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Posted

Congratulations @WirtsLegs!

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  • 2 months later...
Posted (edited)

WirtsTools 2.2.0 is out Finally

 

You can get the full docs on the readme there BUT in short it...

Adds the following features:

  • Weapon In Zone: Sets a flag equal to a count of the weapons currently in a zone that match your criteria (works for quad point and circular zones)
  • Weapon Near: Sets a flag equal to a count of the weapons currently within a defined range of a given target that meet your criteria
  • Weapon Hit: Increments a flag each time a weapon that meets your criteria hits a given unit (def read the docs on this one, there are some gotchas)


Weapon system overhaul:
Massive change to how existing functions Impact In Zone and Impact Near work, they and the above all use my new weapon filter system that lets you simply define criteria for weapons you want to match as a filter to pass to these functions

You can do things like match on weapons that are missiles, are NOT IR guided and have a shaped warhead, and so on, full details in the readme

Enjoy!

Edited by WirtsLegs
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Posted
10 minutes ago, WirtsLegs said:

full details in the readme


thanks a lot for maintaining this script current, I will test the new functions on a rocket training mission that I’m editing for the mig-21 👍

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For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

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Posted

Awesome news, Wirt!  Thank you.

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System Specs:

Spoiler

📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 35

 Into The Jungle (MP Mission)  F18: Scorpion's Sting  Apache Campaign - Griffins  Kiowa Campaign - Assassins 

 

Posted
On 1/23/2025 at 2:22 PM, WirtsLegs said:

Weapon Near: Sets a flag equal to a count of the weapons currently within a defined range of a given target that meet your criteria

 

Hi @WirtsLegs .. I have not been able to have this function work for me, can you please clarify for me if it is able to detect rockets?  or just missiles and bombs?

 

I load the tools like this:

 

MNexHBD.jpg

 

then I define a filter like this:

 

wKBL3Oq.jpg

 

But when firing the rockets I get a value 0:

 

EQf0L2F.jpg

 

This is a video of my test .. where I write on the screen the value of the rocketsNear flag:

 

 

Hopefully you can spot what I'm doing wrong here 🙏

 

Eduardo

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

Posted
3 hours ago, Rudel_chw said:

 

Hi @WirtsLegs .. I have not been able to have this function work for me, can you please clarify for me if it is able to detect rockets?  or just missiles and bombs?

 

wKBL3Oq.jpg

 

 

Hey Eduardo,

 

The error is here

you have
 

myFilters.rockets_S5M:addTerm("Name",Weapon.Name,"S-5M")

the addTerm() function takes 3 arguments

field: what field do you want the term to match on, in this case you picked "Name" so no issues here

term: this is the value you expect in the field to have, you put Weapon.Name, what you should put is the actual typename of the weapon like "S-5M"

match: This is meant to be a boolean value, so true or false, if true the filter will match when the term is matched, if false you are setting it to say i explicitly DONT want this value

So all together you should try:

myFilters.rockets_S5M:addTerm("Name","S-5M",true)

That should work IF "S-5M" is the actual typename of the weapon

note that the typename is rarely the same as what you see in the loadout editor, if you want to check the typename an easy way is to use the debug function i include, to do so run

WT.weapon.Debug()

after loading WirtsTools and otherwise setup your filter and instance as normal

then ingame when you fire that rocket a whole bunch of info will appear on your screen, one of the lines will be the typename

just have to copy that name and use it to define your filter

Finally another option could be to simply match on all rockets fired by your coalition if making sure its that specific rocket type isn't important

you would do that like this:

myFilters={}
myFilters.rockets=WT.weapon.newFilter()
myFilters.rockets:addTerm("Category",Weapon.Category.ROCKET,true)
myFilters.rockets:addTerm("Coalition",coalition.side.BLUE,true) --obviously change this if you are flying as redfor


Let me know if you need any more help!
 

Posted
21 minutes ago, WirtsLegs said:

So all together you should try:

myFilters.rockets_S5M:addTerm("Name","S-5M",true)

That should work IF "S-5M" is the actual typename of the weapon

 

Thank you so much for the help .. will try it out tonight, as well as the debug tip ... will let you know how it went 🙂 

Cheers,

 

eduardo

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

Posted
23 hours ago, WirtsLegs said:

So all together you should try:

myFilters.rockets_S5M:addTerm("Name","S-5M",true)

That should work IF "S-5M" is the actual typename of the weapon

 

Hello,

I tried it, but for some reason it didn't count the rockets, on this next screengrab, the "Rockets fired" line displays the current value of the flag (rocketsNear), and it is at 0 in spite of having fired 32 rockets 

 

Sfphhk2.jpg

 

I will now edit a simpler test mission (the one I'm using as testbed is the actual mission where I need to count how many rockets I've fired, since the MiG-21 does not have any in-cockpit display with the remaining rocket quantity still available) .. hopefully I will find my error, but in any case a simpler mission set at Caucasus will allow me to share it here if I'm still having trouble 🙂

 

best regards

 

Eduardo

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

Posted
16 hours ago, Rudel_chw said:

I tried it, but for some reason it didn't count the rockets,

 

Hello,

I found it was an error of mine, I ended up using this sentences:

 

Defining the Weapon Filter:

myFilters={}
myFilters.rockets_S5M = WT.weapon.newFilter()
myFilters.rockets_S5M:addTerm("Name","S-5M",true)

 

To detect the rockets near my aircraft:

WT.weapon.near("MyAircraft",myFilters.rockets_S5M,1200,"RocketsNear")

 

I use the RocketsNear value to update a counter of how many rockets I've fired so far ... I will use this to have my triggers detect the moment I run out of Rockets. Below is my test mission.

