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script medevac et dépose infanterie

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obt_fireangel
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MessagePosté le: Mer 23 Oct - 22:29 (2013) Sujet du message: script medevac et dépose infanterie Répondre en citant

PublicitéSupprimer les publicités ?
le lien de téléchargement pour commencer, pack complet car j'ai fait des modif dans les scripts pour qu'il puisse etre mis ensemble sur la meme mission
http://www.mediafire.com/?u4tr16d87f751q0

il y a des fichiers missions avec pour des exemples et explications

vous pouvez modifier des valeurs dans le script avec notepad ou bloc-note

scripts MEDEVAC


Citation:

-- SETTINGS FOR MISSION DESIGNER vvvvvvvvvvvvvvvvvv

medevac.medevacunits = {"MEDEVAC #1", "MEDEVAC #2"} -- List of all the MEDEVAC _UNIT NAMES_!
medevac.clonenewgroups = false -- Set to false to not spawn in new units (clone)
medevac.maxbleedtime = 1800 -- Maximum time that the wounded will bleed in the transport before dying
medevac.bluemash = {"BlueMASH #1", "BlueMASH #2"} -- The unit that serves as MASH for the blue side
medevac.redmash = {"RedMASH #1", "RedMASH #2"} -- The unit that serves as MASH for the red side
medevac.bluesmokecolor = 4 -- Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue
medevac.redsmokecolor = 1 -- Color of smokemarker for red side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue
medevac.requestdelay = 5 -- Time in seconds before the survivors will request Medevac
medevac.coordtype = 3 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates.
medevac.displaymapcoordhint = false -- Change to false to disable the hint about changing coordinates on the F10-map
medevac.displayerrordialog = false -- Set to true to display error dialog on fatal errors. Recommend set to false in live game.
medevac.displaymedunitslist = false -- Set to true to see what medevac units are in the mission at the start.
medevac.bluecrewsurvivepercent = 100 -- Percentage of blue crews that will make it out of their vehicles. 100 = all will survive.
medevac.redcrewsurvivepercent = 100 -- Percentage of red crews that will make it out of their vehicles. 100 = all will survive.
medevac.showbleedtimer = false -- Set to true to see a timer counting down the time left for the wounded to bleed out
medevac.sar_pilots = true -- Set to true to allow for Search & Rescue missions of downed pilots

_________________


Dernière édition par obt_fireangel le Mer 23 Oct - 22:33 (2013); édité 2 fois
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MessagePosté le: Mer 23 Oct - 22:29 (2013) Sujet du message: script medevac et dépose infanterie Répondre en citant

script transport

en couleur les valeurs modifiables
Citation:


TROOPS TRANSPORTATION:

- Script is compatible with both air and ground transports controlled by players or AI
- Transports will drop troops types based on the coalition they belong to and the number of previously loaded troops
- Typically the troops are loaded inside a pickup trigger and dropped inside a drop trigger, but usage of triggers is not mandatory
- Pickup and drop smoke markers can be enabled, disabled and their colours configured
- To enable a UNIT to use the transport script set its UNITNAME in the list of transports names or use any of the predefined ones in your mission
- To manually define a GROUP as extractable add its GROUPNAME to the list of extractable groups or use any of the predefined ones in your mission
- Dropped troops will stay close to drop point or go to closest enemy position (default 2000m)

- Human players need to use F10 radio action to load/unload troops or to check the cargo status
- Players can only load troops inside the pickup trigger or alternatively load any pre-defined extractable group or spawned group everywhere. In both cases you can drop them everywhere
- Troops can be extracted by players if transport is near their current position (default 50m)
- Troops can be returned to pick zones by players (acting as Medevacs, for instance)

- AI transports will automatically load troops only when inside the pickup triggers. AI transports won´t extract any unit automatically (to avoid interferences with human players)
- AI transports will automatically unload troops only if they are close enough to drop triggers center (default 500m for ground units and 10km for air units). This allows AI ground units to enter triggers without dropping
- Ground Commander take control of AI transports via Combined Arms module and manually load and unload troops with them (this will disable the auto load/unload feature for the AI transport)
- Ground Commander can move any of the deployed troops manually in the field

LOGISTICS:

- Human players can load equipment when close to any logistics supplier group from their coalition and deploy it everywhere
- Any human controlled transport enabled for troops transportation will be automatically enabled for logistics as well (AI transports do not support logistics, cause it´s useless in this case)
- To manually define a GROUP as logistics supplier add its GROUPNAME to the list of logistics groups or use any of the predefined ones in your mission
- An extractable group of troops can be used as logistics as well (by setting the same name in both lists)
- Deployed logistic items can be transported by any coalition (you can steal the enemy ones)
- There´s no need to define logistic items in mission. You need to spawn them with the standalone function (this is used to keep consistency between cargo 3D models)


IMPORTANT NOTES:

1. It´s NOT MANDATORY to place in mission any pickup or drop triggers as you can always use extractable units instead or pre-load transports with troops manually.
   ONLY if you are using AI transports you need at least ONE DROP trigger to perform the automatic unload.
   You can use any of the predefined names for triggers or use your own ones.

2. Predefined extractable groups can be used to trigger actions during mission as their groupnames will be kept during the mission when transported by human players

3. To pre-load units with troops during mission call at least 10s after mission started via DoScript action the following standalone function:
            LoadTransport("unitName", number)
    Where:
    - "unitname" = the name of the transport
    - number = optionally the number of troops.
   
