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Posted

Reviving this thread to ask if there's been any work on a "unit detected by radar" or "unit locked by enemy" trigger. This would be great for training exercises in NTTR.

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted
Reviving this thread to ask if there's been any work on a "unit detected by radar" or "unit locked by enemy" trigger. This would be great for training exercises in NTTR.

At some point they added the Detection functions, which you can use to get insight into what units a particular group "knows about".

 

Attached is the script I use (no dependencies) which might give you a starting point, and in simple cases may be all you need. It gives the ability to set a flag when a particular group (usually an EWR or SAM) "knows about" enemies. By default it only cares about detecting player-controlled units, but you can pass it "detectAI=true" to make it also detect AIs.

 

There's a few other options, like only setting the flag after a certain period of time, or ignoring units outside of a particular range or zone. Documentation (such as it is) is in a comment block at the start of the script.

 

Another function which I haven't seen working (though I've only tested it very briefly with a player-controlled Mirage; might work with AI units or other modules?) is this one:

 

boolean, Object function Unit.getRadar(Unit self)

which would be used as:

 

radarIsOn, trackedUnit = someunit:getRadar()

with the first return value (boolean) indicating whether the unit actually has a radar or not, and the second (an object) the thing the radar is interested in (presumably tracking/locked; nil if it's not tracking).

detection.lua

  • 2 years later...
Posted
EWRS Script simulates GCI Control with BRAH text messaging. It uses the Radar units.

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My Maps: Nevada, Normandy, Persian Gulf, Syria, South Atlantic.

  • 1 year later...
Posted
At some point they added the Detection functions, which you can use to get insight into what units a particular group "knows about".

 

Attached is the script I use (no dependencies) which might give you a starting point, and in simple cases may be all you need. It gives the ability to set a flag when a particular group (usually an EWR or SAM) "knows about" enemies. By default it only cares about detecting player-controlled units, but you can pass it "detectAI=true" to make it also detect AIs.

 

There's a few other options, like only setting the flag after a certain period of time, or ignoring units outside of a particular range or zone. Documentation (such as it is) is in a comment block at the start of the script.

 

Another function which I haven't seen working (though I've only tested it very briefly with a player-controlled Mirage; might work with AI units or other modules?) is this one:

 

boolean, Object function Unit.getRadar(Unit self)

which would be used as:

 

radarIsOn, trackedUnit = someunit:getRadar()

with the first return value (boolean) indicating whether the unit actually has a radar or not, and the second (an object) the thing the radar is interested in (presumably tracking/locked; nil if it's not tracking).

 

 

 

Hey do you have any how to's on using that attacked script?

I'm trying to create a mission where a flag is set to true when a blue flight (AI or player) is detected by red radar (AI SAM or AWACS for example).

i5 6600K, 16Gb DD4 3000, GTX 960 4Gb, 1TB SSD, TM T.16000M Stick and Throttle, Track IR 5.

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