johnv2pt0 Posted October 27, 2013 Posted October 27, 2013 Hey gents, Does anyone have a script that will count the number of rounds that has impacted a target/zone that I could look at?
Grimes Posted October 31, 2013 Posted October 31, 2013 Possible. Speed had a shell tracking script I'll have to find and see if it still works. Although it was created/tested for artillery, not sure if it would need to be modified for the much higher rate of fire of onboard guns. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
RagnarDa Posted October 31, 2013 Posted October 31, 2013 No I don't think so. You can't access munitions in the mission scripts as far as I can tell. There are however a "bomb in zone" event in the mission editor. Edit: sniped DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
johnv2pt0 Posted October 31, 2013 Author Posted October 31, 2013 Possible. Speed had a shell tracking script I'll have to find and see if it still works. Although it was created/tested for artillery, not sure if it would need to be modified for the much higher rate of fire of onboard guns. Ah ok. No biggie, but if you come across it sometime I'd definitely be interested. It would be nice for training servers and competitions. Thx, i know you spend quite a bit of time helping on the forum.
RagnarDa Posted October 31, 2013 Posted October 31, 2013 No I don't think so. You can't access munitions in the mission scripts as far as I can tell. There are however a "bomb in zone" event in the mission editor. Edit: sniped Disregard. I was wrong. Have a look at this: http://forums.eagle.ru/showthread.php?t=109174 Maybe you could modify it to track guns shells instead of bdu's? DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
johnv2pt0 Posted October 31, 2013 Author Posted October 31, 2013 Disregard. I was wrong. Have a look at this: http://forums.eagle.ru/showthread.php?t=109174 Maybe you could modify it to track guns shells instead of bdu's? I'm actually using this right now, but can't get it to work with guns or missiles. Bombs and rockets work though. Have you used this in the past? Thanks ~
WildBillKelsoe Posted November 1, 2013 Posted November 1, 2013 Debrief has number of bullets fired per event in a bracket. AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.
johnv2pt0 Posted November 1, 2013 Author Posted November 1, 2013 Some time soon....I know its wrong ;) Sweet...I look forward to it!
SNAFU Posted November 1, 2013 Posted November 1, 2013 (edited) I'm actually using this right now, but can't get it to work with guns or missiles. Bombs and rockets work though. Have you used this in the past? Thanks ~ I thought about a way to take fast projectiles into account with the script, but had no time to take a closer look into this. Basically the script tracks the height over ground of one weapon (can be defined) and at a certain height the script returns the position of the weapon and takes the weapon off the map by destroying it. Currently the script destroyes the weapon the moment it is lower than the defined height to make the "match-criteria-case" a single event and not an endless loop or a repeated event. So the position given in the script is then compared to the position of the target and the offset in relation to the initiator - the plane - printed out in a text message. So the check frequency (the if then do loop frequency) and the height is critical. The accuracy of the result of the position returned by the script depends on the speed of the projectile, the angle and the frequency checked. If you fly fast and drop the bomb low in shallow angle, the script might not notice the "macht-criteri-case" due to that the frequency of the check loop is not high enough and the bomb/ projectile dropped through the critical height-gate, without being tracked. At the same time if you increase the frequency it gets more accurate and you can lower the critical height, but increase workload of the calculation (in the script posted or linked to above the frequency is 200 and height 2m- so the loop checks 200 times a second if the projectile is lower than 2meter above the ground and returns the position, the moment this case is true). In a shallow angle the the result is more inaccurate, because it tracks the position of the projectile at f.e. 5m above the ground, and not directly at the impact. Maybe you find a solution for this. My intention was just to make the BDUs usable for training and to get a feedback of my drop without having to jump into external views. Therefore it fitted my intention. ;) Edited November 1, 2013 by SNAFU [sIGPIC][/sIGPIC] Unsere Facebook-Seite
johnv2pt0 Posted November 1, 2013 Author Posted November 1, 2013 I thought about a way to take fast projectiles into account with the script, but had no time to take a closer look into this. Basically the script tracks the height over ground of one weapon (can be defined) and at a certain height the script returns the position of the weapon and takes the weapon off the map by destroying it. Currently the script destroyes the weapon the moment it is lower than the defined height to make the "match-criteria-case" a single event and not an endless loop or a repeated event. So the position given in the script is then compared to the position of the target and the offset in relation to the initiator - the plane - printed out in a text message. So the check frequency (the if then do loop frequency) and the height is critical. The accuracy of the result of the position returned by the script depends on the speed of the projectile, the angle and the frequency checked. If you fly fast and drop the bomb low in shallow angle, the script might not notice the "macht-criteri-case" due to that the frequency of the check loop is not high enough and the bomb/ projectile dropped through the critical height-gate, without being tracked. At the same time if you increase the frequency it gets more accurate and you can lower the critical height, but increase workload of the calculation (in the script posted or linked to above the frequency is 200 and height 2m- so the loop checks 200 times a second if the projectile is lower than 2meter above the ground and returns the position, the moment this case is true). In a shallow angle the the result is more inaccurate, because it tracks the position of the projectile at f.e. 5m above the ground, and not directly at the impact. Maybe you find a solution for this. My intention was just to make the BDUs usable for training and to get a feedback of my drop without having to jump into external views. Therefore it fitted my intention. ;) It's brilliant. Thanks for sharing it with the community. From your description it seems like it should work with AG missiles too.
