irfanahmed1979 Posted May 14, 2019 Share Posted May 14, 2019 Can't get it to work I'm trying to replicate the simple troop pick, drop and extract mission as is shown in the example missions thread video. If I drop the troops in a dropzone then they won't return after reaching their waypoints. I suspect that the original group does not get deactivated as I don't see my custom message that I've added to that trigger. If I do the same with a pickzone then all I get is a message saying that the troops were dropped back to base. I'm attaching the CTLD.lua and my mission files.CTLD.luaHuey_TroopTrans_Test.miz CPU: Core i7 7700k, Mobo: GA-Z270x Gaming 7 rev. 1, RAM: 2 x 8GB DDR4 Corsair Vengeance 3200 MHz, GPU: Zotac GTX 1060 Amp Edition, SSD: Samsung 850 pro 512 GB, SSD: 2 x Samsung 850 EVO 512 GB (RAID 0), Intel 530 Series 240GB SSD, HDD: WD 2TB Caviar Black, TrackIR 5, Logitech Extreme 3D Pro, CH PRO Pedals. Link to comment Share on other sites More sharing options...
irfanahmed1979 Posted May 15, 2019 Share Posted May 15, 2019 Ok, so I downloaded the troop.miz and replicated it into my own mission. Both of these don't seem to work. The troops after landing don't get deactivated it seems. Attaching the original troop.miz and my own modified mission.Troop Mission.mizHuey_TroopTrans_Test.miz CPU: Core i7 7700k, Mobo: GA-Z270x Gaming 7 rev. 1, RAM: 2 x 8GB DDR4 Corsair Vengeance 3200 MHz, GPU: Zotac GTX 1060 Amp Edition, SSD: Samsung 850 pro 512 GB, SSD: 2 x Samsung 850 EVO 512 GB (RAID 0), Intel 530 Series 240GB SSD, HDD: WD 2TB Caviar Black, TrackIR 5, Logitech Extreme 3D Pro, CH PRO Pedals. Link to comment Share on other sites More sharing options...
irfanahmed1979 Posted May 15, 2019 Share Posted May 15, 2019 Alright so I found the answer in this thread: https://forums.eagle.ru/showthread.php?t=192254 Seems it is a bug :( CPU: Core i7 7700k, Mobo: GA-Z270x Gaming 7 rev. 1, RAM: 2 x 8GB DDR4 Corsair Vengeance 3200 MHz, GPU: Zotac GTX 1060 Amp Edition, SSD: Samsung 850 pro 512 GB, SSD: 2 x Samsung 850 EVO 512 GB (RAID 0), Intel 530 Series 240GB SSD, HDD: WD 2TB Caviar Black, TrackIR 5, Logitech Extreme 3D Pro, CH PRO Pedals. Link to comment Share on other sites More sharing options...
guimcdo Posted May 19, 2019 Share Posted May 19, 2019 Hello Ciribob, First of all, congrats for your hard working on DCS & for the community. I have a remark about JTAC part of your script. I use it for a moving ground unit, a humvee for exemple, the detection is OK, I can see a red smoke on designated target, but the humvee don't stop his route. Is it normal ? I checked options in the script and didn't see a variable to activate/desactivate this feature. What is your opinion ? Thanks again for your work Rgds GuillaumeFullgas find missing code to able this feature, I post it to github Ciribob, when you have 5 minutes. Next step, add an orbit on detection when JTAC unit is aerial. ++ Link to comment Share on other sites More sharing options...
fargo007 Posted May 21, 2019 Share Posted May 21, 2019 You can use a waypoint zone (e.g. wpzone1) to "ish" this same behavior. Put the center of the wpzone where you want them to run to and then pick them up there. CTLD troops dropped in a wpzone go to the center of that zone. It's not the same as giving the troops actual waypoints, but you can still get similar behavior this way with a little twist in your concept. Alright so I found the answer in this thread: https://forums.eagle.ru/showthread.php?t=192254 Seems it is a bug :( Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/ Link to comment Share on other sites More sharing options...
irfanahmed1979 Posted May 21, 2019 Share Posted May 21, 2019 You can use a waypoint zone (e.g. wpzone1) to "ish" this same behavior. Put the center of the wpzone where you want them to run to and then pick them up there. CTLD troops dropped in a wpzone go to the center of that zone. It's not the same as giving the troops actual waypoints, but you can still get similar behavior this way with a little twist in your concept. Alright, thanks. How do these waypoint zones work in the editor? I mean how do I link a certain group of soldiers to a certain waypoint zone? CPU: Core i7 7700k, Mobo: GA-Z270x Gaming 7 rev. 1, RAM: 2 x 8GB DDR4 Corsair Vengeance 3200 MHz, GPU: Zotac GTX 1060 Amp Edition, SSD: Samsung 850 pro 512 GB, SSD: 2 x Samsung 850 EVO 512 GB (RAID 0), Intel 530 Series 240GB SSD, HDD: WD 2TB Caviar Black, TrackIR 5, Logitech Extreme 3D Pro, CH PRO Pedals. Link to comment Share on other sites More sharing options...
