chromium Posted December 15, 2011 Share Posted December 15, 2011 Is this the place for suggestions or whis lists? :). I have a couple of ideas to give... but maybe you already though some of them :) Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
Speed Posted December 15, 2011 Author Share Posted December 15, 2011 Is this the place for suggestions or whis lists? :). I have a couple of ideas... Sure... a few of the functions were actually suggestions by other people. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc. Link to comment Share on other sites More sharing options...
daribouca Posted December 18, 2011 Share Posted December 18, 2011 A quick question regarding 1.1.1.1: Those two lines get deleted in "MissionScripting.lua" when I install slmod beta5_3, and I can't find them in "slmodbeta5_3.lua", so it seems they're gone for good -class(Static, Object) -class(Weapon, Object) Is this on purpose? Or should I copy them back? Link to comment Share on other sites More sharing options...
chromium Posted December 18, 2011 Share Posted December 18, 2011 This may be a stupid question, but... Is SLmod 5.3 compatible with 1.1.1.1? :) Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
Scorpi Posted December 18, 2011 Share Posted December 18, 2011 yes ARMA 3 SUPPORTER I7 2600K/ P8P67/ 2x 120GB SSD OCZ Agility 3/ 32GB DDR3/ MSI GTX680 Twin Frozr II /WIN 8 Pro 64-bit/ HOTAS WARTHOG™/ TIR5/ G19 Link to comment Share on other sites More sharing options...
Paranoid_CF Posted December 19, 2011 Share Posted December 19, 2011 yes [sIGPIC][/sIGPIC] ----------------------------------- http://www.crimsonflag.net :thumbup: 102° Gruppo di Volo Virtuale Link to comment Share on other sites More sharing options...
Speed Posted December 19, 2011 Author Share Posted December 19, 2011 (edited) A quick question regarding 1.1.1.1: Those two lines get deleted in "MissionScripting.lua" when I install slmod beta5_3, and I can't find them in "slmodbeta5_3.lua", so it seems they're gone for good -class(Static, Object) -class(Weapon, Object) Is this on purpose? Or should I copy them back? The lines didn't get deleted... it's just that those two lines weren't there in 1.1.1.0, and I last updated the MissionScripting.lua file in 1.1.1.0. Those two lines were added with patch 1.1.1.1. Or maybe the line class(Static, Object) WAS there in 1.1.1.0. I don't think so, but I can't remember for certain. You can add the line class(Static, Object) if you want. That one might become beneficial at some point in the future. However, at THIS time, what ever you do, do not add the line class(Weapon, Object)! This will cause a Lua error that will prevent all Lua code after this line from being executed. Edited December 19, 2011 by Speed 1 Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc. Link to comment Share on other sites More sharing options...
daribouca Posted December 19, 2011 Share Posted December 19, 2011 The lines didn't get deleted... it's just that those two lines weren't there in 1.1.1.0, and I last updated the MissionScripting.lua file in 1.1.1.0. Those two lines were added with patch 1.1.1.1. Or maybe the line class(Static, Object) WAS there in 1.1.1.0. I don't think so, but I can't remember for certain. You can add the line class(Static, Object) if you want. That one might become beneficial at some point in the future. However, at THIS time, what ever you do, do not add the line class(Weapon, Object)! This will cause a Lua error that will prevent all Lua code after this line from being executed. Thanks a lot! Actually, I left both those lines, ran a server yesterday night for two hours without a glitch, except, as you said, that everything below class(Weapon, Object) got ignored. As it happens to be everything slmod needs, well, the script injects I made for the mission did not run quite well... ^^ Anyway, thanks again for your quick answer! I definitely wish I had some more spare time to dive into the .lua logic that makes the game run... Link to comment Share on other sites More sharing options...
chromium Posted December 20, 2011 Share Posted December 20, 2011 Hi Speed, I'm editing a scenario that use the POS system. To order properly everything (?'ve got a lot of groups in the scenery) I used 4 "Scriptman" units, two for red and two for blue (one contain the "resume" option, the other contain the "hold" option. But It doesn't work (only use function of the first "Scriptman" units I've created). If I add the non-working scripman function to the first scriptman unit, it work. Do I need to have only one scriptman units? Thanks for the answer! Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
sorcer3r Posted December 20, 2011 Share Posted December 20, 2011 Hi Speed, I'm editing a scenario that use the POS system. To order properly everything (?'ve got a lot of groups in the scenery) I used 4 "Scriptman" units, two for red and two for blue (one contain the "resume" option, the other contain the "hold" option. But It doesn't work (only use function of the first "Scriptman" units I've created). If I add the non-working scripman function to the first scriptman unit, it work. Do I need to have only one scriptman units? Thanks for the answer! For each side one scriptman should work. I guess it will also work with one scriptman for both. But iam also working on a mission where you can "control" ground units. I made an example miz. Maybe it helps you :)stopandgo-slmod.miz [sIGPIC]http://i1293.photobucket.com/albums/b582/sorcerer17/sorcf16-b_zpsycmnwuay.gif[/sIGPIC] Link to comment Share on other sites More sharing options...
