Jump to content

Dynamic Campaign Engine


MBot

Recommended Posts

I have also seen this error from time to time when testing incomplete campaign setups, but to this date could not figure out what is causing it.

 

I still have this problem

 

..\..\..\..\..\..\..\bin\luae.exe: Scripts/ATO_Timing.lua:11: attempt to index field '?' (a nil value)

stack traceback:

Scripts/ATO_timing.lua:11: in main chunk

[C]: in function 'dofile'

Scripts/MAIN_NextMission.lua:99: in main chunk

[C]: in function 'dofile'

Scripts/BAT_FirstMission.lua:30: in main chunk

[C]: ?

 

What do you mean with incomplete camapign setups? Do you remember how to get rid of it?

Link to comment
Share on other sites

Dynamic Campaign Engine

 

Speaking of aircraft range : I wanted to prepare 2 Kinds of loadouts : medium and long range : I wanted a normal loadout for short and medium range targets but also a loadout for long range targets...

In fact DCE choose each Time the long range loadout even for really short range targets !

For MP briefing I will try to find a Way to propose target Intel pictures folder with all targets includes (in kneeboard if possible)

 

 

Envoyé de mon iPhone en utilisant Tapatalk

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

Link to comment
Share on other sites

snip ..................................

 

I don't know about the encyclopedia, it is probably not even standard between the entries. 800 km for a Fw-190 sounds more like ferry range for example. Anyhow, in regards to combat operations, range is a very variable thing, since it is highly dependent on altitude, speed and loadout. Also as implemented in DCS, there are probably significant differences between AI and player aircraft fuel consumption too. I wouldn't trust too much on encyclopeida or wiki data. The only thing that matters is performance in the game, so better test it directly in DCS.

 

In regards to DCE I would not worry about it too much with the current small size map and tactical aircraft. You can enter a (high) bogus number in the db_loadouts table if you want, it is simply used by the ATO to check if a loadout can be used on a target. In DCS, most aircraft will be able to reach almost any point on the map. I introduced the value in expectation of future larger maps. For example it could then be used to limit the ATO to assigning Su-24 to strike an aircraft carrier at a distance up to 500 km, while Tu-22M are assigned up to 2000 km.

 

Thanks MBot.

 

Another question :helpsmilie:

 

I'm drafting my WWII mission in Caucuses so that my friends can help me test the general build when I've finished it. Looking for a way to get the airfields.

 

EDIT: Solution Found, see spoiler.

EDIT2: Better solution found, You just need to add :

db_airbases = {

at the beginning and

}

at the end

 

 

Get airdromes

 

 

Airfields_finder.lua:-

 

--A small helper script to collect data on Airfield objects

 

do

local exportString = ""

 

local SearchZone = trigger.misc.getZone("SearchZone")

 

local function IfFound(obj)

local objName = obj:getName()

local objType = obj:getTypeName()

local objVec3 = obj:getPoint()

if exportString ~= "" then

exportString = exportString .. "\n[\'" .. objName .. "\'] = {\nx = " .. objVec3.x .. ",\ny = " .. objVec3.z .. ",\nelevation = " .. objVec3.y .. ",\nairodromeID = 999,\nATC_frequency = 999.000,\n},"

else

exportString = "\n[\'" .. objName .. "\'] = {\nx = " .. objVec3.x .. ",\ny = " .. objVec3.z .. ",\nelevation = " .. objVec3.y .. ",\nairodromeID = 999,\nATC_frequency = 999.000,\n},"

end

end

 

local SearchArea = {

id = world.VolumeType.SPHERE,

params = {

point = {

x = SearchZone.point.x,

y = land.getHeight({x = SearchZone.point.x, y = SearchZone.point.z}),

z = SearchZone.point.z

},

radius = SearchZone.radius

}

}

world.searchObjects(Object.Category.BASE, SearchArea, IfFound)

 

file = io.open("AirfieldFinder.lua", "w")

file:write(exportString)

file:close()

 

trigger.action.outText("File exported", 5)

end

 

 

 

The airfield numbers and frequencies default to 999.

Get the airfield numbers from next spoiler

Edit the airdrome frequencies to suit your purposes (see in ME)

 

airdromeIDs

 

 

Anapa 12 Batumi 22 Belbek 8 Beslan 32 Dzhankoy 5 Gelendzhik 17 Gudauta 21 Gvardeyskoe 11 Kerch 7 Khersones 1 Kirovskoe 6 Kobuleti 24 Krasnodar 13 Krasnodar_P 19 Krasnogvardeyskoye 9 Krymsk 15 Kutaisi 25 Lochini 29 Maykop 16 MinVody 26 Mozdok 28 Nalchick 27 Novorossiysk 14 Octyabrskoe 10 Razdolnoe 4 Saki 2 Senaki 23 Simpheropol 3 Sochi 18 Sukhumi 20 TbilisiMilitary 30 Vaziani 31

 


Edited by klem
Found solution

klem

56 RAF 'Firebirds'

ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit

Link to comment
Share on other sites

Speaking of aircraft range : I wanted to prepare 2 Kinds of loadouts : medium and long range : I wanted a normal loadout for short and medium range targets but also a loadout for long range targets...

