Deck Posted May 30, 2013 Author Posted May 30, 2013 159th_Falcon: I didn't make this to be a general purpose solution; it's just a fun mission that shows the possibilities for the Huey. I haven't tested any of these things, but I believe you can move and resize the trigger zones, as long as you don't change their names. You can probably change the Hueys to Russian, as long as you don't change the unit names (HueyPilot1, HueyPilot2, etc). Dropping different units absolutely requires modifying the script. 1
EagleEye Posted May 30, 2013 Posted May 30, 2013 Nice to see you again Deck! Any chance that you already working on new things? (Can`t thank you enough, we still playing youre original mission and modified) Deutsche DCS-Flughandbücher SYSSpecs: i7-4790K @4GHz|GA-Z97X-SLI|16GB RAM|ASUS GTX1070|Win10 64bit|TrackIR5|TM Warthog/Saitek Pro Pedals
159th_Falcon Posted May 30, 2013 Posted May 30, 2013 Ok, thank's for the help Deck. Ill start whit trying RUS huey's and new locations for the trigger zone's If that all works i might give the code another look. (could it be as simple as renaming all M4 entries to AK47 and all M249 to RPG?) [sIGPIC][/sIGPIC] The keeper of all mathematical knowledge and the oracle of flight modeling.:)
Mazinger Posted May 30, 2013 Posted May 30, 2013 Congratulations, very good mission thank you very much for sharing
Newspeedy Posted June 1, 2013 Posted June 1, 2013 just flown this mission with 2 others. all 4 area cleared, droped all the troops back to Fob, landed at home farp. but we didn't get a mission complete message? did we do something wrong or isn't this edited in the mission? for the rest we loved the script, so great work on that.. :thumbup:
Fuby Posted June 2, 2013 Posted June 2, 2013 I think DECK just threw this together to show what is possible as a sample mission.. and it caught like fire... You can always adjust to make a mission ending with triggers.. Now I am waiting for ths sample mission by DECK that just uses a zone and capable for both red and blue sides to take off pickup drop off and evac or move as needed without insurgent interference.. with count of boots on the ground for each side.. I guess just one giant zone could have us picking up and droping off anyplace we please..I actually tried to adjust the script for both sides..but got lost in the process..sigh.. Im sure he wouldn't mind throwing a script like that together for us... if we say "Please"... PLEASE... Games-Survival.com
Newspeedy Posted June 5, 2013 Posted June 5, 2013 being playing and editing your mission for a few days now, loved it :D just one question if you could add something... could you add that our backdoors need to be open to be able to pick or drop troops? so rear doors closed = no troops can be picket or dropped. rear doors open = troops can be dropped or picket up.
sorcer3r Posted June 7, 2013 Posted June 7, 2013 Hi Deck, thanks for your script :) I have no idea about lua stuff. But I would like to drop troops if my huey is about for example 3 feet over the ground. Is it possible to do this? Do I have do change something there (?): function UnitInZone(unit, zone) if unit:inAir() then return falseappreciate any help.. ;) [sIGPIC]http://i1293.photobucket.com/albums/b582/sorcerer17/sorcf16-b_zpsycmnwuay.gif[/sIGPIC]
pakfront Posted June 7, 2013 Posted June 7, 2013 (edited) Good guess. : function UnitInZone(unit, zone) local unitpos = unit:getPoint() -- note that getLand uses y for East West instead of z -- IIRC height will be in meters, -- when landed, Huey height is about 1.5 units. local height = unitpos.y - land.getHeight({x = unitpos.x, y = unitpos.z}) if unit:inAir() and height > 3 then return false end local triggerZone = trigger.misc.getZone(zone.ZoneName) local group = unit:getGroup() local groupid = group:getID() local xDiff = unitpos.x - triggerZone.point.x local yDiff = unitpos.z - triggerZone.point.z local dist = math.sqrt(xDiff * xDiff + yDiff * yDiff) if dist > triggerZone.radius then return false end return true endas an aside, I did not find any docs on unit:getPoint(). Is it documented or is it an addon from a custom library? Seems really useful shortcut for getPosition. Or is this only available here because the unit is passed from an event? Edited June 8, 2013 by pakfront fixed example to account for huey min height of 1.5 1
sorcer3r Posted June 8, 2013 Posted June 8, 2013 Good guess. I did not actually run this myself, but it should be something like: [...] Thanks for your quick answer :thumbup: Unfortunatley it didnt work for me. (Also if I am on the ground it says that I am not in a droppoff/pickupzone) But maybe I did something wrong and someone else can test it? [sIGPIC]http://i1293.photobucket.com/albums/b582/sorcerer17/sorcf16-b_zpsycmnwuay.gif[/sIGPIC]
Midnight Posted June 8, 2013 Posted June 8, 2013 This really is good script, thing I want to edit is the smoke, where can I turn it off in the script? Thanks Mid
pakfront Posted June 8, 2013 Posted June 8, 2013 (edited) sorcer3r, I will try to test this myself this weekend, but meanwhile, try changing to 1 to a much larger number 10, 100, or 1000, and see if that works. Also, try printing the value of height to the log with env.info() and see if the value is reasonable. \edit : yes, min height for the huey when landed is 1.5, so testing against 1 was always false. I fixed the example. Edited June 8, 2013 by pakfront
RIPTIDE Posted June 9, 2013 Posted June 9, 2013 I think DECK just threw this together to show what is possible as a sample mission.. and it caught like fire... You can always adjust to make a mission ending with triggers.. Now I am waiting for ths sample mission by DECK that just uses a zone and capable for both red and blue sides to take off pickup drop off and evac or move as needed without insurgent interference.. with count of boots on the ground for each side.. I guess just one giant zone could have us picking up and droping off anyplace we please..I actually tried to adjust the script for both sides..but got lost in the process..sigh.. Im sure he wouldn't mind throwing a script like that together for us... if we say "Please"... PLEASE... Same. Really look forward to putting something like this together for blue and red side. [sIGPIC][/sIGPIC]
sorcer3r Posted June 9, 2013 Posted June 9, 2013 \edit : yes, min height for the huey when landed is 1.5, so testing against 1 was always false. I fixed the example. Thanks a lot. I'll try it asap. :) [sIGPIC]http://i1293.photobucket.com/albums/b582/sorcerer17/sorcf16-b_zpsycmnwuay.gif[/sIGPIC]
Paganus Posted June 9, 2013 Posted June 9, 2013 What about adding weight to the aircraft when loading troops and removing it when un-loading?
