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Automatic Ground Warefare


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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

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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.

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

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SF Squadron

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  • 2 weeks later...

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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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.lua

DynTools.lua

ObjectiveManager.lua

AUTO CAMPAIGN TEST.miz

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  • 2 weeks later...

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

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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 by xcom
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