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Slmod- multiplayer server mod for new mission logic functionality


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OK, I am finally back from a second, unexpected "vacation"- so I will now start the process of making Slmod compatible with DCS World. Don't fear- it is very fixable.

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.

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OK, I am finally back from a second, unexpected "vacation"- so I will now start the process of making Slmod compatible with DCS World. Don't fear- it is very fixable.

 

Great.

Always remember. I don't have a clue what I'm doing

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:D

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Speed,

 

So, i am getting the nil value error also. I have to assume we are waiting for your next release or havei installed something incorrectly?

 

thanks

MSI Creator X299 - INTEL i9 - 10900X 3.7 GHZ - 32 GB Corsair Dominator DDR4 - EVGA GTX 1080 FTW AC2

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Speed,

 

So, i am getting the nil value error also. I have to assume we are waiting for your next release or havei installed something incorrectly?

 

thanks

 

Yea, do not attempt to use Slmod with DCS: World 1.2.0. It will not work, and Slmodv5.3 uses files from DCS 1.1.1.1 that are no longer appropriate for DCSW 1.2.0.

 

Slmodv6, with full DCS: World 1.2.0 compatibility, will be released this weekend, maybe as soon as tonight. Right now, in my current testing version, there are only two things that I know of that are still broken. Everything else works fine AFAIK :)


Edited by Speed

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.

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Speed,

 

Thanks for getting back to me. sorry i did not mention i was using your SLMODV6 with world i have been using your mod for so long I just assume the verisons and install, my bad.

 

Even though i miss the functionality as much as the first, crisp, clear wave with the morning sun. Don't kill yourself getting it released, i know how code can be a little tricky and produce unexpected results.

 

Really enjoy all your work it has really improved the Multi player experience and ability to run a server unmonitored. Pilots can come in any time and get the current list of targets regardless of how long the mission has been going. you also have provided some exceptonal triggers that will be invaluable to combined arms. Just wanted to say thanks for all the hard work, and taking the callenge from the ground up, awesome work.

 

looking forward to your next version.

 

Thanks

 

[76th] Falcon

MSI Creator X299 - INTEL i9 - 10900X 3.7 GHZ - 32 GB Corsair Dominator DDR4 - EVGA GTX 1080 FTW AC2

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great news! :)

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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EDIT: PLEASE INSTALL Slmodv6_1 now, not Slmodv6_0!

For Slmodv6_1, go here.

 

 

OK, finally.

 

Slmodv6.0 for DCS: World 1.2.0

Disclaimer:

Slmod is NOT supported by Eagle Dynamics. In order to obtain many of its capabilities, Slmod must utilize some Lua functionalities not officially supported by Eagle Dynamics, or even necessarily intended for user modding in the first place. Because of this, and because Eagle Dynamics is constantly upgrading and improving the game world, Eagle Dynamics cannot be held responsible for a patch causing Slmod to no longer function correctly. That said, I will do my best to keep Slmod and missions designed for it functioning, as I have with Slmodv6, which makes Slmod functional in DCS: World v1.2.0.

 

I'll probably make a more official post of all this tomorrow... like, for example, I need to modify the first post in this thread still. Or maybe, I should make a new thread. I donno.

 

The full manual is still incomplete. I still need to standardize the formatting and terminology a bit, add programming examples for the new functions I have added, and write a section or two. However, it is pretty far along, probably only needs a further 3-5 hours of editing and formatting, and posting the incomplete draft of it will serve till I get it done.

 

Slmod version 6.0 guide INCOMPLETE DRAF...

 

I now finally made good on my promise to provide a quick reference guide. I have already found the quick reference guide tremendously helpful to me (you think I can remember what all the function names and input variables are? Hell no!). Print it off if you can, preferably on a colored printer so you can tell what variables are required and what are optional.

 

Slmod version 6.0 Quick Reference Guide

 

Change list (all that I can remember):

 

 

-Fixed a problem with units_hitting that prevented filtering of the optional output message by coalition.