chromium Posted December 20, 2011 Share Posted December 20, 2011 Same, I'm working on a "dynamic" scenario to be run for +1 evenings (at time 21:00 scenario gets active, at time 23:00 it closes and restart the day after... a little complex: you can activate groups AI at most 5 per side, and you can control movement and pre-defined artillery fire position ;). Also, at time, the scenario randomly activate grups to the limit if people didn't activate all. There is also a lot more to say but I do not have time and as requested by my virtual wing will be in Italian (maybe in the future translated in english). As an exchange I have attached the "non working" test mission in which is partially implemented only the AI on random activation and the move/not move POS scripting. I'm already correcting it using one scriptman by side... Now I have to rework the scriptman AI task and the option off/on logic, now I overwrite the "authorized to move" option with "hold position" for every group, And I remove the options from the list when the daytime end. It's a very long work... but next times I only need to move group elsewhere to change the theatre and rewrite only goals logic to have a completely new scenario.01g.miz Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
Speed Posted December 20, 2011 Author Share Posted December 20, 2011 (edited) There's no reason that you must have more than one group for holding multiple scripts, but there's also no reason why you can't have more than one. A guy in the 16th made a very complex mission that actually has something like 200 or 300 different Lua function calls, all on a single "scriptman" unit (it was this mission that actually found many of the bugs I fixed in Slmod beta 5.3). Having a "scriptman" group for each side in a force-on-force mission might actually help you keep organized. And there's no reason all of the scripting groups can't be of the same coalition, either. All that matters is that you put them somewhere where they will never die. It is likely that the AI might also have to be active for it to work- but I've never tested that. I wish ED simply had a more direct, "run script" trigger, then we could bypass using "scriptman" entirely As far as why your mission would not work with multiple "scriptman" groups- I don't know. I have used multiple scripting units before (it gets useful when the number of scripts starts exceeding a few dozen, and/or the scripts are divided into very logically separate things). Perhaps you had the additional script groups unactivated or AI off? Perhaps they were of two different coalitions and they were shooting at each other and killing each other? Also note that, on a single run script triggered action, you can have multiple Slmod function calls if logically permissible. I've put several dozen on a single "Run Script" triggered action before- it was for detecting units firing and units hitting, in that particular case. Edited December 20, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc. Link to comment Share on other sites More sharing options...
chromium Posted December 20, 2011 Share Posted December 20, 2011 No, every unit is AI on, and no one is firing (maybe you could take a look at the mission, to understand why it has this behaviour). But I already found another easier and ordered solution, so to me it's done :). I also workaround alternating the options "move" and "hold" in POS by keeping the same ID for two different script (as described in the QRG). I know about the multiple function in one script (seen in one of your test mission), but I need to run a different script everytime it's activated :). Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
Speed Posted December 20, 2011 Author Share Posted December 20, 2011 No, every unit is AI on, and no one is firing (maybe you could take a look at the mission, to understand why it has this behaviour). Yea, I'll definitely be taking a look when I get the chance. Also, make sure you never use the MISSION START trigger type for a script- always wait at least like 3 seconds before running the first scripts- Theoretically, TIME MORE (1) gives enough time for all scripts to be initialized, but if you use TIME MORE (3), you can be sure... in fact, for things that I want to happen at mission start, I actually use TIME MORE (5). Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc. Link to comment Share on other sites More sharing options...
chromium Posted December 20, 2011 Share Posted December 20, 2011 Yea, I'll definitely be taking a look when I get the chance. Also, make sure you never use the MISSION START trigger type for a script- always wait at least like 3 seconds before running the first scripts- Theoretically, TIME MORE (1) gives enough time for all scripts to be initialized, but if you use TIME MORE (3), you can be sure... in fact, for things that I want to happen at mission start, I actually use TIME MORE (5). I already know ;). Every trigger is CONTINOUS, activated by a flag that is deactivated in the trigger actions :) Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
Speed Posted December 20, 2011 Author Share Posted December 20, 2011 I already know ;). Every trigger is CONTINOUS, activated by a flag that is deactivated in the trigger actions :) Well, if it only ever needs to go off once, the ONCE trigger works fine too. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc. Link to comment Share on other sites More sharing options...
chromium Posted December 20, 2011 Share Posted December 20, 2011 eheh but in my scenery I need to control the ground units. To be clear: 1. one POS command the ground unit to move; 2. second POS (overwrite the first) command the unit to hold; The pilot (or ground commander ;) ) will choose when moving the ground units and, if necessary, those units could be stopped to assume a defensive firing positions. Also, in a second time, those units needs to resume movement. Example: I spot an enemy artillery behind an hill. I stop the advancing convoy, eliminate the artillery and then resume the convoy on move :). Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
sorcer3r Posted December 21, 2011 Share Posted December 21, 2011 eheh but in my scenery I need to control the ground units. To be clear: 1. one POS command the ground unit to move; 2. second POS (overwrite the first) command the unit to hold; I guess something like that? :) [sIGPIC]http://i1293.photobucket.com/albums/b582/sorcerer17/sorcf16-b_zpsycmnwuay.gif[/sIGPIC] Link to comment Share on other sites More sharing options...