 

Thanks a lot for all your help and for sharing these tools. 🙏

 

Eduardo

Test Weapon Near.miz

 

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Mobile: iPad Pro 12.9" of 256 GB

Posted
On 1/31/2025 at 8:15 AM, Rudel_chw said:

 

Hello,

I found it was an error of mine, I ended up using this sentences:

 

Defining the Weapon Filter:

myFilters={}
myFilters.rockets_S5M = WT.weapon.newFilter()
myFilters.rockets_S5M:addTerm("Name","S-5M",true)

 

To detect the rockets near my aircraft:

WT.weapon.near("MyAircraft",myFilters.rockets_S5M,1200,"RocketsNear")

 

I use the RocketsNear value to update a counter of how many rockets I've fired so far ... I will use this to have my triggers detect the moment I run out of Rockets. Below is my test mission.

 

Thanks a lot for all your help and for sharing these tools. 🙏

 

Eduardo

Test Weapon Near.miz 26.33 kB · 0 downloads

All you are aiming to do is count how many are fired in total?

 

If you want I can easily add a quick function for that which will do that for you

 

Note that weaponNear will only count the amount nearby in total at any given time, if say you fire 5 then 10 min later 5 more the flag will at most have a value of 5

Posted (edited)
26 minutes ago, WirtsLegs said:

All you are aiming to do is count how many are fired in total?

 

Hi,

 

Yes, I was editing a training mission for the MiG-21 and wanted to detect the moment where all rockets are expended. The MiG-21 has no parameter nor indicator that could provide this information, so your Script came in handy for this. 🙂 

 

26 minutes ago, WirtsLegs said:

If you want I can easily add a quick function for that which will do that for you

 

Thanks a lot for the very kind offer, but it is not really necessary .. the current script handled this nicely. The sentences I used are these:

 

rRLdVUs.jpg

 

26 minutes ago, WirtsLegs said:

Note that weaponNear will only count the amount nearby in total at any given time, if say you fire 5 then 10 min later 5 more the flag will at most have a value of 5

 

That's what I believed too, and was prepared to add the rockets fired on each attack pass myself, but in practice I found that the Flag is not reset by the script and so it actually accumulates all rockets that match the filter irrespective of the firing moment.

 

Here you can see on each attack pass how the flag (that I display on a message) goes from 32, to 64 and to 96 rockets, with me never having to worry about adding the values myself:

 

m6D0ywB.jpg

 

 

Thanks a lot for the very useful Script, I'm sure i will be using it on a lot of my future missions 👍

 

 

Eduardo

Edited by Rudel_chw
fixed typos

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

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Posted
15 minutes ago, Rudel_chw said:

Here you can see on each attack pass how the flag (that I display on a message) goes from 32, to 64 and to 96 rockets, with me never having to worry about adding the values myself:

I'll look into this

 

If it is indeed not resetting to 0 as the amount of rockets near the unit in question reaches 0 then you have found a bug as hat is not how it's meant to work

 

If there is a bug I'll add a simple shot count feature as well to replace this function for you

Posted
15 minutes ago, WirtsLegs said:

I'll look into this

If it is indeed not resetting to 0 as the amount of rockets near the unit in question reaches 0 then you have found a bug as hat is not how it's meant to work

If there is a bug I'll add a simple shot count feature as well to replace this function for you

 

I understand, thanks a lot for looking into this 🙏

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

Posted

Update on this, bug found affecting weapon near and in zone functions, basically if the weapons are destroyed while still satisfying the conditions then they won't be removed from the count

 

I have put together a fix and added a simple shot detection feature that will be pushed once I have a chance to properly test it, hopefully tonight but we will see

  • Thanks 1
Posted
21 minutes ago, WirtsLegs said:

...  basically if the weapons are destroyed while still satisfying the conditions then they won't be removed from the count

 

That was my use-case .. I counted the rockets fired around my aircraft to a range of 1,500 meters, so all of them hit the target while still being within that range 🙂 

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

Posted
1 hour ago, WirtsLegs said:

Update pushed https://github.com/WirtsLegs/WirtsTools/releases/tag/v2.2.1

 

fixed bugs in Weapon Near and Weapon in Zone, added Weapon Shot feature

@Rudel_chw the weapon shot feature should do what you wanted and be more performant/reliable than relying on the old bugged weapon near


Thank you, I will test it tonight and then let you know how it went 🙂 

  • Like 1

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

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