-Fixed a problem with units_hitting that would sometimes cause the function to detect hitting events that occurred before the function was invoked

-Fixed a problem with units exporting that could cause unit exporting and various slmod functions to not work with a very low unit count.

-Fixed a bug with the vbs daemon where it wouldn’t open correctly if .vbs was not associated with wscript.exe

-Numerous other bugs fixed

-Improved efficiency of units_LOS code

-Improved speed of msg_MGRS, msg_LL, msg_leading functions (they pop up almost immediately now)

-Parallel Tasking System (PTS) and Parallel Options System (POS) re-written in the new "SlmodMenu" Object-Oriented system.

(Side effect: queries and replies to and from these "menus" will now be private!)

-Support for Combined Arms players added to the PTS and POS (CA players will only be able to get chat messages from these menus)

-Overall code efficiency and performance improved

-Using Slmod.<function name> now works in addition to slmod.<function name>

 

-Added new functions:

slmod.units_killed_by

slmod.pilots_dead

slmod.units_crashed

slmod.units_ejected

slmod.units_in_moving_zones

slmod.weapons_impacting_in_zones

slmod.weapons_impacting_in_moving_zones

slmod.weapons_in_zones

slmod.weapons_in_moving_zones

 

-Implemented new function calling method

-Implemented new short cuts for creating large tables of unit names:

 

 

Character sequence + name commands:

"[-u]<unit name>" - subtract this unit from the table

"[g]<group name>" - add this group’s units to the table

"[-g]<group name>" - subtract this group’s units from the table

"[c]<country name>" - add this country's units to the table

"[-c]<country name>" - subtract this country's units from the table

 

Stand-alone identifiers

"[blue]" - add all blue coalition units to the table

"[red]" - add all red coalition units to the table

"[all]" – add all units to the table

 

 

-Implemented debugging utility (limited to Lua syntax errors in AI triggered actions at this time, sorry)

-Implemented the coordinate conversion utility (use chat messages to convert between MGRS, LL, Bearing/Range, Bullseye)

-Support for Slmod functions in config, server, export, net environments removed (no one was using the feature and it had little potential for use, and it cluttered up global environments)

-lat long messages with tasks/messages/PTS output leading zeros (leading zeros not necessary for lat/long coordinates, but this was causing confusion).

-Coordinates can now be put in the middle of the former “prefacemsg” variables used by msg_LL, msg_MGRS, msg_leading, and the add_task functions.

-Slmod split into several files; SlmodConfig.lua created for easy configuration of certain mod behaviors

 

 

 

Installation Instructions (Manual installation only- Modman is not available for DCS: World yet, as far as I know):

NON Servman

0) Download and unzip the files this .zip:

http://forums.eagle.ru/attachment.php?attachmentid=68737&d=1343610126

 

1) In C:\Program Files\Eagle Dynamics\DCS World\Scripts, rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory.

 

2) In C:\Program Files\Eagle Dynamics\DCS World\Scripts\net, rename "server.lua" to "server_original.lua". Now, paste the "server.lua" file included with this mod into this directory. NOTE: DO NOT CONFUSE THE "server.lua" file LOCATED IN C:\Program Files\Eagle Dynamics\DCS World\Scripts WITH THE ONE LOCATED IN C:\Program Files\Eagle Dynamics\DCS World\Scripts\net!!

 

3) Paste the "Slmodv6_0" folder into C:\Program Files\Eagle Dynamics\DCS World\Scripts\net.

 

Servman 301

Note: Servman 301 is very out of date at this point... DCS: W 1.2.0 made some significant changes to server.lua and main.lua, and Servman of course does not have these changes. I do not yet know what the effect of these changes might be, if any.

 

0) Download and unzip the files this .zip:

http://forums.eagle.ru/attachment.php?attachmentid=68736&d=1343610126

 

1) In C:\Program Files\Eagle Dynamics\DCS World\Scripts, rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory.

 

2) In C:\Program Files\Eagle Dynamics\DCS World\Scripts\Addons\ServMan3, rename "servman_server.lua" to "servman_server_original.lua". Now, paste the "servman_server.lua" file included with this mod into this directory.