chromium Posted December 21, 2011 Share Posted December 21, 2011 Exactly :). Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
chromium Posted December 22, 2011 Share Posted December 22, 2011 (edited) Hi Speed, this evening I converted a mission that work with chat_cmd function to the more effective POS. But now, after multiple tests and solutions... it doesn't work and I can't understand why. With chat_cmd everything runs fine, with POS (only in this mission) it doesn't. I attach it (ADD16...) maybe could be helpful for undersanding why. EDIT: ok, Just tried a lot in the scenery I'm working on (01j2.miz), and seems to be broken (at least for me) the blue add options function, or maybe I can't find the reason why the POS result always in "the blue coalition has no option". In the scenery, if you get in cockpit and wait for about 15 sec, a random choice will start of activating groups.. the first coalition get to 3 groups stop everything. then, depending on your side choice, you should see from 1 to 3 option active. The red side always get 1 to 3, the blue side nothing, even if the trigger that activate the script adding worked (there is a text message that confirm the avaiability a ground group, which is the same trigger that activate the AI task...). I tried moving the script from BLUE_Scriptman to RED_Scriptman, but the result is the same: no option for blue. Can you please have a look to the attached files and maybe let me know where i'm doing wrong? :( Thanks, LoreADD16_Attacco a Gori_rev03-POS.miz01j2.miz Edited December 23, 2011 by chromium Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
chromium Posted December 23, 2011 Share Posted December 23, 2011 As described in the Quick reference Guide, you can get an Obj ID by creating a test mission, destroy the object of your interest, and then check in the debrief.log file :). Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
chromium Posted December 23, 2011 Share Posted December 23, 2011 (edited) Ok I find the reason why my blue_add wasn't working: for text I used this < " > charachter instead of < ' >. Replacing " with ' and everything works fine :). Thanks anyway ;) Edited December 24, 2011 by chromium Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
chromium Posted December 25, 2011 Share Posted December 25, 2011 Hi (and merry christmas :) ), I need a clarification: in your test video you say that the script must be contained in a isolated and "out of fire units". I thinked that if the units/group die, than you won't be able to use the script anymore. Using this assumption and after have checked that I can have a lot of "scriptman" units, I made a test adding an "activate", "move" and "hold" run script commands directly to the subject group instead of Scriptman group. All of the script are adding POS options (this solution is better for me cause of a lot of reason: just understand that I need that the options won't be added anymore when the group is dead...). But when I tried to run the scenery, and kill one of the triggerable group before running the add-option script (all the group), this script worked however. So, scripting work also if the "scriptman" group die? I understand the opposite. Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
chromium Posted December 27, 2011 Share Posted December 27, 2011 (edited) Whislist for (very far) future updates: - Timestamp function: as for coordinates, the ability to have a "timestamp" option in the task message could be helpful when a task is added. Example: an AI recce heli spot enemy, add a task with coordinates. Than AI recce goes away... the task is there, with the coordinates of the enemy units: could be helpful if the coordinates are updated since the heli has LOS on the target, than is "fixed" to the last state when our AI recce doesn't have anymore the LOS with the target... in that case, having the time of the last spot plotted will be useful for sit.awareness; - report history: the ability to list the task created, removed and executed (units of the table units destroyed?); - Option to report the composition of the alive units in the table units in the msg function (add SA a lot, cause now you have to manually enter a description of the target units... and if for example the Air defence part of a table units is destroyed could be helpful to know that you doesn't have to worry about it in a following attack). Another less accurate option could be reporting the % of alive units of the table/unit group; - Verify friend function: ability to write coordinates in chat to ask if a units in that coordinates area (ratius 100 mt?) is frendly of enemy; - (this is very useful): Actual situation: I'm going to add some script function directly to the units that command it, this for some reason but the most important are first that if the group die I won't have those function available anymore (see last post: seems that functions are added and work anyway...) and ladder because if I use CTRL-C and CTRL-V to add a unit to the same mission or to another mission it will copy automatically the scripts. Whis option: If the function is optionally automatically activated to the group whitout passing by the flag condition: I add a group script, than I will activate all the groups related script by an unique commond SLmod command: When called that command, all the units with AI ON present in the scenery activate their script (LOS functions, POS options, Task Adding options..). This will really help adding SLmod throu mission to other missions and speed up a lot the editing. I know that all that I wrote could be really complicate or nearly impossibile: but they are only ideas. To me SLmod is the best mod I ever seen and hope for DCS as it is, so, if something is impossibile or complicated or simply too much time consuming to be done.. it won't be an issue :). Edited December 28, 2011 by chromium Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
Jona33 Posted December 28, 2011 Share Posted December 28, 2011 Ok, just installed this (modman and manual no servman version) and using the my own attempt which is basically a copy from the quick ref guide and the example missions nothing happens. I've attached my mission so you can see if that's a problem.Slmod test.miz Always remember. I don't have a clue what I'm doing Link to comment Share on other sites More sharing options...
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