GRUNT -Shrek- Posted January 14, 2014 Posted January 14, 2014 (edited) [1.2.6][1.2.7 OB] [different units] Dear community, I am working myself a bit more into mission editing and I like to do some robust scripting. But I struggle alot. Today I started to control a unit in following its route and being in different alert states. I cross three swichted conditions that each perfom the desired action by applying the command, showing a test message and organizing the radio menu (remove given order, add alternating order). All three cycles (group stop/group hold and alarm state red/alarm state green and perform task fire at point/stop condition) seem to work properly and repeatedly. However the problem is, as soon as the alarm state red is applied once the motor is shut down resulting in a failing group resume (route). Applying the "perform order" results in auto set up alarm state red, with known flaws, although the alarm and fire cycle do still work. Question: Is it possible to apply alarm state red but let the goup resume the route again? Mission file for testing: http://www.shreksquadron.org/possible bug move and hold versus alarm state red INIT.miz Qualified comments appreciated. Edited January 14, 2014 by GRUNT -=Shrek=-
Wrecking Crew Posted January 14, 2014 Posted January 14, 2014 I can't look at your mission right now, but could it be that the Red State vehicles are engaging the enemy and that's why they are not proceeding along their route? --- There is a Mission Builders Corner where many of us post our ME questions -- http://forums.eagle.ru/forumdisplay.php?f=210 WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
GRUNT -Shrek- Posted January 15, 2014 Author Posted January 15, 2014 No OPFOR on map I can't look at your mission right now, but could it be that the Red State vehicles are engaging the enemy and that's why they are not proceeding along their route? I have three different cycles active: a) move along route/hold b) alarm state red/alarm state green c) fire at point (stop condition flag)/flag set = CEASE FIRE Each cycle works perfectly on its own. Moving, stoping and again Alarm state red, green and again Open fire at point (auto alarm red), cease fire (after short time alarm green again) Whenever alarmstate red was engaged (either through b) or c)) no further movement took place, I tried also time zoom/acc. No enemy units were near. The attack was issued on a friendly airport building (blame me!). Further units: one friendly aircraft (as pilot steering) and one observing friendly ground unit. All to be seen in the .miz. I added a small briefing, the orders to verbose input on the screen if issued. I would appreciate if you take a look and tell me were I (or program) are (is) doing wrong.
Wrecking Crew Posted January 15, 2014 Posted January 15, 2014 Hey. I will try to look at it tonight. Got sidetracked last evening with server restarts and the Huey Apocalypse! I made myself a reminder... WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Speed Posted January 15, 2014 Posted January 15, 2014 Question: Is it possible to apply alarm state red but let the goup resume the route again? Unlikely, though some units (like tanks) may be able to do it. ALARM STATE can be thought of forcing a unit into various detection states. "Alarm state red" basically forces them into the "enemy units detected! posture." It's the state right before they fire a weapon. So units that can't move and shoot simultaneously should most certainly stop when given alarm state red. Anyway, try experimenting around with different group combinations (like, try all T-55s, or better yet, single-unit groups), and see if some units will move while red, and if so, which. 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.
Wrecking Crew Posted January 16, 2014 Posted January 16, 2014 Big Hello Speed. Shrek -- I will look at the mission now. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Wrecking Crew Posted January 16, 2014 Posted January 16, 2014 I have three different cycles active: a) move along route/hold b) alarm state red/alarm state green c) fire at point (stop condition flag)/flag set = CEASE FIRE Each cycle works perfectly on its own. Moving, stoping and again Alarm state red, green and again Open fire at point (auto alarm red), cease fire (after short time alarm green again) I added a Red Game Master to test with. I removed the Waypoint SP Hold to test this. I gravitated to the Fire At Point issue, so I will comment on that -- After a few mission starts I changed the BMP out for a Nona artillery unit; Fire At Point is for arty, not Armor. I bet it was frustrating to put these commands into the ME and see the unit -- BMP in your case -- react with a driver closing the hatch -- but then nothing after. My experience said to switch out your armor for a Nona arty unit and then all the Fire At Point worked -- really good in fact -- the Nona paused, gathered its thoughts, proceeded to a firing point and started lobbing shells. So, in your mission, the armor unit reacted by closing the hatch but has no Fire At Point capability to carry out an action. (Observation, not code analysis) This ^^^ is about the Fire At Point issue. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
GRUNT -Shrek- Posted January 16, 2014 Author Posted January 16, 2014 I gravitated to the Fire At Point issue, so I will comment on that --WC First of all thank you taking a look, but.. Well it is NOT about the "fire at point" (FaP) ... as stated that works for me with different units. (ZSU-23-4 also), I say again, that is fine! It opens fire as demanded and cease fire when flag 40 is set (0 or 1, cannot remember). Truly interesting, that it does not work for you. My problem is about not moving after state red.
Wrecking Crew Posted January 16, 2014 Posted January 16, 2014 Yep. I got caught up on the Fire At Point, and by the time I finished that I had some other things to do. There may be a way to visually verify that Alarm State is Red for the test. Either changing out the unit to a TOR or adding a TOR as a second unit will let you see the antenna active in the Red state. I will take another look at it. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Grimes Posted January 16, 2014 Posted January 16, 2014 Its the difference between 'PUSH' task and 'SET' task, but I also think there is a bug in there. Push task> Sets new task at highest priority, pushes current tasks down a notch. Set Task> Overwrites previous tasks, including the route. The reason I think its a bug is because commands and options should have no effect what so ever on the actual route or waypoint tasking aside from whatever the expected change is. 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
Wrecking Crew Posted January 17, 2014 Posted January 17, 2014 Its the difference between 'PUSH' task and 'SET' task, but I also think there is a bug in there. Ahh, I did switch this to Push for the Flag 40 event yesterday but forgot to mention it last night. Scheesh --- I see what you mean, I cannot get the group to resume the route. I did add a TOR so it is apparent when the group is in the Red state. Curiously, if the group is in the Fire At Point state and I switch the Alarm state then the Nona will stop firing. I was really surprised when the Nona was firing and I changed the Alarm State to Red and the Nona stopped firing. --- OK, now the group continues on its route -- whether in Red or Green state. I switched both of the Flag 30 events from Set to Push. Now when I do the Fire At Point the group stops for the Nona to shoot. And when I tell it to stop firing the group resumes its route. --- I've never used the Set action, only the Push. The mission is attached. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Wrecking Crew Posted January 17, 2014 Posted January 17, 2014 (edited) Some more observations -- You don't need to set flags to zero at mission start. All flags are zero until set otherwise. Instead of Set Flag to a value (0, 1, or n), for True and False you can use Flag On and Flag Off, respectively. You don't need an Advanced Waypoint Action at the DP for Hold. For vehicle routes I'll put a next to last wp near the DP, where my speed is high through the route, like 11-45 mph, and for the DP wp speed I'll take it down to 4 or so, so that the group stops about where I want it to. WC Edited January 17, 2014 by Wrecking Crew Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
GRUNT -Shrek- Posted January 17, 2014 Author Posted January 17, 2014 Yep. WC ZSU-23-4 turns radar, shuts front hatch BMP-2 closes driver's hatch, opens two covers atop I can perfectly see the difference on those two.
GRUNT -Shrek- Posted January 17, 2014 Author Posted January 17, 2014 Solution near? Some more observations -- WC Thank you! Yeah it could be that I am using wrong triggers. This is because I somehow got open beta in German and the translation is *unsatisfying*, while I am used to deal with English vocabulary in this context. I'll try, come back to you and maybe we can close it. I try to figure out the different triggers in German now. Thanks a lot!
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