 

3) Paste the "Slmodv6_0" folder into C:\Program Files\Eagle Dynamics\DCS World\Scripts\net.

 

EDIT: links to files removed. Please install Slmodv6_1, get it here.


Edited by Speed
  • Like 1

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.

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OK, here's the function listing from the quick reference guide:

 

Blue = required variable; Green = optional variable

 

Basic chat input/output functions:

slmod.chat_cmd ( string cmd_text, number flag, number stopflag, string coa )

slmod.msg_out ( string text, number display_time, string display_mode, string coa )

slmod.msg_out_w_unit (string text, string unit_name, number display_time, string display_mode, string coa)

slmod.msg_MGRS ( string text, table units, number numdigits, number display_time, string display_mode, string coa )

slmod.msg_LL ( string text, table units, number precision, number display_time, string display_mode, string coa )

slmod.msg_leading ( string coordtype, string text, table units, string direction, number radius, number precision, number display_time, string display_mode, string coa )

 

Parallel Tasking System functions:

slmod.add_task ( number id, string task_type, string description, string text, table units, number precision, string direction, number radius )

slmod.add_red_task ( number id, string task_type, string description, string text, table units, number precision, string direction, number radius )

slmod.add_blue_task ( number id, string task_type, string description, string text, table units, number precision, string direction, number radius )

slmod.remove_task ( number id )

slmod.remove_red_task ( number id )

slmod.remove_blue_task ( number id )

slmod.show_task ( number id, number display_time, string display_mode )

slmod.show_red_task ( number id, number display_time, string display_mode )

slmod.show_blue_task ( number id, number display_time, string display_mode )

slmod.show_task_list ( )

slmod.show_red_task_list ( )

slmod.show_blue_task_list ( )

slmod.set_PTS_list_output ( number display_time, string display_mode, string coa )

slmod.set_PTS_task_output ( number display_time, string display_mode, string coa )

 

Parallel Options System Functions:

slmod.add_option ( number id, string description, number flag)

slmod.add_red_option ( number id, string description, number flag)

slmod.add_blue_option ( number id, string description, number flag)

slmod.remove_option ( number id )

slmod.remove_red_option ( number id )

slmod.remove_blue_option ( number id )

slmod.show_option_list ( )

slmod.show_red_option_list ( )

slmod.show_blue_option_list ( )

slmod.set_POS_output ( number display_time, string display_mode, string coa )

 

Event Detection Functions:

slmod.mapobj_destroyed ( number or table id, number flag, number percent )

slmod.mapobj_dead_in_zone ( string zone, number flag, number stopflag, number numdead )

slmod.units_firing ( table init_units, number flag, number stopflag, table weapons, string text, string display_units, number display_time, string display_mode, string coa )

slmod.units_hitting ( table init_units, table tgt_units, number flag, number stopflag, string text, string display_units, number display_time, string display_mode, string coa )

slmod.units_killed_by ( table dead_units, table killer_units, number flag, number stopflag, number last_to_hit, number time_limit )

slmod.units_crashed ( table units, number flag, number stopflag )

slmod.pilots_dead ( table units, number flag, number stopflag )

slmod.units_ejected ( table units, number flag, number stopflag )

 

Weapons-tracking functions:

slmod.weapons_impacting_in_zones ( table init_units, table zones, table weapons, number flag, number stopflag )

slmod.weapons_impacting_in_moving_zones ( table init_units, table zone_units, number radius, table weapons, number flag, number stopflag )

slmod.weapons_in_zones ( table init_units, table zones, table weapons, number flag, number stopflag, string zone_type )

slmod.weapons_in_moving_zones (table init_units, table zone_units, number radius, table weapons, number flag, number stopflag, string zone_type )

 

Unit Property and Position functions:

slmod.num_dead_gt ( table units, number numdead, number flag, number stopflag )

slmod.units_LOS ( table unitset1, number altoffset1, table unitset2, number altoffset2, number flag, number stopflag, number interval, number checks, number radius )

slmod.units_in_moving_zones ( table units, table zone_units, number radius, number flag, number stopflag, string zone_type, number req_num, number interval )

 

Flag Manipulation:

slmod.rand_flags_on ( number startflag, number endflag, number prob )

slmod.rand_flag_choice ( number startflag, number endflag )

 

I'll finish this up later...


