Flasham Posted August 20, 2024 Posted August 20, 2024 Hello there! I am pretty new when it comes to missions. Here is what I want to do and where I fail: I made a convoy out of Scud launchers. I want them to fire at different positions each, after reaching the last waypoint. The problem is, they always fire at the same target. How can I make them shoot at target "1", "2", "3", and "4", at the same time for example (delay in between shots is exeptable. But Scud "2" should not fire at target of Scud "1"). I want them in a group so they can drive in a convoy to the firering position.
AKA_Clutter Posted August 20, 2024 Posted August 20, 2024 First, I'm not much pastvthe noob stage. Secondly, my computer has "issues" so I can't fire things up in the ME ti look at things are do any test. From a short look on the internet, and a brief look at command listing g I. Tge Hoggit wiki, I'm not sure you can assign individual targets to individual units. This may be a "group" action only. I did find this, and it would be worth a read. https://wiki.hoggitworld.com/view/Mission_Editor:_AI_Tasking Hopefully someone else with more knowledge will respond. Good luck. ---------------- AKA_Clutter Win 10 Pro, Intel i7 12700k @4.6 GHz, EVGA RTX 3080 FTW, Ultra 64 GB G.Skill DDR4 3600 RAM, Acer 27" flat screen, HP Reverb G2, TM Warthog HOTAS with Virpil warBRD base, MFG Rudder Pedals, Virpil TCS Rotor Base with AH-64Dcollective, TrackIR 5 Pro w/Vector Expansion, PointCTRL.
Flasham Posted August 21, 2024 Author Posted August 21, 2024 Hi and ty for trying to help. Maybe there is an option to disband a group after an action. That way I could assign targets to single units. If not possible: Is there a way to have groups delete and new ones spawn in? I know I can place groups and put them to idle AND invisible until activation. Just need to figure out a way to let the ols units disappear
AKA_Clutter Posted August 22, 2024 Posted August 22, 2024 (edited) Google is your friend. The link below references an Action “group deactivate” that you can set in the Mission Editor (ME). I haven’t used it myself, but worth a try. https://forum.dcs.world/topic/191815-trigger-quotgroup-deadquot-and-quotgroup-deactivatequot/ So what you could do is. 1. Make a scud group, group 1, and set the route and fire orders you want. 2. Make a second group of scuds, set the route and fire orders as desired. Have this group set to late activation. 3. Set up a trigger to deactivate scud group 1 after so much time. You can also do this based on when they reach the last waypoint, or enter a zone. As part of the actions of this logic set a flag to true. For example set flag 950 to true 4. Add another trigger with the continuing of flag 950 = true with the action of activating scud group 2. hopefully this is clear enough for you to okay around in the ME and figure out how to set triggers, conditions, and associated actions. Any time you spend in the ME will not be wastes. Now, I assumed (right or wrong) that you were looking at doing this via the ME and not Lua scripting. You can do similar things via scripts if you wish. Hope this helps to point you in the right direction. Edited August 22, 2024 by AKA_Clutter ---------------- AKA_Clutter Win 10 Pro, Intel i7 12700k @4.6 GHz, EVGA RTX 3080 FTW, Ultra 64 GB G.Skill DDR4 3600 RAM, Acer 27" flat screen, HP Reverb G2, TM Warthog HOTAS with Virpil warBRD base, MFG Rudder Pedals, Virpil TCS Rotor Base with AH-64Dcollective, TrackIR 5 Pro w/Vector Expansion, PointCTRL.
cfrag Posted August 23, 2024 Posted August 23, 2024 (edited) On 8/21/2024 at 8:43 AM, Flasham said: Maybe there is an option to disband a group after an action. DCS currently can't disband groups into individual or smaller groups, nor can it combine existing units from groups into new groups. On 8/21/2024 at 8:43 AM, Flasham said: That way I could assign targets to single units. AFAIK, for ground units, a group is the smallest level that you can give orders to in ME (using the 'controller' singleton). So single-unit ground unit groups can have individual targets assigned, but individual ground units inside a group cannot have individually assigned targets. On 8/21/2024 at 8:43 AM, Flasham said: Is there a way to have groups delete and new ones spawn in? Yes, but not in vanilla ME. You will need scripting for that, and spawning units is something you may want to tackle after you have some scripting experience, lest you risk substantial hair loss. DCS scripting is not for the faint of heart. Not because of Lua, but because documentation is really, really bad (there is 3rd party docs that are much better) and the API IMHO worse. I'm still addicted to scripting, so there's that. And yeah, I'm bald now. Edited August 23, 2024 by cfrag
AKA_Clutter Posted August 26, 2024 Posted August 26, 2024 @Flasham @cfrag is one of the greybeards of scripting and knows DCS API backwards and forwards. He is correct in the fact that scripting isn't for the faint of heart, and mainly because of the documentation. He and @Grimes have done a lot and the hoggit wiki is a great source. I am still very wet behind the ears but find scripting fun. As to getting a group to fire, then deactivate it and activate another group, I created a simple mission (yes the computer decided to work today). I'm not sure they fire, but this should give the basics of how to do it in the ME. Scripting would be much more elegant but would take more time to develop (for me at least) Simple_Arty_group Activation.miz ---------------- AKA_Clutter Win 10 Pro, Intel i7 12700k @4.6 GHz, EVGA RTX 3080 FTW, Ultra 64 GB G.Skill DDR4 3600 RAM, Acer 27" flat screen, HP Reverb G2, TM Warthog HOTAS with Virpil warBRD base, MFG Rudder Pedals, Virpil TCS Rotor Base with AH-64Dcollective, TrackIR 5 Pro w/Vector Expansion, PointCTRL.
Flasham Posted August 26, 2024 Author Posted August 26, 2024 Too bad I am not into scripting here. Guess I can only use single units then. I hope they won't have any problems with the pathfinding when they drive behind each other... Makes triggers even more complex with all them single units. For now it will do tho. Quick question that is off topic: Do you guys think the F15E is worth buying right now? I really want a new COOL plane with the alrounder ability of the F/A 18. Thought of buying the F4 Phantom. But currently we can't playtest the plane for 2 weeks (WHY?!) What I don't like on the F4, is the way you have to do the bombing runs. No CCIP or CCRP the way I know it.
HC_Official Posted August 26, 2024 Posted August 26, 2024 (edited) 12 minutes ago, Flasham said: Quick question that is off topic: Do you guys think the F15E is worth buying right now? I would say it is far far too risky to buy the F-15E right now ... for "reasons" that we cannot really freely talk about on this forum regarding scuds you would need each unit to be in a group by itself to fire on different targets Edited August 26, 2024 by HC_Official No more pre-orders Click here for tutorials for using Virpil Hardware and Software Click here for Virpil Flight equipment dimensions and pictures. .
buceador Posted August 26, 2024 Posted August 26, 2024 As a workaround... (SCUD implementation in DCS is such that they are only useful for hitting a general area not a pinpoint attack) SCUD.trk
Priest Posted September 4, 2024 Posted September 4, 2024 One group of SCUDs, four launchers. Four separate fire at point tasks, each with rounds to expend option set to 1. Result: One missile launched at each target Worked on first try!
buceador Posted September 4, 2024 Posted September 4, 2024 8 hours ago, Priest said: ne group of SCUDs, four launchers. As in the above track I posted 2 weeks ago
Flasham Posted September 4, 2024 Author Posted September 4, 2024 (edited) Will be home in a few hours. Gonna try it! Thanks guys I will share the results here Edited September 4, 2024 by Flasham
Recommended Posts