fargo007 Posted May 23, 2019 Share Posted May 23, 2019 It's all defined in CTLD. Any group that CTLD identifies as troops associated with it (e.g. extract1, extract2) that encounter a waypoint zone will route themselves to its center. Basically this works by where you drop them, or spawn them if using the provided functions. You can't create a 1:1 relationship between a specific group and a specific wpzone, but if you drop them off in 2 different wpzones, they'll go to 2 different places. The center of each wpzone. Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/ Link to comment Share on other sites More sharing options...
irfanahmed1979 Posted May 23, 2019 Share Posted May 23, 2019 It's all defined in CTLD. Any group that CTLD identifies as troops associated with it (e.g. extract1, extract2) that encounter a waypoint zone will route themselves to its center. Basically this works by where you drop them, or spawn them if using the provided functions. You can't create a 1:1 relationship between a specific group and a specific wpzone, but if you drop them off in 2 different wpzones, they'll go to 2 different places. The center of each wpzone. Thanks again CPU: Core i7 7700k, Mobo: GA-Z270x Gaming 7 rev. 1, RAM: 2 x 8GB DDR4 Corsair Vengeance 3200 MHz, GPU: Zotac GTX 1060 Amp Edition, SSD: Samsung 850 pro 512 GB, SSD: 2 x Samsung 850 EVO 512 GB (RAID 0), Intel 530 Series 240GB SSD, HDD: WD 2TB Caviar Black, TrackIR 5, Logitech Extreme 3D Pro, CH PRO Pedals. Link to comment Share on other sites More sharing options...
guimcdo Posted May 26, 2019 Share Posted May 26, 2019 Again a feature added by FullGas, if the JTAC is an aerial unit, he perform an orbit around the target, and recover his initial flight plan after target destruction. Thanks to him, again. Ciribob, when you have 5 minutes: https://github.com/ciribob/DCS-CTLD/pull/46 ++ Link to comment Share on other sites More sharing options...
IceFire Posted June 21, 2019 Share Posted June 21, 2019 Quick question. Is there a way for the JTAC, in addition to giving coordinates, to have him call out the elevation of the target? Would be useful for JDAM strikes and such. [sIGPIC][/sIGPIC] Matt "IceFire" Schuette Commander In Chief United States Atlantic Command Virtual Carrier Air Wing Eleven Link to comment Share on other sites More sharing options...
Hardcard Posted June 21, 2019 Share Posted June 21, 2019 (edited) Is there a way for the JTAC, in addition to giving coordinates, to have him call out the elevation of the target? Would be useful for JDAM strikes and such. There are easy ways of getting target elevation (MSL)... the problem is incorporating the mechanic to the CTLD script (which requires understanding of ~6000 lines of code... :surrender:) Anyway, here's what I use to get elevation readings from units (perhaps you'll find some use for it): Target = Unit.getByName("Unit name of the target in ME") Target_Position = Target:getPosition() Target_Elevation_MSL = land.getHeight( { x = Target_Position.p.x, y = Target_Position.p.z } ) -- This will return the ground elevation (MSL) on the target's location... although I'm not sure about the measurement units. -- In case it returns meters and you need feet, simply convert it: Target_Elevation_MSL_ft = Target_Elevation_MSL * 3.281 -- Btw, if you wanted to get the unit's altitude from ground (in case it were an aircraft), this additional line should do it: Target_Altitude_Ground = ( Target_Position.p.y - Target_Elevation_MSL ) -- In case it returned meters instead of feet, simply convert it: Target_Altitude_Ground_ft = Target_Altitude_Ground * 3.281 -- Anyway, you can then use this variable in checks... if Target_Elevation_MSL > 100 then do stuff end -- Messages... trigger.action.outText("Target elevation (MSL) = "..Target_Elevation_MSL, 10) -- Tables... Target_Elevation_Table = { Target_Elevation_MSL, etc... } --etc. Edited June 21, 2019 by Hardcard [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
IceFire Posted June 21, 2019 Share Posted June 21, 2019 Thanks for that, that'll be useful with other missions I'm working on :D What I'm trying to do is incorporate mist.tostringBR into CTLD in place of the MGRS coordinate. That would be ideal because it gives bearing, range and msl afaik but of course it's not that simple. cuz reasons lol [sIGPIC][/sIGPIC] Matt "IceFire" Schuette Commander In Chief United States Atlantic Command Virtual Carrier Air Wing Eleven Link to comment Share on other sites More sharing options...