jib Posted June 9, 2013 Posted June 9, 2013 I played this mission last night until 3.00am! it is such a cool little training mission I love it. One thing that bugs me though is that my troops rarely fire on the insurgents and often just get slaughtered without firing a shot. I can see in the .lua that they are set to Excellent, or we sure this is "sticking" becasue to me they seem very Average. I have tried turning the insurgents down to average which help a little but they still seem to outrange my troops sensor range. There should be a link to this thread stickied in the main Huey thread, people are missing out on all the fun! Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated! Processor: Intel Q6600 @ 3.00GHz GPU: GeForce MSI RTX 2060 6GB RAM: Crucial 8GB DDR2 HDD: 1TBGB Crucial SSD OS: Windows 10, 64-bit Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey
sorcer3r Posted June 9, 2013 Posted June 9, 2013 What about adding weight to the aircraft when loading troops and removing it when un-loading? +1 Also some improvements would be that you can pickup troops again after you already dropped them somewhere. (maybe this would be an other script where every huey has its own 11 soldiers and can drop and pick up them as often the pilot wants.) Would it be also possible to set the droppoffzones as moving zones (sticked to the hueys) and then they could dropp them off everywhere? :D [sIGPIC]http://i1293.photobucket.com/albums/b582/sorcerer17/sorcf16-b_zpsycmnwuay.gif[/sIGPIC]
ED Team BIGNEWY Posted June 9, 2013 ED Team Posted June 9, 2013 I am writing a mission at the moment incorporating this script ( as well as others ) thanks for sharing it. great work 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
Paganus Posted June 10, 2013 Posted June 10, 2013 set internal cargo () The number in the () is in kg What would 11 troopers and gear weigh in kg?
shelt Posted June 10, 2013 Posted June 10, 2013 What would 11 troopers and gear weigh in kg? Figuring about 200 pound average per troop would be 998 kg Intel i7-3770K,Windows 10 64,Noctua NH-U12S ,ASRock Z77 Extreme4 ,G.Skill 32GB DDR3 2400,EVGA GTX 1080,ADATA XPG900x2 RAID 0, CM HAF XB Case,Thrustmaster Warthog,Combat Rudder Pedals,Logitech G930 with wireless TrackIR 5, 39" Insignia LED 120Hz Monitor, Oculus Rift
jib Posted June 10, 2013 Posted June 10, 2013 I finally completed this mission and killed all of the insurgents, although I did load up my chopper with weapons (I think it is realistic that a Huey would be armed when making an assault drop on a town) I used the weapons only to soften up some of the groups. I made about 5 drops of troops, sometimes the best tactic seemed to be to drop them right onto the smoke and they would jump out and cause havoc (the ai seemed to be distracted by a flanking group of soldiers) I still have trouble with troops not engaging on green mode but staying still on red mode and generally dying a lot without firing back. Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated! Processor: Intel Q6600 @ 3.00GHz GPU: GeForce MSI RTX 2060 6GB RAM: Crucial 8GB DDR2 HDD: 1TBGB Crucial SSD OS: Windows 10, 64-bit Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey
daribouca Posted June 10, 2013 Posted June 10, 2013 +1 Also some improvements would be that you can pickup troops again after you already dropped them somewhere. (maybe this would be an other script where every huey has its own 11 soldiers and can drop and pick up them as often the pilot wants.) Would it be also possible to set the droppoffzones as moving zones (sticked to the hueys) and then they could dropp them off everywhere? :D I did just that =) See this thread: http://forums.eagle.ru/showthread.php?t=107946 1
sorcer3r Posted June 12, 2013 Posted June 12, 2013 (edited) I finally completed this mission and killed all of the insurgents, although I did load up my chopper with weapons (I think it is realistic that a Huey would be armed when making an assault drop on a town) ... If the Huey carry 11 soldiers the Huey can really carry minigun and rockets too? @ daribouca thanks :) Edited June 12, 2013 by sorcer3r [sIGPIC]http://i1293.photobucket.com/albums/b582/sorcerer17/sorcf16-b_zpsycmnwuay.gif[/sIGPIC]
TimeKilla Posted June 12, 2013 Posted June 12, 2013 If the Huey carry 11 soldiers the Huey can really carry minigun and rockets too? @ daribouca thanks :) Good point. :thumbup: :joystick: YouTube :pilotfly: TimeKilla on Flight Sims over at YouTube.
EagleEye Posted June 12, 2013 Posted June 12, 2013 If the Huey carry 11 soldiers the Huey can really carry minigun and rockets too? @ daribouca thanks :) He doesn`t wrote that he had troops AND guns/rockets loaded at the same time.;) Aren`t there also gunship slots in the mission(could be that I have flown a modified version though)? I´m not sure, is weight added to the chopper (via trigger) when loading troops? Deutsche DCS-Flughandbücher SYSSpecs: i7-4790K @4GHz|GA-Z97X-SLI|16GB RAM|ASUS GTX1070|Win10 64bit|TrackIR5|TM Warthog/Saitek Pro Pedals
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