Jump to content

Recommended Posts

Posted

Nope! Search for "invisible" in the script... there should be a variable at the beginning set this to true or 1 (can't check at the moment). And set SetImmortal = false, it should also have a variable at the script start.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Found it! It's in the header of the latest Version 5beta from DragonShadow:

medevac.immortalcrew = true -- Set to true to make wounded crew immortal

 

medevac.invisiblecrew = true -- Set to true to make wounded crew insvisible

 

medevac.crewholdfire = true -- Set tot true to have wounded crew hold fire

 

Set any of them to false, if you want to switch it off.

Remember to have hold fire set to true if troops are invisible or immortal, so they are not killing enemy BMPs...

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

^this. Good idea!

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted
-- Added possibility to trigger a function when a specificied group is rescued.

 

 

function as in... set a flag?

 

How does one do so?

 

 

Am I having a stroke? :) Where did you read that?

 

Added a link to DragonShadow and Shagrats version to the first post. On the phone now and abroad so I will fix an attachment when I get home.

DCS AJS37 HACKERMAN

 

There will always be bugs. If everything is a priority nothing is.

Posted

Add On by Dragon Shadow ...but I never tried it.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

I've loaded version 5 beta but red survivors always seem to show up as blue.

 

Country on red is Abkhazia- which I think is red by default so not sure where I'm going wrong?

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted
I've loaded version 5 beta but red survivors always seem to show up as blue.

 

Country on red is Abkhazia- which I think is red by default so not sure where I'm going wrong?

 

I have an idea, but you must test it on your own, sorry, not that much time...

 

Check around line 754.

 

There should be a 0 identifying Russia as Country and a 2 identifying USA as country.

I remember the "numbers" depend on how the countries were selected during first coalition selection and may be different??? So it might be a good idea to use the written IDs: RUSSIA, USA, GEORGIA etc.

 

local _country = [color="Red"][b]RUSSIA[/b][/color]
		local _infantry = "Infantry AK"
		local _thirdinfantry = "Infantry AK"
		if (medevac.rpgsoldier) then _thirdinfantry = "Soldier RPG" end
		if (_woundcoal == 2) then 
		_country = [color="Blue"][b]USA[/b][/color] 
		_infantry = "Soldier M4"
		_thirdinfantry = "Soldier M4"
		if (medevac.rpgsoldier) then _thirdinfantry = "Soldier RPG" end

		end

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

[string "C:\Users\Eno\AppData\Local\Temp\DCS\/~mis00..."]:880: Parameter #2 (country id) missed

 

 

Giving me this error...

 

My country of choice isn't normally equipped with infantry so I went into the database (countries) and added them just in case.

 

Line 880 is coalition.addGroup(_country, Group.Category.GROUND,

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted

Stupid me! The country ID is now a string... needs quotes "RUSSIA" and "USA" if that is giving you the same error, I need to test and investigate myself. But that will be tomorrow earliest!

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Thanks. Will have a look later today.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Ok, forget about that String issue... my fault! Coalition is in fact evaluated with the ID codes, these are now unique per country.

 

So countryID = 0 is Russia and countryID = 2 is USA. For me it works, I simply changed it back to default. Only I added "Paratrooper AKS-74" to check if the object model is somehow involved... well, it isn't. Spawns perfectly two Paras with AKS-74 and an Infantry AK from Russia!

 

So if you didn't change Russia to the Blue coalition, it should spawn a Russian group of 2 Paras and a Infantry AK soldier.

 

Try this version of your mission, please! Choose Game Master Role (hope you have CA?), wait the 10 sec until it explodes the vulcan and select the #crew1 survivor infantry group. It should show up RED as Russia and spawn two Paratroopers and a Soldier...

 

If you don't have CA, add any Plöayer or client unit and fly over the guys...

 

Let me know if this works for you, now.