Majinbot Posted June 21, 2019 Share Posted June 21, 2019 I changed the last code lines like that: local _lat, _lon = coord.LOtoLL(_unit:getPosition().p) local _latLngStr = mist.tostringLL(_lat, _lon, 3, false) local _latLngStrDMS = mist.tostringLL(_lat, _lon, 2, true) local _mgrsString = mist.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(_unit:getPosition().p)), 5) local _altitude = mist.utils.round(mist.utils.metersToFeet(land.getHeight({ x = _unit:getPoint().x, y = _unit:getPoint().z })), 0) return " @ " .. _latLngStr .. " - MGRS " .. _mgrsString .. " - ALT " .. _altitude .. " Ft - Coordinates: " .. _latLngStrDMS PC: i7-13700K - MSI RTX 4080 Gaming X Trio - 32GB DDR5 6200 - VPC MongoosT-50CM3 - VKB GF pro - MFG Crosswind - Msi MPG321UR-QD + Acer XB271HU - TrackIR5 - Rift S Link to comment Share on other sites More sharing options...
Mr_sukebe Posted June 25, 2019 Share Posted June 25, 2019 Brief question, is it possible to have more than 10 pickzones or helicargo units? System: 9700, 64GB DDR4, 2070S, NVME2, Rift S, Jetseat, Thrustmaster F18 grip, VPC T50 stick base and throttle, CH Throttle, MFG crosswinds, custom button box, Logitech G502 and Marble mouse. Server: i5 2500@3.9Ghz, 1080, 24GB DDR3, SSD. Link to comment Share on other sites More sharing options...
flanker0ne Posted June 25, 2019 Share Posted June 25, 2019 By editing the CTLD.lua yes you can Inviato dal mio SM-G930F utilizzando Tapatalk SCOPRI DI PIU': https://www.amvi.it/joinus.php DISCORD COMBINEDOPS The Battle Planning Tool Link to comment Share on other sites More sharing options...
Harlikwin Posted June 27, 2019 Share Posted June 27, 2019 What does fob actually do? New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really). Link to comment Share on other sites More sharing options...
DrummerNL Posted July 6, 2019 Share Posted July 6, 2019 (edited) Hi guys, wondering if you can help me out here. I have a few trucks preloaded with troops using ctld.preLoadTransport("transport3", 4,true). Right now this means that by default a truck is loaded with two AKS paratroopers and 2 RPG-16 soldiers. I'd much rather have only AKS troopers, in fact, I'd also like to know how to change them in to insurgent soldiers if at all possible. My questions are: 1: How do I define what troops are preloaded? 2: How do I change the troops from russian paratroopers to insurgent soldiers? I think both questions are pretty much related.. Thanks in advance! Edited July 6, 2019 by DrummerNL typo Link to comment Share on other sites More sharing options...
Spiceman Posted August 29, 2019 Share Posted August 29, 2019 Question... is there any way to have the JTAC only message a particular group?. I have a large mission where the ground attack is only one small part and I didn't want the JTAC messages showing up for everyone. Former USN Avionics Tech VF-41 86-90, 93-95 VF-101 90-93 Heatblur Tomcat SME I9-9900K | Gigabyte Z390 Aorus Ultra | 32GB DDR4 3200 | Samsung 970 EVO Plus NVMe | RTX 2070 Super | TM Throttle | VPC Warbird Base TM F-18 Stick Link to comment Share on other sites More sharing options...
GTFreeFlyer Posted August 30, 2019 Share Posted August 30, 2019 Question... is there any way to have the JTAC only message a particular group?. I have a large mission where the ground attack is only one small part and I didn't want the JTAC messages showing up for everyone. Of course it is possible, but not for the average CTLD user. You’d have to dig through the 6000 lines of code and find the spot where the message is displayed and change the command to group message (outTextForGroup...or something like that). Of course, now you need to write some lines of code to determine which group to send the message to. My DCS Missions: Band of Buds series | The End of the T-55 Era | Normandy PvP | Host of the Formation Flight Challenge server Supercarrier Reference Kneeboards IRL: Private Pilot, UAS Test Pilot, Aircraft Designer, and... eh hem... DCS Enthusiast Link to comment Share on other sites More sharing options...