In fact DCE choose each Time the long range loadout even for really short range targets !

For MP briefing I will try to find a Way to propose target Intel pictures folder with all targets includes (in kneeboard if possible)

 

 

Envoyé de mon iPhone en utilisant Tapatalk

 

A little worrying if not a show stopper. Here's how I've built a couple of 109s for WWII. is there a clue here?

 

 

["Bf 109 K-4"] = {

 

["CAP Day SR"] = {

description = {

task = "CAP",

attributes = {},

weaponType = nil,

expend = nil,

day = true,

night = false,

adverseWeather = false,

range = 280000,

capability = 7,

firepower = 10,

vCruise = 140,

vAttack = 180,

hCruise = 8000,

hAttack = 9000,

standoff = nil,

tStation = 1800,

LDSD = false,

self_escort = false,

sortie_rate = 2,

},

stores = {

["pylons"] nil,

["fuel"] = 296,

["flare"] = 0,

["ammo_type"] = 1,

["chaff"] = 0,

["gun"] = 100,

},

},

 

["CAP Day LR"] = {

description = {

task = "CAP",

attributes = {},

weaponType = nil,

expend = nil,

day = true,

night = false,

adverseWeather = false,

range = 425000,

capability = 7,

firepower = 10,

vCruise = 140,

vAttack = 180,

hCruise = 8000,

hAttack = 9000,

standoff = nil,

tStation = 1800,

LDSD = false,

self_escort = false,

sortie_rate = 2,

},

stores = {

["pylons"] =

{

[1] =

{

["CLSID"] = "BF109K_4_FUEL_TANK",

}, -- end of [1]

}, -- end of ["pylons"]

["fuel"] = 512,

["flare"] = 0,

["ammo_type"] = 1,

["chaff"] = 0,

["gun"] = 100,

},

},

 

................

 

 

klem

56 RAF 'Firebirds'

ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit

Link to comment
Share on other sites

For MP Intel purpose I prepared 6 main targets Intel Pictures. Because I'm unable to put the good pictures each time a target is chosen by DCE I decided to put in briefing the 6 pictures for each mission.

 

I wrote this in "camp_triggers_init.lua" (I'm not a programmer :music_whistling: )

 

--------- TARGETS INFORMATIONS ---------

 

["Intel"] = {

active = true,

condition = 'true',

action = {

[1] = 'Action.AddImage("Frontline.jpg")',

[2] = 'Action.AddImage("BeslanAirbaseIntel.jpg")',

[3] = 'Action.AddImage("NalchikAirbaseIntel.jpg")',

[4] = 'Action.AddImage("MineralnyeAirbaseIntel.jpg")',

[5] = 'Action.AddImage("MozdokAirbaseIntel.jpg")',

[6] = 'Action.AddImage("ElintStationIntel.jpg")',

},

},

It works but my problem is that the 6 pictures are added each time DCE tries to prepare a mission ... If DCE tries to prepare the mission 5 times it adds 30 Pictures in briefing :(

Is there a simple code to allow only the six pictures in the final mission (I tryed : "once = true" but the pictures are no more added after the first mission)

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

Link to comment
Share on other sites

I think I´ve solved the problem with my error in ATO_Timing.lua

 

In my target list I had two strikes against artillery. When the min firepower value was set to 10, the error occured. When set to 20 as seen here, all went fine. Can someone (Mbot:) ) explain this. Alot of time, trial and error to find the source of the problem.

 

["Artillery Strike"] = {

task = "CAS",

priority = 2,

attributes = {"soft"},

firepower = {

min = 20,

max = 40,

},

class = "vehicle",

name = "ARTY",

},

["Strike MLRS"] = {

task = "CAS",

priority = 2,

attributes = {"soft"},

firepower = {

min = 20,

max = 40,

},

class = "vehicle",

name = "MLRS1",

},

Link to comment
Share on other sites

MBot,

 

If I understand correctly, the targetlist_init.lua sets out both targets and stations or tasks for Capping, Intercept etc.

 

In targetlist_init.lua some Intercept tasks name a base and a radius (presumably an Intercept "zone") but other tasks have co-ordinates, a text description but no radius. Is there a default radius for these tasks or am I mis-understanding the purpose of radius?

klem

56 RAF 'Firebirds'

ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit

Link to comment
Share on other sites

Instructions

 

MBot,

 

having a poor memory I have to write stuff down. I've collected various comments of yours and added them into an Overview file (attached) plus my own findings.

 

I'm still building my draft WWII Campaign with some targets still to define and the camp_triggers still to do but I wonder if you could read through the attached and let me know if I have misunderstood anything. I expect I'll be adding some more info when I do the trigger lua.