Edited by Speed

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.

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Speed,

 

thank you for all the ward work this weekend, i have really been missing this in the mission. awesome adds to the mod i will let you know if any issues arise.

 

thanks

 

[76th] Falcon

MSI Creator X299 - INTEL i9 - 10900X 3.7 GHZ - 32 GB Corsair Dominator DDR4 - EVGA GTX 1080 FTW AC2

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Speed,

 

thank you for all the ward work this weekend, i have really been missing this in the mission. awesome adds to the mod i will let you know if any issues arise.

 

thanks

 

[76th] Falcon

 

+1,

 

thanks a lot!

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Does some of the mission examples work in DCS World? Or better, can someone post a new mission example for DCS World 1.2.0.

 

(HJ)

 

The example missions appear to work just fine, I used several to test Slmodv6. Slmodv6 is supposed to be backwards compatible with everything I released before, even chatIOlib. Let me know if you find any compatibility issues with older missions.

 

I will also be working on a few new example missions, and maybe updating the old to use the DO SCRIPT trigger action.

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.

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Speed

Im going through SLMOD to better understand it and so far I see some fantastic functions in there. Here is a question. A really valuable function would be to evaluate how close one group is from another and return a flag or identifier. Any thoughts on this. This would be used for supply or radio comms check. So let say if group 1 is within 500 meters of group 2 set flag 1 to true. I thought it would be similar to checking if a unit was within a moving zone but far more simple manage if you have alot of units to check.

Edit

Is this the answer to my question??

slmod.units_in_moving_zones( table units, table zone_units, number radius, number flag,

number stopflag, string zone_type, number req_num, number interval )

Description:

This function sets flag flag to true when one or more units in units comes within a zone

centered on one of the units listed in zone_units. radius and zone_type control the size and

shape of the zones that are drawn around each unit in zone_units, while interval controls the

frequency of the checks and req_num controls the number of units that must be within a zone

for flag flag to be set true. Once called, this function loops forever until either the mission

ends, or stopflag is set true.


Edited by gunterlund21

I was in Art of the Kill D#@ it!!!!

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Speed

Im going through SLMOD to better understand it and so far I see some fantastic functions in there. Here is a question. A really valuable function would be to evaluate how close one group is from another and return a flag or identifier. Any thoughts on this. This would be used for supply or radio comms check. So let say if group 1 is within 500 meters of group 2 set flag 1 to true. I thought it would be similar to checking if a unit was within a moving zone but far more simple manage if you have alot of units to check.

Edit

Is this the answer to my question??

slmod.units_in_moving_zones( table units, table zone_units, number radius, number flag,

number stopflag, string zone_type, number req_num, number interval )

Description:

This function sets flag flag to true when one or more units in units comes within a zone

centered on one of the units listed in zone_units. radius and zone_type control the size and

shape of the zones that are drawn around each unit in zone_units, while interval controls the

frequency of the checks and req_num controls the number of units that must be within a zone

for flag flag to be set true. Once called, this function loops forever until either the mission

ends, or stopflag is set true.

 

Yes, slmod.units_in_moving_zones is the answer to that problem. I created this function for the same reason you note: the number of trigger conditions required to check for units inside moving zones scales by the square of the number of units, since we can only check for a single unit inside a single moving zone with the mission editor.

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.

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Ok, here are two little example "missions" I used for testing the functions. Don't forget that you have to have Slmodv6.0 installed, and run these missions in multiplayer, to get them to work.

 

weapons inside moving zones example mission

 

Just a silly little demo. Fire gun rounds so that they pass through a spherical 100 meter radius zone surrounding a KC-135 in front of you, and you will get an audio message. Also, I use units_killed_by and units_crashed to output an audio message when the tanker dies (but ONLY if YOU killed it!)

