xcom Posted July 26, 2014 Share Posted July 26, 2014 Hi everyone, I've been collecting tools to create an automatic ground warefare. And at the moment it is working, we are about to impliment it with our nearby campaign - Operation Summer Rain - On our last campaign we used CA for ground warefare, unfortunetly when there are many units moved by the CA commanders, it will lag with the amout of players we have (around 40). The solution we found is to use ground warefare with scripts instead, it will mostly eliminate the lag which was produced by controling with the CA commanders. I've made a mission example of an automatic ground warefare. The units will start moving towards enemy objective only with choppers air support. The units will stop if there are enemy air support in the area. The scripts being used - MIST by Speed and Grimes - Thank you guys :) Dynamic Tool by Bushmanni - Thank you Bushmanni! :)AUTO CAMPAIGN TEST.miz [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
RagnarDa Posted July 26, 2014 Share Posted July 26, 2014 Nice! Will check it out when I come home. DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is. Link to comment Share on other sites More sharing options...
Stonehouse Posted July 26, 2014 Share Posted July 26, 2014 Nice XCOM will give it a shot too. Been meaning to Pm you to say look at the script by Raf here for possible use but maybe you already did lol ;D http://forums.eagle.ru/showthread.php?t=116968 Link to comment Share on other sites More sharing options...
xcom Posted July 26, 2014 Author Share Posted July 26, 2014 Thanks guys, this mission example is still working with triggers to activate the scripts. It was just testing purposes to understand how it should be activated with an external script. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
Bushmanni Posted July 29, 2014 Share Posted July 29, 2014 FYI returnToRoute isn't intended to be used with paths that use onroad type WPs. The script assumes straight path between WPs to calculate the return point on the path. I don't know how the script will handle onroad types but I would assume you will get some kind of problems. You should at least put the onroad WPs close enough each other so that the line between them stays close enough of the intended route. DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community -------------------------------------------------- SF Squadron Link to comment Share on other sites More sharing options...
xcom Posted July 29, 2014 Author Share Posted July 29, 2014 Thanks, it seems to be working fine, although there are issues with crossing bridges, but that's problems with DCS AI [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
Midnight Posted July 29, 2014 Share Posted July 29, 2014 Bloody awesome trailer video! Link to comment Share on other sites More sharing options...
RagnarDa Posted August 10, 2014 Share Posted August 10, 2014 Finally had a quick look. It was a little more advanced than I thought! Great job! Added to the list. DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is. Link to comment Share on other sites More sharing options...
xcom Posted August 10, 2014 Author Share Posted August 10, 2014 Here is the script I've been working on to get this working dynamically with different missions and with no triggers - http://pastebin.com/r07ytFSd I will write a guide on how to impliment it with your missions. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
xcom Posted August 11, 2014 Author Share Posted August 11, 2014 Creating a mission for automatic ground warefare using scripts - 1. Create Polygon Zones - These zones are going to be the zones that the script checks in order to determain if freindly forces and enemy forces are in the area so the units would know if to move forward or not. You would need to create in the mission units with waypoints which would wrap an area to be a trigger zone, that unit needs to be late activated and never activated. The unit's group name needs to start with "POLYZONE" and continue with some custom parameter. For example - "POLYZONE_NALCHIK". 2. Create routes - These routes are going to be the waypoints the coalition units are going to follow when they get the command to attack. You would need to create unit for each coalition in each zone that you want the units to follow, this unit's waypoints is the route, the unit's group name needs to be the same as the polyzone but with the coalition name at start. For example - "redPOLYZONE_NALCHIK" and "bluePOLYZONE_NALCHIK" 3. Scripts - You would need to load in the following scripts in this order - I. Initialization script - MIST 3.4 (Attached my altered version). II. Dynamic Tool by Bushmanni. III. Automatic Movement Script. I'm attaching a mission example. @Grimes - it would be nice to add my alteration to the main version of MIST, all I did is allow the flag to be a string in the mist.flagFunc.units_in_polygon function, there's no need to edit the logic of the function.Mistv3_4_Xcom.luaDynTools.luaObjectiveManager.luaAUTO CAMPAIGN TEST.miz [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
xcom Posted August 24, 2014 Author Share Posted August 24, 2014 Well, I went and took it a bit further, the idea is to have a script that can hold all the ground warfare engine eventually. Added: -Airbase control. -Armybase control. -Radar control. -Intercept based on radar detection. I'll give more details on how to create is exactly, here is a small reference list for each one - RADAR: (Zone,EWR,AA,INTERCEPT) TriggerZone - RADAR_NALCHIK EWR - redRADAR_NALCHIK_EWR and blueRADAR_NALCHIK_EWR AA - redRADAR_NALCHIK_AA and blueRADAR_NALCHIK_EWR INTERCEPT - redRADAR_NALCHIK_INTERCEPT and blueRADAR_NALCHIK_INTERCEPT POLYZONE: (Group,Paths) Group - POLYZONE_NALCHIK Paths - redPOLYZONE_NALCHIK and bluePOLYZONE_NALCHIK ARMYBASE: (Zone,AA) TriggerZone - ARMYBASE_NALCHIK AA - redARMYBASE_NALCHIK_AA and blueARMYBASE_NALCHIK_AA AIRBASE: (Zone,AA) TriggerZone - 'Anapa-Vityazevo','Krymsk','Novorossiysk','Gelendzhik','Krasnodar-Center','Krasnodar-Pashkovsky','Maykop-Khanskaya','Sochi-Adler','Gudauta','Sukhumi-Babushara','Batumi','Kobuleti','Senaki-Kolkhi','Kutaisi','Mineralnye Vody','Nalchik','Mozdok','Beslan' AA - redAnapa-Vityazevo_AA and blue'Anapa-Vityazevo_AA This is still a work in progress, there might be issues that needs to be fixed.ObjectiveManagerV3.lua [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
xcom Posted August 28, 2014 Author Share Posted August 28, 2014 (edited) Attaching fix for the script with some changes - RADAR: (Zone,EWR,AA,INTERCEPT) TriggerZone - RADAR_NALCHIK EWR - redRADAR_NALCHIK_EWR and blueRADAR_NALCHIK_EWR AA - redRADAR_NALCHIK_AA and blueRADAR_NALCHIK_EWR INTERCEPT - redRADAR_NALCHIK_INTERCEPT and blueRADAR_NALCHIK_INTERCEPT POLYZONE: (Group,Paths) Group - POLYZONE_NALCHIK Paths - redPOLYZONE_NALCHIK and bluePOLYZONE_NALCHIK ARMYBASE: (Zone,AA) TriggerZone - ARMYBASE_NALCHIK AA - redARMYBASE_NALCHIK_AA and blueARMYBASE_NALCHIK_AA AIRBASE: (Zone,AA) TriggerZone - AIRBASE_NALCHIK AA - redAIRBASE_NALCHIK_AA and blueAIRBASE_NALCHIK_AA Thanks Grimes for finding the typo in the script which also identified a problem in MIST as a side effect. :thumbup:ObjectiveManagerV4.6.lua Edited August 28, 2014 by xcom [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
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