 

weather.miz

 

The edited Script, everything back to default just the Para model added:

Medevac_SAR v5-beta (2).lua

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

The issue I have is Russia is frequently blue given the scenarios... but I may need to find another way around this since Russia is commonly red in these scripts and needs to be.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted
The issue I have is Russia is frequently blue given the scenarios... but I may need to find another way around this since Russia is commonly red in these scripts and needs to be.

 

Then the easiest way is to look the CountryID of a "RED" country up from the IDs and edit the script each time! (Notice , there is no 7)

 

0 = Russia

1 = Ukraine

2 = USA

3 = Turkey

4 = UK

5 = France

6 = Germany

 

8 = Canada

9 = Spain

10 = Netherlands

11 = Belgium

12 = Norway

13 = Denmark

15 = Israel

16 = Georgia

17 = Insurgents

18 = Abkhazia

19 = South Ossetia

20 = Italy

21 = Australia

 

I cannot make any promises, but if time allows I wanted to look into this script anyway and chnage some things (try implement the new embark/disembark triggers etc.) I'm not sure I'm up to the task, but if I get results I'll try to have look at the country issue, as well.

 

Should be possible to get the destroyed units country ID and use it for the spawning Survivors...

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Thanks Shag- I'll give it a test tomorrow and see where I end up. I'll pass on the results. You do more than enough work already- I'm handicapped in that I don't know the scripting as well as you do... so I'll try the suggestions and guinea-pig the results over.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted

Unfortunately I'm not a scripting genius, either. Basic skills, but it is pretty difficult to understand code you didn't do yourself... when I manage to get it working with the new functions, it will hopefully solve different issues at once.

Most annoying is currently when a medevac helicopter gives down, yoyo may eject and could in theory be "rescued" by a buddy. Now as your wreck is still in the trigger zone it picks you up automatically. New function needs a manual triggering of embarking through radio menu... as a bonus survivors embarked add weight! Now you'll need to consider how many you pick up at once!

Let's see if I can make it work. :D

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

  • 2 weeks later...
Posted

Still struggling with the basics of the new "embark/disembark" task in the ME.

Seems it is not working as expected in MP... :cry:

 

I can't get the troops to stay at the embark WP. Even with a "hold" task they go running all over the map to the disembark WP!?

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

  • 2 weeks later...
Posted

I moved all my scripts to GitHub and added a link in the first post. First commited version 4.2 and then DragonShadow and Shagrats version 5 so we have both in the repository. Hope this works out!

DCS AJS37 HACKERMAN

 

There will always be bugs. If everything is a priority nothing is.

Posted (edited)

So I tested a fair bit with the new triggers and it seems they are not working 100% in multiplayer. Troops tend to run to whatever the next waypoint is in MP... from what I tested yet. I have the wild guess, it has something to do with the unit ID. If I build a mission from scratch and place a group to embark and disembark it seems to work, except emergency disembark, only disembarks one single guy.

Still the script currently won't realize that it is "your" chopper wreck after crash landing. And I can't figure out how to use the unit name, instead of the unique ID to check if a Medevac is landed near a survivor group is actually different from the survivor group master medevac... hmm, I put an example. Medevac 1 gets hit badly by AAA and manages to crash land without exploding. Now client player decides to eject (ctrl+e 3x) and spawns a new group 'medevac#1 survivors' as the wreck of medevac#1 lies near its own survivors and is recognized it "picks up" its "own survivors".

In adddition, if the player decides to respawn with a new helicopter it gets a new unique ID so all previous rescue missions (survivor groups) are not available for him. The check seemingly looks for the unique ID of the previous medevac#1 object! :-(

What I would like to do is change the check for the unit ID to simple string comparisons like unit name begins with medevac whatever, instead of listing ALL medevac units at the beginning. And as a fix for the own pick up issue, simply check if the name of the survivor group is the same as in the medevac unit trying to pick them up, and if so, ignore them. That would enable your buddies to "rescue" you, bring you back to base where you may take a new helicopter and continue.

As I can't figure out how and where the name or ID is stored and compared, I'm stuck... any hints or pointers would be welcome. :-)

Edited by shagrat

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

  • Recently Browsing   0 members

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