Overview.txt

klem

56 RAF 'Firebirds'

ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit

Link to comment
Share on other sites

MBot,

 

If I understand correctly, the targetlist_init.lua sets out both targets and stations or tasks for Capping, Intercept etc.

 

In targetlist_init.lua some Intercept tasks name a base and a radius (presumably an Intercept "zone") but other tasks have co-ordinates, a text description but no radius. Is there a default radius for these tasks or am I mis-understanding the purpose of radius?

 

Targets/objectives other than intercepts do not require radius, because they are specific (a specific target or a specific CAP station). Radius only applies to intercepts in the targetlist, because this indeed defines the zone around the airbase that stand-by intercept sorties are launched during the mission.

Link to comment
Share on other sites

Hello, apologies if this has been answered, i have had a search through the thread but cannot get a result.

 

I have recently downloaded and "installed" one of the dynamic campaigns, this has worked perfectly using the in game campaign gui. But for some reason the .bat files dont seem to work.

 

I have tried creating a 2 player coop first mission, the bat file opens, i select 2 and press enter.

 

At this point the .bat window just closes, it looks like another opens momentarily behind it, but then both close and nothing happens.

 

I have a feeling it could be something to do with rights access, as dcs is on my windows drive, but am not sure.

Link to comment
Share on other sites

Hello, apologies if this has been answered, i have had a search through the thread but cannot get a result.

 

I have recently downloaded and "installed" one of the dynamic campaigns, this has worked perfectly using the in game campaign gui. But for some reason the .bat files dont seem to work.

 

I have tried creating a 2 player coop first mission, the bat file opens, i select 2 and press enter.

 

At this point the .bat window just closes, it looks like another opens momentarily behind it, but then both close and nothing happens.

 

I have a feeling it could be something to do with rights access, as dcs is on my windows drive, but am not sure.

 

Try to run CMD as an admin. Press the win key + x. I have the same problem, both the game and the CMD must be in admin mode.

Link to comment
Share on other sites

Sorry, what do i have to do after pressing win key + x?

 

I can open up the CMD prompt as admin, but not sure how this relates to the .bat file.

If i run the .bat file as admin, i dont even get the option to select player number, it just opens and closes.

 

Thanks for your help.


Edited by Shadow.D.
Link to comment
Share on other sites

Here are few problems I encountered while playing or modding DCE Campaigns offline or in Coops :

In Coops :

- Radio channels bug when playing number 2 aircraft : they are not the briefed ones. First plane channels are good.

- RWR bug while playing number 2 aircraft : no EWR or SR radar detected while first plane did. Planes radar are detected !

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

Link to comment
Share on other sites

Viggen frequencies

 

Right now I´m working on a Viggen campaign, and everything seems to working just fine, except for one thing. When loading the mission, an error occurs. If I open the mission in the mission editor, and try to save it, a message appears that says invalid frequency. I think it has something to do with the decimals, like the frequency is 154.85, and I´m not sure that you can have this in the Viggen, but I can have wrong.

 

MBot: Any ideas? Is there a way to set the frequencies manually, or not using decimals?

 

 

Edit: Nevermind, I think I´ve solved it. Changing frequency to min 100, max 149 seems to work.


Edited by Cristofer
Link to comment
Share on other sites

In my new campaign I´m working with, I have a problem with some of the map objects, they do not stay dead in the next mission, and they do not appear in the debriefing text-file either. And since the AI hit the targets the cordinates must be correct. I have only seen this with one type of targets, and it is fuel tanks (see image).

Screen_170424_163412.thumb.jpg.67aee09d3e3bb04b4926d13b0b6b301d.jpg

Link to comment
Share on other sites

Are the bombs strong enough to destroy this kind of target ?

 

Well, they seem dead :) They should be dead after a GBU10 hit.

Something called "Small Crush" dies, according to the in game debriefing. The warehouses stay dead, but not the tanks. Well I guess I´ll will make it easy for now and just remove the fuel storages from the target list.

Link to comment
Share on other sites

Thanks for sharing this bug Cristofer. I confirm it in my campaign. I made a special test campaign for airport and discovered that radar places (near the runways) are not recorded after destruction. Same thing for light ammo crates. Nalchik airport terminal buildings is recorded destroyed but is not destroyed visually on the next mission ...

I will adjust my targetlist file as soon as possible ...

 

I noticed another potential bug with red muds. I never noticed any red attack flight in any mission. I thought it was an escort availability (lot of intercept flight programmed) so I tryed to modify settings to allow more red air to ground missions. I only get crashes in mission preparation screen when player intercept mission should have been created...

Cristofer do you have blue attack missions in your campaign ?

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Blue version

Link to comment
Share on other sites

It happens on all airbases, at least for my side, and large ones like Sochi-Adler as well. I have reduced the numbr of planes but the same thing happens. Could it be a problem with cordinates or elevation?

 

 

 

This message also appear when exiting the mission

 

I am getting this same message when I exit the mission from the M2000 campaign mods, but the F-15 campaign has the proper de-briefing.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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