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Thanks to Skoop last night for letting me take the Red ground units into Zestafoni last night - it was a long haul, and I wanted to see what would happen once the Red did make it all that way west. At my request, Skoop held back from destroying the last four units out of a pretty good sized force that I had going there at the end.

I did switch the mission to the left, as if Red had won. I left the server on Streets Of Kutaisi, but this morning I went into the server with Teamviewer and saw a Can't Connect To Master message, but the TV connection would not complete so I could not reset the mission. I'll get my dad-in-law to reboot the Hollo Pointe sometime today, and I'll restart Streets.


I am looking forward to Streets and the Ground Commander's new capability to control AI a/c.

WC

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Originally Posted By: eno75
On another note- looks like the KA50 integration for JTAC has been brought up to 1.2.4...

http://forums.eagle.ru/showthread.php?t=93228


(Trying to maintain my composure)


That's cool, hopefully they add it in officially.


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Originally Posted By: Wrecking Crew
Thanks to Skoop last night for letting me take the Red ground units into Zestafoni last night - it was a long haul, and I wanted to see what would happen once the Red did make it all that way west. At my request, Skoop held back from destroying the last four units out of a pretty good sized force that I had going there at the end.

I did switch the mission to the left, as if Red had won. I left the server on Streets Of Kutaisi, but this morning I went into the server with Teamviewer and saw a Can't Connect To Master message, but the TV connection would not complete so I could not reset the mission. I'll get my dad-in-law to reboot the Hollo Pointe sometime today, and I'll restart Streets.


I am looking forward to Streets and the Ground Commander's new capability to control AI a/c.

WC


Crew, I kept playing for a couple more hours when you switched over to the streets of kutasi. It was pretty intense from the ground unit role, point blank tank duels in downtown kutasi. If only CA had the fidelity of steal beasts pro. I fought the reds to a stand still, then had to go to sleep, I was kinda curious how the mission would play out on it's own overnite. Any thoughts on adding some blue su-25t slots for sead since tungs and tors can now shoot down missiles effectively ? I notice a lot of the blue columns have useless m113s with one m1a1 and just get owned by the over modeled red t-80 & t-72b, any thoughts on making those brads ?

Also on Zesti highway, one of the blue columns in the south valley needs to be placed in a different starting position, they get stuck in a gully and drive around in circles the whole mission.

I tried commanding the AI AC, the command menu pops up to give orders, but they don't follow them As far as I could tell.

I think so far the streets of kutasi might be my favorite of the campaign.

Last edited by Skoop; 05/16/13 06:09 PM.
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Thanks, Skoop -

That was the inaugural run of Streets. Your description of the tank battle in Kutaisi City is what I was after! But what you say about the AI a/c is how it worked before, so maybe that feature is not ready for prime time. I'll see tonight. Thanks for the feedback - I'm making notes (to go with the ones from last night, too, like move A-10C Air Starts far away from Zesti biggrin )

The server just got reset and the Streets Of Kutaisi mission is back up.

WC

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New adjustments have been made to "Salt and Pepper."

Adjusted the ME190 appearance (had the flag reversed).
Lifted the ceiling a bit because of some reported complications. Broke it up a bit so there is some light down there.
Added 2 vehicle JTAC positions.
Added a variety of convoys to increase the number of valid targets and reward you guys for your hard work!
Moved the UH-1s to the bridge on the south side of the lake to improve proximity to the highway.
Added FARPs at requested locations.
Adjusted the ZSU-23 emplacements so they weren't all Russian Davey Crockets.

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Originally Posted By: eno75
New adjustments have been made to "Salt and Pepper."


Thanks Eno, We'll let you know how it goes.

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A couple of weeks ago some of you all helped to define the code to display flag values - much appreciated, I was able to fix a points problem with the flags.


I really need to know how to do something else - please help. At some point I will be able to do this myself, but would be grateful for guidance now.

I have a zone - call it Zone 1. I want to use the Zone 1 to trigger events when "Part Of Group In Zone" occurs - but only when the object entering the zone is a ground unit; the event should not be triggered by aircraft, helicopters, ships, or unicorns.

