Kappa-131st Posted October 9, 2024 Posted October 9, 2024 Hi ED, There is a trigger function "UNIT AI SET LIFE" in trigger interface. But there is no LUA function "Unit:setLife() repertoried in Hoggitworld. This function is very usefull for mission maker for scripting. Can you add a lua function like nullUnit.setLife(Class Self, number ) @ED : Where Number is hitpoint or percentage? This function definitivly exist (she is on the trigger editor), car you give us an access in unit object ? Ex : local u = Unit.getByName("myUnit") u:setLife(200) u:setLifePercent(50) Thanks you ! 2
Kappa-131st Posted October 11, 2024 Author Posted October 11, 2024 Please ED... I know many missionmakers who code in LUA wich are frusted to not have this function in LUA scripting (it exist in dcs trigger !) https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation Please add this function, all the community will be gratefull! 1
ED Team BIGNEWY Posted October 11, 2024 ED Team Posted October 11, 2024 Hi Kappa, this has been requested before but currently there are no plans to add it sorry. thank you 1 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Kappa-131st Posted October 11, 2024 Author Posted October 11, 2024 11 minutes ago, BIGNEWY said: Hi Kappa, this has been requested before but currently there are no plans to add it sorry. thank you Oh, it's a shame It will be very usefull (and the fact this function exist in triggers means the function already exists, it's just not implemented in the engine scripting, which shouldn't be a lot of work to add it!) 2
ED Team BIGNEWY Posted October 11, 2024 ED Team Posted October 11, 2024 I will mention it to the team again, but can not make any promises. Thanks 2 1 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Migow Posted October 25, 2024 Posted October 25, 2024 Please ED we need Unit.setLife(Class Self, number ) function , the trigger exist(unit ai set life) already(the function exist for the trigger) , it can be implemented , it would help a lot for mission editing/ability to simulate fragment explosion with script in a better way , ability to set mobility kill etc... it would make the game better 1 member of 06 MHR / FENNEC Mi-24P
waterman Posted October 26, 2024 Posted October 26, 2024 (edited) This may be of use read DML Documetation - "DML" delicates.lua - the strength is adjustable - Making clones “delicate” or “brittle” You can assign a Delicate Zone to the cloner with the useDelicates attribute. If you do so, the named Delicate Zone is used to assign delicate status to all clones, making them explode when they receive a tiny amount of damage. See Delicates module for more info. delicates.lua Edited October 26, 2024 by waterman
Kappa-131st Posted November 30, 2024 Author Posted November 30, 2024 (edited) On 10/11/2024 at 2:41 PM, BIGNEWY said: I will mention it to the team again, but can not make any promises. Thanks Hi @BIGNEWY, No return from ED's team about adding the lua function "Unit.setLife" to have the equivalant of the function in the trigger editor ? One example of the necessities of having this function : I created a script so that helicopters are more effective in carrying out anti-ship missions, in order to allow helicopters to be able to engage medium ships such as Ropucha, La Combattante or Molnya. The goal of my script is to increase ship damage reasonably and proportionally to the missile used. The script will bring additional damage to the ship depending on the explosive mass of the missile hitting it. So, a Kamov's KH-25ML will do much more damage than a Vikhr, for example. This script is based with a coefficient to adjust the damage you want : The higher the coefficient is, the stronger the additional explosion will be The script ShipDamageCoeff=4 --coeff : explosion damage multiplier local eventhitArmedShip = {} function eventhitArmedShip:onEvent(event) if event.id ~= 2 then return false end-- if event not a hit : exit if event.target == nil then return false end --If target is not exist (yet destroy) : exit if not event.target:hasAttribute("Heavy