Jump to content

Recommended Posts

Posted

Hello everyone,

Using the "Fire at point" task, i made a script that allow units with unguided weapons to blind fire at night toward an enemy unit near then
or fire in the air where enemy units are in a specific AAA defined area.

The goal is to have some fireworks in the sky when enemy units are around. And maybe luckily hit one of them.

Using this script, there will be multiple behaviors for valid groups found with unguided weapons:

  • default behavior during day time
  • At night time, those groups will still engage like its default behavior if an enemy unit is spotted
  • At night time, if no enemy unit is spotted but there is a unit nearby at X time its weapon engagement distance ( default = 2), then the group will guess this enemy unit position in X second and fire at this point or as close as possible to it if they can.
  • At night time, if our group is inside a coalition zone with name starting by RedAAAZone or BlueAAAZone then any enemy air unit in this zone will make all allied valid groups with unguided weapons fire blindly toward the sky in the mere hope of touching something

Obviously due to the amount of fire groups munitions will be quickly depleted so you should set an ammo car nearby to resupply.

This script would not have been possible without the use of Mist and Moose so thanks a lot for those that make it possible !

If you want to add a unit you just have to put its unitType as key in maxFireAtPointDistance array with the max weapon distance range as value.

Current supported units:

  • Infantry: "Paratrooper AKS-74", "Infantry AK Ins", "Soldier AK", "Infantry AK", "Infantry AK ver2","Infantry AK ver3", "Soldier M249", "Soldier M4", "Soldier M4 GRG", "soldier_mauser98", "soldier_wwii_br_01", "soldier_wwii_us"
  • Air Defense: HL_KORD, HL_DSHK, tt_DSHK, tt_KORD, MaxxPro_MRAP, "M45_Quadmount", "ZU-23 Insurgent", "ZU-23 Closed Insurgent", "ZU-23 Emplacement", "ZU-23 Emplacement Closed", "Ural-375 ZU-23", "Ural-375 ZU-23 Insurgent", "HL_ZU-23", "tt_ZU-23", "flak30", "flak38", "bofors40", "flak18", "flak36", "flak37", "flak41", "M1_37mm", "S-60_Type59_Artillery", "ZSU_57_2", "QF_37_AA", "KS-19"
  • Fortifications: none
  • Armor: none
  • Ship: Can't use ship due to bug below not corrected since April 15, 2022 so I won't count on it some day...

In addition to the script that I made, you will find in attachement two missions files with different purposes:

  • nightAAADemo.miz which is a technical demo that show how to implement it and how it works. Just launch the mission and follow the IA Chinook as a spectator to see all AAA in the zone fire at him or trying to saturate the sky with bullets
  • nightAAADemoBringBackOurBoys.miz a quicksingle player mission on the Persian Gulf map for transport helicopters (Chinook, Huey, Mi-8 and Mi-24 ) where you have to fly at night over a city full of insurgents with AKM and 12.7, land to embark some left behind troops using the standard F10 menu and bring them to the base safely. It should be a piece of cake with your NVG and since the insurgents can't see you right? 😉

 

If you want to use this script in any mission it's quite simple. In your mission triggers:

  • MISSION START / DO SCRIPT FILE / one of the latest mist.lua file
  • MISSION START / DO SCRIPT FILE / one of the latest moose.lua file
  • MISSION START / DO SCRIPT FILE / nightAAADemo.lua

If you found any bug, improvement or have a question feel free to ask me ! If you make any mission with this script I would really like to see the results, especially if there is some 90's CNN night footage vibe !

 

Glloq

nightAAADemo.lua nightAAADemo.miz nightAAADemoBringBackOurBoys.miz

  • Thanks 7
  • 1 month later...
Posted
On 11/16/2024 at 12:21 AM, Jax_Lam said:

Is this still working, having a bit of trouble knowing if I'm getting the script going correctly?

Super cool though!

Yes it should still work. What is your issue?

Posted

Hey guys,
I just startet to build more complex missions with triggers but never did a script. The script you did, to have that 'light-show' is just was I was looking for long time and tried myself quite some times - with no joy. So I tried to just set the triggers in a mission I built myself and inserted the lua files I found from Mist and Moose. But as soon as I start the mission i get these errors popping up:

Screenshot 2024-11-27 082611.jpgScreenshot 2024-11-27 082718.jpg

 

And here the trigger page from the ME:

Screen_241127_082801.png

Maybe it's conflicting with a trigger I have in the mission or maybe I have the wrong .lua files stored in the wrong place but I just can't get it to work.
I'd really aprreciate any help here...

Thanks @Glloq for your cool script anyways - VERY COOL!!

Brrrrrrrrrrrt

I'd rather call in a Strike Eagle...

I7 6700K, MSI Z270 Gaming Pro Carbon, 32GB G.Skill Ripjaw V 3200, Inno3D GTX 1080, Samsung 970 Evo, Thrustmaster 1.6000M, TrackIr 5

Posted

There is something wrong with how you load Moose. Therefore there is an exception when my script try to call MOOSE related functions ( here COORDINATE).

Check wou have an up to date full Moose.lua file

Posted

hm, I downloaded a new moose.lua and the error pop-ups are gone but still no fireworks. I'll setup a mission from the scratch, let's see what happens then...
Thanks so far

Brrrrrrrrrrrt

I'd rather call in a Strike Eagle...

I7 6700K, MSI Z270 Gaming Pro Carbon, 32GB G.Skill Ripjaw V 3200, Inno3D GTX 1080, Samsung 970 Evo, Thrustmaster 1.6000M, TrackIr 5

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

@Glloq sorry mate I just missed your answer though I hadn't much time for DCS anyways.

So here's the mission - I do have some triggers and sounds in it but I guess that's not a problem.

Thanks a bunch for having a look, really really appreciated!!!!

2_2_Persian Gulf Sample Mission_aaa_test.miz

Brrrrrrrrrrrt

I'd rather call in a Strike Eagle...

I7 6700K, MSI Z270 Gaming Pro Carbon, 32GB G.Skill Ripjaw V 3200, Inno3D GTX 1080, Samsung 970 Evo, Thrustmaster 1.6000M, TrackIr 5

Posted

Well I had a first look at your mission and I'm a bit lost about why this is not working...

To see if it works better I tried renaming the AAA Zones so they start with "RedAAAZone", reduced the zone size, split the AAA groups in smaller groups so the fire orders are inside the whole group range but I can't get it to work while trying on the further east zone. I will need to investigate it further but that may take a long times with the nearby holidays.

The best i can suggest for you right now is that after the do script file with my night AAA lua script you do a do script with debugAlwaysFireSomewhereAboveInZone = true

This ways units in those zone will always fire above them whatever happens. Keep in mind it use a lot of ammo so you shoud have ammo trucks nearby or be around a base to be able to reload after some time.

I will keep you updated if I made progress on this

Posted

Thanks Champ! Really nice and no hurry. I'll try myself to get it working too. Wish you a very nice Xmas! 🌲

Brrrrrrrrrrrt

I'd rather call in a Strike Eagle...

I7 6700K, MSI Z270 Gaming Pro Carbon, 32GB G.Skill Ripjaw V 3200, Inno3D GTX 1080, Samsung 970 Evo, Thrustmaster 1.6000M, TrackIr 5

  • 1 month later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...