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LFCChameleon_Silk

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Everything posted by LFCChameleon_Silk

  1. you should check out my miz if your looking for that kind of sandbox experience. Pretty sure the MIST version I'm using and the one Stonehouse needs would break my script otherwise I'd be using it for the random cap flights. oh well always a next script/mission to work on. looking forward to the changes you have comming Stonehouse, maybe able to utilize it in the next one I do since its matured quite a bit. for CAP and engage in zone less can be more, maybe your generating to many waypoints and really less are needed, a few waypoints would be more manageable as well.
  2. change the coalition (country) to a different one, one of them is bugged and they slide on their knees.
  3. manual completed and updated front page for those who are still interested :P gonna try and tackle JTAC soon.
  4. I was under the impression that the rearming process is very slow if no logistics are nearby, is this not correct?
  5. 2 hotfixes, 0.77C is latest. work on manual was started: https://github.com/chameleonsilk/Operation-Flagship-Scripts/releases/download/0.77C/manual.pdf
  6. anyone who got original 0.77 be advised I made a simple mistake and had to hotfix tonight to 0.77B. but glad to report its working good.
  7. AWACs still maybe not right but I put 0.77 on github, definitely recommend 0.77 over the others since it should be stable for longer play periods and avoid some nasty spawning bugs present in the previous versions up to this point.
  8. burned the midnight oil, 0.77 is coming later today..... fixed some major issues with vietnam difficulty (default setting) that was breaking the ground spawns about half way through the spawning process and dynamic music should be working as intended now. just waiting on working on the AWACS function a bit more before putting it up.
  9. 0.76B quite the dud really, AWACS isn't even spawning (no big surprise as I never really finished the function yet) and the dynamic music is not switching to the battle theme when they get closer.... also CA appears to have been broken at some point and is no longer spawning friendly units.... then theres the non-agressive circling helos that do nothing but eat missiles :P all in due time I guess, just have to mention these just in case someone is looking to utilize these features.... I don't want people to be dissapointed in the miz. just need to find a good chunk of time to debug it and to polish some of the functions.
  10. if you find a value for it that works the best probably better to hard code that, I can't think of any reason someone would need to change that parameter (especially if its causing grief) would love to see some parameters that could control the amount of assets the AI has, if this is implemented correctly a dynamic campaign would be very easy to create (well maybe easy is a stretch) but they would then have finite number of resources.
  11. 0.76B on github now, dynamic music has been put in and working great but defaulted off and the AWACS function isn't quite ready yet, just a warning... as for the misc fixes to helos and other things, RAN OUT OF TIME.... till next time :P this one is just as stable as last, but with the dynamic music and the beginnings of the AWAC spawning functionality.
  12. couldn't you just script it so its always only a set amount off the zone, rather then scale based on the zone size?
  13. no worries! I will hopefully get some work done on it this evening but the weekend comming up looks fairly busy. there are still some waypointing stuffs that could be improved... better use of mbot --- like taking it off of non shorad units for example. the music function did take a day to work out but at least its functioning correctly and done like dinner for the moment. I would rather fix and make sure everything is really good at the moment before adding anything, I may add a makeshift AWACS function with it already in the air tonight along with the fixes I mentioned above.
  14. have to investigate further for you sometime later tonight if I have time. I think its that things stop spawning, where the other version works fine. as long as I have working flagfuncs I will be happy, but I would also like to keep it able to stay on par with every MIST release.
  15. fully understandable to make edits or place other things you want, just be sure to add your own squads initals or something similar at the end of a version number to differentiate.
  16. will check it out Grimes after I get back from work. awesome if you have fixed the flagfuncs... I would love to update to latest revision in Operation Flagship however the latest versions create lots of problems. but will try out this revision later.
  17. finished my music script: http://forums.eagle.ru/showthread.php?p=2475820#post2475820 so thats one less thing to have to focus any efforts on, total space savings in the miz was about 2 megabytes after using the sample method to play the music and will allow for more stuff to be crammed into a mission file without bloating it to much.