armed ships") then return false end--if target is not heavy ship : exit if not event.weapon then return false end-- if no weapon (ex: crash) : exit if event.weapon:getDesc()["missileCategory"] == nil then return false end-- if not a missile : exit if event.initiator:getPlayerName()== nil then return false end --if initiator is not a player : exit if type(event.weapon:getDesc()["warhead"]["explosiveMass"]) == 'number' then --If the missile have data for explosiveMass trigger.action.explosion(event.target:getPoint(),math.ceil(ShipDamageCoeff*event.weapon:getDesc()["warhead"]["explosiveMass"])) end end world.addEventHandler(eventhitArmedShip) --ShipDamageCoeff= volumeExplosion / explosiveMass --ShipDamageCoeff 4 : 4 * 46.2 (Kh25ML volume) = 278 expl --explosiveMass --FBA-500 -> 428 --SCUD -> 395 --GBU-38 -> 72 --Kh25ML -> 46.2 --AGM-65D Maverick -> 15.6 --AGM-65H Maverick -> 39 --AGM 114 Hellfire -> 5.67 --Vikhr -> 4 --HOT2 -> 4.1 --ATAKA -> 7.4 --CLASS PV --Type 071 Amphibous 7300 --Kuznetsov 7000 --Kirov 6500 --Slava 5200 --Udaloï 3500 --Type 52C Destroyer 3200 --Ticonderoga 2700 --Type 52B Destroyer 2700 --Type 54A frigate 2500 --Admiral Gorshkov 2200 --Neustrashimy 2180 --Sovremenny 2100 --Arleigh Burke 2100 --Olivier Hazard Perry 2100 --Admiral Grigorovich 2000 --Ropucha 2000 --Krivak II 1800 --Steregushchy 1800 --Grisha 1600 --Patrol Ship 1500 --Karakourt 1200 --La Combattante Ila 750 --Molnya 700 I have make grids for evaluate the degat with KH-25L on many ships (Ropucha, Kuznetsov) to choice wich coefficient I want to use to propose reasonable damage : For example with a Ropucha Class (Explosion : Volume explosion, PV = HP hitpoint, "PV restant" mean "remaining Hitpoint") : So a volume 200 explosion destroys 1/4 of a Ropucha's life. If I want a Ropucha sank with 3-4 KH-25ML, I must use a ratio that make one explosion of KH-25Ml make 200 explosion. This is all the complexity that we have to take into account to be able to create a script to manage the damage without this very useful function that we all hope to have one day!! Unfortunately, despite all my tests and calculations, I encountered a problem with my script: Explosion damage on ships is not IDENTICAL in singleplayer and multiplayer! So, my entire damage grid tested in solo is no longer calibrated for multiplayer (it causes too much damage in multiplayer, and the boats sink too quickly with too little ammunition. Having a function that would allow you to do a setter on the damage would make it possible to avoid encountering this type of problem where explosions do not cause the same volume of damage between SINGLEPLAYER and MULTIPLAYER. This script is just an example. I have many other scripts in mind where this function could be used effectively So please ED, this function EXIST in the trigger editor, so technicaly she is already coded, we just want the equivalent on LUA. Edited November 30, 2024 by Kappa-131st
Kappa-131st Posted Tuesday at 11:54 AM Author Posted Tuesday at 11:54 AM On 10/11/2024 at 2:41 PM, BIGNEWY said: I will mention it to the team again, but can not make any promises. Thanks @BIGNEWY, have you any answer ? This feature is very important for all missionmaker who code in lua ! It is a very demanded feature, and the fact she exist in Trigger editor means the function exist somewhere. We just want an lua function to call the same function use in the trigger editor. This is an easy way to please the DCS community. Please insist,we must have it!
ED Team BIGNEWY Posted Tuesday at 12:00 PM ED Team Posted Tuesday at 12:00 PM Quote @BIGNEWY, have you any answer ? This feature is very important for all missionmaker who code in lua ! It is a very demanded feature, and the fact she exist in Trigger editor means the function exist somewhere. We just want an lua function to call the same function use in the trigger editor. This is an easy way to please the DCS community. No sorry, it is not currently planned. I will keep pushing for it so thank you for the nudge. Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Recommended Posts