fargo007 Posted August 30, 2019 Share Posted August 30, 2019 Hi guys, wondering if you can help me out here. I have a few trucks preloaded with troops using ctld.preLoadTransport("transport3", 4,true). Right now this means that by default a truck is loaded with two AKS paratroopers and 2 RPG-16 soldiers. I'd much rather have only AKS troopers, in fact, I'd also like to know how to change them in to insurgent soldiers if at all possible. My questions are: 1: How do I define what troops are preloaded? 2: How do I change the troops from russian paratroopers to insurgent soldiers? I think both questions are pretty much related.. Thanks in advance! You can include a table defining the types like this: ctld.spawnGroupAtTrigger("blue", {mg=1,at=2,aa=3,inf=4,mortar=5}, "spawnTrigger2", 2000) If you want the AK paratrooper to be the one defined for "inf", or the default one you'll have to find the line that associates the model used with that variable, and change it to what you want it to be. This doesn't look like a heavy lift, but there is a bit of investigation and testing involved. Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/ Link to comment Share on other sites More sharing options...
Maverick87Shaka Posted September 12, 2019 Share Posted September 12, 2019 I really love this script, but I also explore it in a limited way, I've missed how to allow people to drop troops or crates ( and deploy it ) in any zone instead only inside dropzone1,1,3 etc. Thanks. FlighRIG => CPU: RyZen 5900x | RAM: 64GB Corsair 3000Mhz | GPU: nVIDIA RTX 4090 FE | OS Storage: SSD NVMe Samsung 850 Pro 512GB, DCS Storage: SSD NVMe Sabrent 1TB | Device: Multipurpose-UFC, VirPil T-50, TM WARTHOG Throttle, TrackHat, MFD Cougar with screen. Our Servers => [ITA] Banshee | Krasnodar - PvE | PersianConquest PvE Live Map&Stats | Syria Liberation PvE Conquest Support us on twitch subscribing with amazon prime account linked, it's free! Link to comment Share on other sites More sharing options...
generalcuz Posted November 4, 2019 Share Posted November 4, 2019 Loving this script, it makes JTAC so much easier to set up. However, is it possible to make it use custom voiced files? Such as when a target is destroyed etc. It would be great to have more voiced responses when used with Vaicom, for example. Regards [sIGPIC][/sIGPIC] i7 8700K, 32GB RAM, Gigabyte GTX1080ti, TM Warthog, TM Cougar MFD Pack, 2x Lilliput 8" USB Monitors, Saitek Pro Rudder Pedals, CV1. Link to comment Share on other sites More sharing options...
GTFreeFlyer Posted November 4, 2019 Share Posted November 4, 2019 Loving this script, it makes JTAC so much easier to set up. However, is it possible to make it use custom voiced files? Such as when a target is destroyed etc. It would be great to have more voiced responses when used with Vaicom, for example. Regards Of course it is possible, but it will be easier for you if you just set up a trigger in the mission editor to check if the group is dead, and if so, play your custom sound track. My DCS Missions: Band of Buds series | The End of the T-55 Era | Normandy PvP | Host of the Formation Flight Challenge server Supercarrier Reference Kneeboards IRL: Private Pilot, UAS Test Pilot, Aircraft Designer, and... eh hem... DCS Enthusiast Link to comment Share on other sites More sharing options...
MobiSev Posted December 11, 2019 Share Posted December 11, 2019 is it possible to get ai ground units to transport troops using this script? For example, I would like to be able to control an apc using Combined Arms, order it pick up troops, manually place a waypoint for the APC in the Tac commander slot (i.e. not use a predefined waypoint in the mission editor), and have the ability to decide when that vehicle unloads the troops (could be a random place. again, not a predefined trigger drop off zone in the mission editor) __________________ Modules owned: FC3, M-2000C, Mig-21bis, F-5E, AJS-37 Viggen, F/A-18C, KA-50, Mi-8, F-14A&B, JF-17 Link to comment Share on other sites More sharing options...
GTFreeFlyer Posted December 11, 2019 Share Posted December 11, 2019 is it possible to get ai ground units to transport troops using this script? For example, I would like to be able to control an apc using Combined Arms, order it pick up troops, manually place a waypoint for the APC in the Tac commander slot (i.e. not use a predefined waypoint in the mission editor), and have the ability to decide when that vehicle unloads the troops (could be a random place. again, not a predefined trigger drop off zone in the mission editor) __________________ Yes, it is possible... with some modifications to the script if you know LUA. My DCS Missions: Band of Buds series | The End of the T-55 Era | Normandy PvP | Host of the Formation Flight Challenge server Supercarrier Reference Kneeboards IRL: Private Pilot, UAS Test Pilot, Aircraft Designer, and... eh hem... DCS Enthusiast Link to comment Share on other sites More sharing options...
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