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Old 07-26-2014, 08:52 AM   #1
xcom
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Default Automatic Ground Warefare

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!
Attached Files
File Type: miz AUTO CAMPAIGN TEST.miz (93.9 KB, 197 views)
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Old 07-26-2014, 09:28 AM   #2
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Nice! Will check it out when I come home.
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Old 07-26-2014, 12:56 PM   #3
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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
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Old 07-26-2014, 04:53 PM   #4
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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.
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Old 07-29-2014, 09:43 AM   #5
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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.
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Old 07-29-2014, 11:08 AM   #6
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Thanks, it seems to be working fine, although there are issues with crossing bridges, but that's problems with DCS AI
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Old 07-29-2014, 12:24 PM   #7
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Bloody awesome trailer video!
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Old 08-10-2014, 09:28 AM   #8
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Finally had a quick look. It was a little more advanced than I thought! Great job! Added to the list.
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Old 08-10-2014, 11:48 AM   #9
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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.
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Old 08-11-2014, 09:20 PM   #10
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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.
Attached Files
File Type: lua Mistv3_4_Xcom.lua (179.2 KB, 235 views)
File Type: lua DynTools.lua (35.2 KB, 241 views)
File Type: lua ObjectiveManager.lua (2.1 KB, 257 views)
File Type: miz AUTO CAMPAIGN TEST.miz (95.6 KB, 102 views)
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