  18. Ok so I updated the script/thread to be up to date with a working copy, the way the script works is it makes a moving zone on top of the blue planes and whenever red planes enter the blue planes radius the music will become the tense version. EDIT: Demo mission uploaded and updated to 4th version (the one that actually works :P, also documented issues with newer MIST versions) mist.lua music_script.lua Music Play Script Demo.miz
  19. Figured I'd share this, its a way of adding samples of music (the intro and the main loop of a composition) into a mission cutting down on the miz file size by reusing and rescheduling it to play as the sample ends, there is also another set of 2 samples that represent when hostile forces are in the range of a zone(s) you have placed in the editor.... I'm sure there are even more things you can do with this but for now this represents all the work I want to put into it at the moment.... with this its possible to have a sound track of music playing all the time that will change based on the threat in the mission which is an ode to old flight sims of the past that were a bit more 'gamey', enjoy. you need MIST on your mission file and the a few edits to the script as well as getting the samples cut and added as well as added into the mission file. *WARNING* MIST 3.7.51 has issue with flagfuncs and won't work *WARNING* MIST 3.6.44 has issue with flagfuncs and won't work 3.5.37 is the last version of MIST that seems to be working to use flagfuncs -- for music function Music = 1 -- you can use this variable to disable or enable music player Tension_Set = 0 -- default tension -- -- requires 4 samples, the intro to the relaxed track cut and matching in seconds length, and then the actual main music sample loop -- the same thing is done for the high tension track, use whatever length you feel makes it sound right and cut it to the exact seconds needed -- this will require some musical ear to make it sound 'proper' -- Now place the trigger zones in the mission editor and match the names in TensionZone up above in the format shown for any time an enemy enters these zones to change music to higher tension -- load MIST in your mission with a ONCE >> time more 5 >> do scriptfile and point to MIST -- add another trigger ONCE >> time more 6 >> do scriptfile and point it to this script -- you will also need to add the 4 samples sound loaded into some aircraft in your mission that is deactivated to get your music samples into the mission file -- DO NOT EDIT BELOW THIS LINE -- Music_Battle_Sample = 1 -- set to sample 1 Music_Relaxed_Sample = 1 -- set to sample 1 function Music_Poll(arg, time) -- this will be used to setup the triggers to make local Enemy = mist.makeUnitTable({'[red][plane]'}) local Friend = mist.makeUnitTable({'[blue][plane]'}) mist.flagFunc.units_in_moving_zones{ units = Enemy, zone_units = Friend, flag = 1, radius = 11000, --stopflag = 2, --req_num = 1, --zone_type = 'sphere', interval = 1, toggle = true, } timer.scheduleFunction(Play_Music, nil, timer.getTime() + 1) end function Play_Music(arg, time) local Return_Time = 1 local Old_Tension_Set = Tension_Set if Music == 1 then -- condition block only used if Music is enabled -- if trigger.misc.getUserFlag('1') == 0 then Tension_Set = 0 end if trigger.misc.getUserFlag('1') == 1 then Tension_Set = 1 end -- set tension level based off of enemy present in GCI zone -- if Tension_Set == 0 and Old_Tension_Set == 1 then Music_Relaxed_Sample = 1 end if Tension_Set == 1 and Old_Tension_Set == 0 then Music_Battle_Sample = 1 end -- set back to intro sample if the tension has changed local msg = {} msg.text = ' Music Setting: ' ..tostring(Tension_Set) msg.displayTime = 10 msg.msgFor = {coa = {'all'}} mist.message.add(msg) if Tension_Set == 0 and Music_Relaxed_Sample == 2 then -- play relaxed track trigger.action.outSoundForCoalition(coalition.side.BLUE, 'relaxed_mid_33sec.ogg') Return_Time = 33 -- sample is 10 seconds long end if Tension_Set == 0 and Music_Relaxed_Sample == 1 then -- play relaxed start trigger.action.outSoundForCoalition(coalition.side.BLUE, 'relaxed_start_12sec.ogg') Return_Time = 12 Music_Relaxed_Sample = 2 -- set to main sample end if Tension_Set == 1 and Music_Battle_Sample == 2 then -- play battle track trigger.action.outSoundForCoalition(coalition.side.BLUE, 'battle_mid_41sec.ogg') Return_Time = 41 -- sample is 41 seconds long end if Tension_Set == 1 and Music_Battle_Sample == 1 then -- play battle start trigger.action.outSoundForCoalition(coalition.side.BLUE, 'battle_start_15sec.ogg') Return_Time = 15 -- sample is 15 seconds long Music_Battle_Sample = 2 -- set to main sample end else -- do not play anything end return time + Return_Time -- return exactly same time sample ends end -- func end ------------------------------------------------------------------ timer.scheduleFunction(Music_Poll, nil, timer.getTime() + 10) ------------------------------------------------------------------
