrkrepierer o7

Sure, just set the damage_model option to false.

  • 3 weeks later...
Posted

@Grimm Hi, we experienced a DCS crash clients (Multi Players) with a strike (F-15E/1xGBU-10) on a super container cargo ship (N 29°30.737'   E 34°59.657') docked at the port of   Al Aqabah on Sinaï map.

Seems be caused by the explosion of containers which individually generate a large number of simultaneous explosions causing a DCS crash. Not reproduced with a local mission.

 

Is there a solution to fix it ? 

 

Thanks

Posted (edited)

Try to disable the larger explosion options, but i am getting also error/crash when we get too many explosions, sometimes even without splashdamage

 

["larger_explosions"] = false, -
Edited by titi69
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