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Deck

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Everything posted by Deck

  1. Says right in the script docs that the destroy method is local only. "destroys the object without making damage to it and generation any event. The object just disappear. For now it is impossible to destroy remote objects." http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World/Part_2#Object However, from my old script research I found that group:destroy() does work remotely, which is why my troop drop/pickup scripts operated on the group level, not individual units.
  2. Easily. Here's a quick modification to swap a few of the spawns for Mi-8s. DeckDrop.miz
  3. Thanks for doing this ShaZe88. Some suggested additions for ShaZe88 to edit into the OP: (some may have obvious answers, but I think it's important to cover everything in one place) Q: How do I launch directly into Multiplayer Mode from Steam? Q: Can I have both the standalone and Steam versions of DCS installed? Do they share settings? Are there any negative side-effects? Q: Why doesn't the game track my time played? Q: Are FC3 and the BS2 Upgrade coming to Steam, or is this not planned? Q: Are patches/updates for the Steam version of DCS released at the same time as the standalone? Is this a source of potential issues if both are installed and used between updates?
  4. 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.
  5. It can be difficult to find the correct pages on the wiki, since the content is changing quickly. http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World/Part_1#land
  6. Yes! Added this to the original post, attached as HueyDrop2.miz. I also enabled Combined Arms, so that pilots can direct the dropped soldiers. For example, if they're being too shy, you can switch their alert status to GREEN and they'll advance. (And get mowed down because they're not combat ready.) The behavior is a little quirky though. According to the 1.2.4 draft script reference, unit:Destroy() isn't remoted, but group:Destroy() is... so I can't easily implement logic where your helicopter will load the 11 nearest troops, regardless of their group association. Instead it must load whole groups, which complicates matters. Instead of trying to implement a search algorithm to attempt to "fill" all 11 passenger slots in the helicopter, I just grab the entire group you've landed nearest, regardless of its size. Consequently you might only be able to load the 3 surviving members of a (previously) 11 member squad. I think this is a good compromise for simplicity, until unit:Destroy() is remotable. On the TODO list: - Add an OnCrash event handler to mark the crashed chopper as empty (and announce the unfortunate innocent deaths to shame the pilot) - Add OnDead event handlers and a cross-reference table to credit the pilots for kills achieved by the ground units they inserted. - Entirely new missions based on this system, such as a team-versus mode.
  7. 100% possible, though it is fairly tricky. I've posted a working sample mission here: http://forums.eagle.ru/showthread.php?t=106294
  8. Here's a sample mission with scripted troop pickup/dropoff. It uses coalition.addGroup() and missionCommands.addCommandForGroup() for spawning, with built-in waypoint so the dropped troops navigate to the nearest objective area. The biggest problem I encountered while making this was understanding how missionCommands.addCommandForGroup() actually functions in multiplayer, because things that appear to work for the mission host may not be available for other players, depending on the circumstances. Specifically, you cannot simply call addCommandForGroup for each client group at mission start. Rather, you must only call addCommandForGroup when that group is populated by a client, requiring the script to use a periodic timer to check the client slots for non-nil state. There are still a lot of new features to add to this mission, but I thought I should post this before it gets even more complicated, in the hope that others can learn from it. Anyway, here's a syntax highlighted copy of the Lua, and it's also attached, and embedded in the attached miz. http://pastebin.com/6awatkUz Here's a video showing a hot-drop of troops via the radio command: http://www.twitch.tv/dickfly/c/2281684 Followup-comment: The infantry AI in DCS can use some improvement. They seem to path around buildings just fine, unless there are enemies nearby, in which case they will *always* assume a defensive posture, even if the enemies have no line-of-sight due to terrain or structures. The consequence is that troops dropped into a city will fail to kill their enemies, even if the enemy is vastly outnumbered. Troops that have entered "combat mode" will sit in place if their line-of-sight to the target is obstructed, and they seem unable to re-route and engage. Update May 14: Updated the mission to include evacuating/relocating troops. Attached as HueyDrop2.miz. HueyDrop.miz NewHuey.lua HueyDrop2.miz
  9. Deck

    CBU HOF CTD

    Bumping thread. I encountered a crash with the same stack, flying the Su-25T, just after launching a Kh-25MPU at a Shilka.
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