towsim Posted November 1, 2013 Posted November 1, 2013 The script uses' world.event.S_EVENT_SHOT'. This definitely does not recognize gun fire. I tested this extensively. All other ordnances are observed. I did not find any other usable event in MIST to handle gun fire. S_EVENT_SHOT' is not bound to zones. Every object can be used as target as long as MIST returns a coordinate for the object. The event is triggered if any aircraft releases an ordnance. Scoring is a different logic based on ordnance tracking and target object location. [sIGPIC][/sIGPIC]
Grimes Posted November 1, 2013 Posted November 1, 2013 Gunshot events were changed a while back. It now has its own event type... S_EVENT_SHOOTING_START S_EVENT_SHOOTING_END The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Zooker Posted August 3, 2017 Posted August 3, 2017 I know I'm raising the dead with this thread, but is there a way to actually count the rounds fired using S_EVENT_SHOOTING_START and S_EVENT_SHOOTING_END? VF-111 Sundowners [sIGPIC][/sIGPIC] Carrier Group 1 - Battlegroup Delta Beware the lessons of a fighter pilot who would rather fly a slide rule than kick your ass! -Commander Ron "Mugs" McKeown, USN Commander, U.S. Navy Fighter Weapons School 2 Victories, Vietnam
VampireNZ Posted August 3, 2017 Posted August 3, 2017 Just use Tacview - displays bullet hits per burst to target. http://www.tacview.net/ oh, and nice necro :thumbup: Vampire
FlightControl Posted August 4, 2017 Posted August 4, 2017 (edited) SCORING in moose. However, I have built in a logic to score the hits, but once a hit has been detected, all sequent hits within a fraction of a second don't count. But if a target hasn't been hit for about half a second, then sequent hits are scored again. The reason why it was built this way is to avoid a gun hitting a ground target where each shell hitting the target would count a point. F.e. The ka-50 can load the rapid fire pods, which fire hundreds of shells in a second. This would generate hundreds of hit points and is unrealistic. Edited August 4, 2017 by FlightControl [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE]
Grimes Posted August 4, 2017 Posted August 4, 2017 I know I'm raising the dead with this thread, but is there a way to actually count the rounds fired using S_EVENT_SHOOTING_START and S_EVENT_SHOOTING_END? Yeah sorta. I solved this in slmod by using the function Unit.getAmmo() within the event call to figure out how much gun ammo it has. You store that someplace and then compare the value whenever the shooting end event occurs. It is a little annoying because some aircraft like the P-51D have an event call for each of its guns. Actually I'm pretty certain all aircraft that have multiple guns are like that. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Zooker Posted August 4, 2017 Posted August 4, 2017 Thanks FlightControl, Grimes. I'll look into it. VF-111 Sundowners [sIGPIC][/sIGPIC] Carrier Group 1 - Battlegroup Delta Beware the lessons of a fighter pilot who would rather fly a slide rule than kick your ass! -Commander Ron "Mugs" McKeown, USN Commander, U.S. Navy Fighter Weapons School 2 Victories, Vietnam
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