 

Basically, while this is just another friendly-fire detection script, it shows how slmod.weapons_inside_moving_zones could be used to detect the "taking a shot off the bow"/a show of force.

 

weapons impacting in zones example mission

 

This mission demonstrates some more exciting new capabilities that the weapons-tracking functions allow.

 

Before you is Kutaisi airbase. The runway has been covered over with mission editor trigger zones, and divided into six "segments". Kill all six segments by dropping a Mk-84 on each (only a Mk-84 will suffice, in this example). Also, slmod.mapobj_dead_in_zone is used to determine when you kill the control tower.

 

However, before I forget, I would like to note an issue with the weapons tracking functions: the weapons-tracking functions cannot detect cluster bomblets, as they do not generate a weapons firing event. However, for now, since bomblets more or less fall straight down, you could use weapons_in_zones and weapons_in_moving_zones to get a rough idea of where cluster bomblets would be impacting.

 

Anyway, here's a quick link for the old post where I uploaded four other example missions. These example missions will still work, since Slmod is supposed to be fully backwards compatible with missions made for previous Slmod versions.

Post with old example missions

weapons inside moving zones.miz

weapons impacting in zones.miz


Edited by Speed

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.

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Speed can u do a sample mission for the unit move. Also can the "units" be groups? This would be a huge advantage over the editor version which only does the moving zone by Unit. I have 800 units in my mission but only 100 groups so Id like to do the zones at the group level. (calced this with your unit to txt feature that writes units to a log... awesome :-) )


Edited by gunterlund21

I was in Art of the Kill D#@ it!!!!

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Speed can u do a sample mission for the unit move. Also can the "units" be groups? This would be a huge advantage over the editor version which only does the moving zone by Unit. I have 800 units in my mission but only 100 groups so Id like to do the zones at the group level. (calced this with your unit to txt feature that writes units to a log... awesome :-) )

 

Run this script:

slmod.units_in_moving_zones({'[g]m1_1', '[g]m1_2', '[g]m2_1'}, {'[g]m1_3', '[g]m1_4', '[g]m2_2'}, 1500, 100)

 

Once this script is run with a trigger action, if any unit in the groups named "m1_1", "m1_2", or "m2_1" gets within 1500 meters of any unit in the groups named "m1_3", "m1_4", or "m2_2", then flag 100 will be set to true. Flag 100 will be set true continuously, until no unit in either set of groups is within 1500 meters of each other.

 

Optionally, using the "new variable specification method", this same function call is:

slmod.units_in_moving_zones{ units = {'[g]m1_1', '[g]m1_2', '[g]m2_1'}, zone_units = {'[g]m1_3', '[g]m1_4', '[g]m2_2'}, radius = 1500, flag = 100}

 

I'll eventually have an example mission for this.

 

Anyway, don't forget the unit table shortcuts, which I utilize in the above example. The unit table shortcuts are repeated below:

Character sequence + name commands:

"[-u]<unit name>" - subtract this unit from the table

"[g]<group name>" - add this group’s units to the table

"[-g]<group name>" - subtract this group’s units from the table

"[c]<country name>" - add this country's units to the table

"[-c]<country name>" - subtract this country's units from the table

 

Stand-alone identifiers

"[blue]" - add all blue coalition units to the table

"[red]" - add all red coalition units to the table

"[all]" – add all units to the table

 

These unit table shortcuts will work any time you need to specify a table of unit names. A single unit is specified without any special character sequence in front of it; so the unit named "player1" is simply "player1".


Edited by Speed

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.

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ok getting there. So I have two switched conditions in my mission one that check if the flag is 1 on, the other off. If its on then group 1 ai is on, if its off then group 1 ai is off. So I started with the group 1 ai off. The trucks moved in and the flag was flipped on due to being insde the zone. When they left the zone the flag should turn off correct and the ai should stop. That did not work. They kept going.

I was in Art of the Kill D#@ it!!!!

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When they left the zone the flag should turn off correct and the ai should stop. That did not work. They kept going.

Incorrect. The flag will not be turned off if no unit(s) are inside any moving zone(s). If no units are inside zones, then no change is made to the flag.

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.

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