  20. function Build_AWACS(_airfield) local Determine_Airfield = _airfield --ID CALLSIGN --12 Anapa-Vityazevo --13 Krasnodar-Center --14 Novorossiysk --15 Krymsk --16 Maykop-Khanskaya --17 Gelendzhik --18 Sochi-Adler --19 Krasnodar-Pashkovsky --20 Sukhumi-Babushara --21 Gudauta --22 Batumi --23 Senaki-Kolkhi --24 Kobuleti --25 Kutaisi --26 Mineralnye Vody --27 Nalchik --28 Mozdok --29 Tbilisi-Lochini --30 Soganlug --31 Vaziani --32 Beslan country = 'USA' if Determine_Airfield == 'Anapa' then Airbase = { Y = 243127.2973737, X = -5406.280344083, } Airdrome_ID = 12 end awacsdata = { units = { [1] = { alt = 45, alt_type = "BARO", livery_id = "E-2D Demo", skill = "High", speed = 138.88888888889, type = "E-2C", unitId = 1, psi = 0, y = Airbase.Y, x = Airbase.X, name = "Pilot #001", payload = { pylons = { }, -- end of ["pylons"] fuel = "5624", flare = 60, chaff = 120, gun = 100, }, -- end of ["payload"] heading = 0, callsign = { [1] = 1, [2] = 1, [3] = 1, name = "Overlord11", }, -- end of ["callsign"] onboard_num = "010", }, -- end of [1] } -- end of ["units"] } awacsroute = { points = { [1] = { alt = 45, type = "TakeOff", action = "From Runway", alt_type = "BARO", formation_template = "", properties = { vnav = 1, scale = 0, angle = 0, vangle = 0, steer = 2, }, -- end of ["properties"] ETA = 0, airdromeId = 12, y = 243127.2973737, x = -5406.2803440839, speed = 138.88888888889, ETA_locked = true, task = { id = "ComboTask", params = { tasks = { [1] = { enabled = true, auto = false, id = "AWACS", number = 1, params = { }, -- end of ["params"] }, -- end of [1] }, -- end of ["tasks"] }, -- end of ["params"] }, -- end of ["task"] speed_locked = true, }, -- end of [1] }, -- end of ["points"] } -- end of ["route"] local groupName = "Awacs Test" awacs = {} local group = Group.getByName(groupName) --group = mist.getGroupData(groupName) awacs = { units = awacsdata, country = 'USA'. category = 'AIRPLANE', --groupName = groupName, --groupId = number groupId, --clone = true, route = awacsroute, } if Group.getByName(groupName) and Group.getByName(groupName):isExist() then --trigger.action.activateGroup(Group.getByName(groupName)) local msg = {} msg.text = ' AWACS has been spawned at ' .. Determine_Airfield msg.displayTime = 30 msg.msgFor = {coa = {'all'}} mist.message.add(msg) else local msg = {} msg.text = ' Error: AWACS failed to spawn at ' .. Determine_Airfield msg.displayTime = 60 msg.msgFor = {coa = {'all'}} mist.message.add(msg) end mist.dynadd(awacs) end this code does not work but is how I wanted to do the AWACS, but I've never used dynadd and its a PITA to get this to work... feel free to help :P AWACS will not interfere with any of the scripts.
  21. will switch it to default to off, I took a look at some AWACS stuff with dynadd and stuff, if I can't get em to take off from airfield then I won't be happy enough to add them in... I do want to work on the music part a bit more though, personally I love hearing my old fave music from flight sim games but can certainly understand why some would not.
  22. @Rivvern cool was hoping someone would see that, someone has requested respawnable AWACS previously and is something I do plan on adding, even a tanker is planned. the AWACS was delayed mainly because 'red' (in this case us, the friendlies) can use GCI stations. I made sure all players are considered 'red' to circumvent a bug (that may or may not still exist) with 'blue' not being able to use GCI for AWACS. I fully plan on adding a tanker and AWACs at some point soon but can't give you a super solid estimate of when, I was also going to add some options for just a general enemy border patrol or an AWACs for the enemy side as well.... one of the biggest problems with having the enemy border where it is, is the fact that the scenery is basically off the map, often I've thought of making anything north of the mountains along the top part enemy, but the love of Nalchik and maykop keeps me from doing it :P some testing reveals some nasty mission complete issues, no doubt will get it sorted but I guess I should tell everyone that its not behaving exactly as it should so if its saying mission complete when you spawn something that'd be why. right now the ground task stuff is really the least tested as we have been fighting air to air lately... so we have also noticed an intercept failed to spawn once during a test so I will have to check that out as well. what do you think of the music? is it to low? better off? I plan on making it work a bit better if I can get it to just use smaller snippets of the song and then string em together on the fly that'd be cool, so tension builds when it should in the music (a very big ode to how that music was originally played in strike commander) the music can actually be replaced by anyone but the time for the function to return after certain number of seconds would have to be adjusted to match the music/songs length.
  23. ain't that always the way Stonehouse, nothings ever THAT easy :P
  24. to be honest I'm spotting errors quicker then they can be reported! thats either a really bad thing (so many errors) or a really good thing (getting rid of issues) :P I fully expect the mission completes to still be somewhat not fully correct but hopefully we won't get any spammy messages telling us we've won 50 times in a row clogging the screen now ;)
  25. .76 put up on github added experimental music playing feature and on/off parameter, fixed a bunch of bugs and group name issues and did some more work on getting mission completes working.
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