Glloq Posted October 14, 2024 Posted October 14, 2024 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 7
SloppyDog Posted October 15, 2024 Posted October 15, 2024 Thanks. Very cool indeed. I've teste the AAA mission and the light show is amazing. 1
Jax_Lam Posted November 15, 2024 Posted November 15, 2024 Is this still working, having a bit of trouble knowing if I'm getting the script going correctly? Super cool though!
Glloq Posted November 21, 2024 Author Posted November 21, 2024 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?
NoJoy Posted November 27, 2024 Posted November 27, 2024 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: And here the trigger page from the ME: 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
Glloq Posted November 28, 2024 Author Posted November 28, 2024 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
NoJoy Posted November 29, 2024 Posted November 29, 2024 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
Glloq Posted December 8, 2024 Author Posted December 8, 2024 Can you send me the miz file so I can check what may be wrong?
NoJoy Posted December 17, 2024 Posted December 17, 2024 @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
Glloq Posted December 20, 2024 Author Posted December 20, 2024 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
NoJoy Posted December 21, 2024 Posted December 21, 2024 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
Glloq Posted February 5 Author Posted February 5 Sorry, lost my current graphical card so I will need to postpone any fix by at least a month
Recommended Posts