I know where the LUA & MIST wiki stuff is, but I'm not grasping it...


Please tell me what should go into the Condition block on an event that will cause the action to set Flag 1 to True when a part of a ground unit group enters Zone 1. Thanks!


crew

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mist.flagFunc.units_in_zones{
units = {'[red][vehicle]'},
zones = {'Zone 1'},
flag = 1,
req_num = 1,
stopflag = 2001
}

You need to have mist loaded in your triggers... just "do script file" on the time more than 10 condition...

That should work.

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On another note... briefing for "Eno's Eastbound and Down..."

Situation:


Abkhazia is attempting to expand its influence in the region by raiding a Russian airbase a short distance from its border. Russia, with help from some US airpower in the region, has to repel the invasion. If overrun, the blue forces need to catch their breath and attempt to recapture. Reinforcements will be available to both sides.

The operation is very hush-hush on both sides, with a very narrow window of opportunity to squash the uprising without gaining international attention.

Abkhazia will not want to draw attention to its defeat, so it will not highlight its actions until victory is assured.

Join us on SimHQ TS3 (Free reg required)

Mission Design: Eno

Red Task:


You have a sizeable armored force staged a couple of miles from Abkhazia's northern border with Russia- a modest hour road march from the target: Sochi-Adler Airbase.

Ground Commander:
Organize your forces as you see fit to attack a small Russian garrison stationed there. You have a variety of forces available including our newest T-72 tanks, BMP-2s, BTR80s as well as a gamut of our best mobile air defense systems- SA13, SA19 and Shilka AAA.

A supply convoy is available to provide ammunition following your victory at the airbase.This will be needed if you hope to thwart any inevitable counter attack.

In the event you are able to capture Sochi, reinforcements will be made available to you just south of the border. You may utilize them as you see fit to maintain control of your objective and achieve victory!

KA50s: You are available for offensive or Recon operations for the ground commander. Assist him in aligning his forces properly to address the enemy garrison. Be mindful of a variety of SAM / AAA threats- some of Russia's most advanced. Work cooperatively with the SU25Ts out of Gudauta to help neutralize the longer range radar guided missile threats.

SU25T: Neutralize enemy radars, then concentrate on eliminating the armored threat at Sochi Adler airbase. A forward ground position is available to act as an observer and callout target / threat locations. Use this resource wisely. It is a human position only and if not occupied will not provide automated services.

Blue Task:

Ground Commander:

You have a small armored force in place at Sochi-Adler airbase. Intel reports that Abkhazian military forces are advancing on our southern border and could be in attack positions within the hour. Arrange your resources as necessary to defend the base. You have some of our newest equipment with which to do so including T90 tanks, BMP3s as well as Shilka AAA, TOR and SA13 SAMs.

Should Sochi fall, our forces mustering south of Sochi city will be made available for an immediate counter attack. Utilize this force wisely as it will be your last chance to redeem yourself.

A-10s Sochi-Adler: You are a last line of aircraft available to repell the initial enemy invasion. A human-only JTAC position exists to assist in localizing target / threats. Concentrate on the Abkhazian medium range mobile threats first, and leave the long range Buks in the rear echelon to the SU25s and their SEAD capability.

KA50 Sochi-Adler: You should concentrate on harrassing the incoming enemy force at every turn. If you get the chance concentrate on the incoming heavy armor. This will make it easier for our ground forces to repel the invasion. Coordinate with your A-10 aircraft and see if you may be better off helping pick off AAA / SAM threats.

HUEY Sochi-Adler: Non-essential base personnel are being evacuated. When you enter these troops will board your aircraft. Follow your waypoints to a group of buses waiting to take them further to safety. Two hueys will have 3 loads total, while 1 huey will only have 2. Once they are safe, assist the KA50s with recce and ambush.

SU25T Sochi-Adler:
Take full benefit of your SEAD abilities and help neutralize the Abkhazian longer range radar and SAM threat. This may include SA-11Buk sites, or SA-19 Tunguska units.Be careful- IR SAM threats exist as well so try to keep your distance while this threat exists.

A-10C Gelen: It will take you longer to get into the fight so dress accordingly. You may want to bring more groceries but it will take you forever to get to the action. If you don't hurry Sochi may not be available for rearming for long.

If Sochi falls, you will need to head back to Gelen or up to Maykop-Khanskaya- the latter is approximately 30nms closer.

SU25T Gelen: You may get into the action faster than your A-10 counterparts, and SEAD operations will definitely help them do what they do best: Kill everything.

Maykop-Khanskaya is an alernate rearm point but it isn't much closer than Gelen (30nm). Sometimes, however, every little bit helps!

Last edited by eno75; 05/17/13 08:26 PM.
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Originally Posted By: eno75
mist.flagFunc.units_in_zones{
units = {'[red][vehicle]'},
zones = {'Zone 1'},
flag = 1,
req_num = 1,
stopflag = 2001
}

You need to have mist loaded in your triggers... just "do script file" on the time more than 10 condition...

That should work.


Is their a way to do this in an event's Condition w/o having to have MIST loaded? I did not need MIST for the Flag Values code...

WC

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Not sure...

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Yes, but there will be a lot more coding involved, Speed and Grimes made the mist code to simplify the code for us novices.

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I am sidetracked tonight - in HD -


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Crew-

The streets of kutasi got played to completion last nite with a blue victory, the server then switched over to the Zesti highway.

Last edited by Skoop; 05/18/13 03:45 PM.
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Nice!

I'm working on mission code...


Wow, 2001 A Space Odyssey in HD was wonderful. Had not seen those vivid colors since the theater.

WC

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Eh guys.

Eastbound and down is up in the FH. HEAVY dependence on ground commanders with aircraft playing a supporting role to the GC.

There are multiple slots for ground commanders on both sides however the GCs should be talking over TS3 in order to properly coordinate.

Also has some evacuation action I've tried to work in somewhat- it's a little rough around the edges but should work okay.

Basically when the hueys spawn in, an infantry group is spawned at the airbase. This group moves over to the huey and then is deactivated. When the huey arrives at its location (near an evacuation convoy some distance from the airbase) smoke is put down at the location where the huey needs to land. Once it is landed another infantry group is spawned in and moves towards the buses where they hang around for a bit then deactivate. Once all groups have been "loaded" on the bus, the bus unit -visible before start- activates and then takes off down the road to its destination.

That's what is SUPPOSED to happen, lol.

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With help from lots of folks, and Eno and Shahdoh, today I was able to get MIST functions to work to detect certain platforms in a zone.

Here's the the test mission that has examples of the trigger events. If you want to use MIST, then that needs to be loaded into the mission, soon after the mission start. I am choosing to use the Do Script method to load MIST - just Copy the content of the MIST ..lua file into the Do Script text box. Use Time More to wait a second or few before loading MIST, like 5 seconds.



I was hung up for a long time as to just how to apply these MIST functions. Use Action = Do Script to contain the MIST code - that code will have both conditions and actions in it. For Conditions on these events, you prolly will need a Time More to avoid a LUA error at the mission start. Use a Condition = Time More value that is greater than the wait time to load MIST, like 10 seconds.

Flags & Zones Mission


Now we're cooking with gas!
lawncareby20mm

WC

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Here is an updated guide on Flags. This has more info about Zone Flags and a new Points Flags section. There is an example of script code to display flag values in a text message.
Flag Use Guide

SimHQ Discussion for DCS Flags

WC

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Thanks crew- I'm not using your numbering system yet because I'm not THAT familiar with it... but I definitely see where it would be beneficial when I go through my own system and basically make it up as I go. This results in unpredictable behavior as flags are created twice etc...


Going to take a long look at implementing that system.

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On another note- running Eastbound and Down again but I took the hold off the ground vehicles after a certain amount of time. So it should speed it up.

Also pulled in the KA50s on the red side so they were more available...

Hope to see you guys in there

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