    Examples:
      a. LoadTransport("helicargo1") This will load with default number of troops the unit "helicargo1"
    b. LoadTransport("helicargo1",4) This will load it with 4 troops

    As an alternative to this you can always use a AI transport that enters a pickzone to load them automatically

4. You can generate groups of extractable units during mission, that will search for enemy as well, using the following standalone function:
            CallSpawn("groupside", number, "triggerName", radius)
    Where:
    - "groupside" = "ins" for insurgents, "red" for Russia and "blue" for USA
    - number = number of groups to spawn
    - "triggerName" = trigger to use as spawn
    - radius = random distance for units to move from spawn zone (0 will leave troops at the spawn position - no search for enemy)

    Example: CallSpawn("red", 2, "spawn1", 1000) This will spawn 2 groups of russians at trigger "spawn1" and they will search for enemy or move randomly withing 1000m
   
5. You can check the amount of extracted units inside a particular trigger using the following standalone function:
            CountExtracted("triggerName", flagBlue, flagRed)

    Where:
    "triggerName" = name of trigger to supervise
    flagBlue = userflag to count the number of blue units inside trigger
    flagRed = userflag to count the number of red units inside trigger

    Example: CountExtracted("trigger1", 200, 201) this will count the units inside "trigger1" and store the values in the flags 200 and 201 (which can be accessed during mission)
   
6. You can generate logistic items on the field during mission using the following standalone function:
            CallSpawnLogistics("groupside", number, "triggerName", radius)

    Where:
    "groupside" = "ins" for insurgents, "red" for Russia "blue" for USA
    number = number of items to spawn
    "triggerName" = trigger name in mission editor between commas
    radius = separation between items

    Example: CallSpawnLogistics("blue", 2, "spawn1", 30) this example will spawn 2 cargo items for USA at trigger "spawn1" separated 30m   
   
7. You can check the amount of logistics dropped items inside a particular trigger using the following standalone function:
            CountLogistics("triggerName",flagLog)

    Where:

    "triggerName" = name of trigger to supervise
    flagLog = userflag to count the number of logistic items inside trigger

    Example: CountLogistics("trigger1",300) this will count the items inside "trigger1" and store the values in the flag 300 (which can be accessed by mission)

8. Always RELOAD SCRIPT in mission after any changes on its configuration

--]]


-- ************************************************************************
-- *********************  USER CONFIGURATION ******************************
-- ************************************************************************

-- set variables to false to disable all smoke markers types quickly
-- set variables to false to disable all smoke markers types quickly
smokepick = true
smokedrop = true

-- ***************** Pickup and dropoff zones *****************

-- Available colors (anything else like "none" disables smoke): "green", "red", "white", "orange", "blue", "none",

-- Use any of the predefined names or set your own ones

PickZones = {

"pickzone1", "blue",
"pickzone2", "none",
"pickzone3", "none",
"pickzone4", "none",
"pickzone5", "none",
"pickzone6", "none",
"pickzone7", "none",
"pickzone8", "none",
"pickzone9", "none",
"pickzone10", "none",


}

DropZones = {

"dropzone1", "red",
"dropzone2", "red",
"dropzone3", "red",
"dropzone4", "red",
"dropzone5", "red",
"dropzone6", "red",
"dropzone7", "red",
"dropzone8", "red",
"dropzone9", "red",
"dropzone10", "red",


}

-- ******************** Transports names **********************

-- Use any of the predefined names or set your own ones

TransportsNames = {

"MEDEVAC #1",
"MEDEVAC #2",
"helicargo1",
"helicargo2",
"helicargo3",
"helicargo4",
"helicargo5",
"helicargo6",
"helicargo7",
"helicargo8",
"helicargo9",
"helicargo10",

"helicargo11",
"helicargo12",
"helicargo13",
"helicargo14",
"helicargo15",
"helicargo16",
"helicargo17",
"helicargo18",
"helicargo19",
"helicargo20",

"helicargo21",
"helicargo22",
"helicargo23",
"helicargo24",
"helicargo25",


-- *** AI transports names (different names only to ease identification in mission) ***

-- Use any of the predefined names or set your own ones

"transport1",
"transport2",
"transport3",
"transport4",
"transport5",
"transport6",
"transport7",
"transport8",
"transport9",
"transport10",

"transport11",
"transport12",
"transport13",
"transport14",
"transport15",
"transport16",
"transport17",
"transport18",
"transport19",
"transport20",

"transport21",
"transport22",
"transport23",
"transport24",
"transport25",   


}

-- *************** Optional Extractable GROUPS *****************

-- Use any of the predefined names or set your own ones

ExtGroups = {

"extract1",
"extract2",
"extract3",
"extract4",
"extract5",
"extract6",
"extract7",
"extract8",
"extract9",
"extract10",

"extract11",
"extract12",
"extract13",
"extract14",
"extract15",
"extract16",
"extract17",
"extract18",
"extract19",
"extract20",

"extract21",
"extract22",
"extract23",
"extract24",
"extract25",


}

-- ************** Optional Logistics GROUPS ******************

-- Use any of the predefined names or set your own ones

LogisticsSuppliers = {

"logistic1",
"logistic2",
"logistic3",
"logistic4",
"logistic5",
"logistic6",
"logistic7",
"logistic8",
"logistic9",
"logistic10",


}

-- ******************  GENERAL SCRIPT CONFIG ********************

maxDistExt = 50     -- max distance from vehicle to troops to allow a group extraction
maxDistLog = 50     -- max distance from vehicle to logistics to allow a loading operation
maxDistEnemy = 2000 -- max distance for troops to search for enemy
maxDistDrop = 100     -- max distance for troops to move from drop point if no enemy is nearby
minDistAir = 10000  -- min distance needed to trigger auto unload for AI air units
minDistGround = 500 -- min distance needed to trigger auto unload for AI ground units
defCargoNum = 10     -- default number of troops to load on a transport
defCountSpawn = 10    -- default number of troops used on a standalone spawned group

logisticItemModel = "FARP Fuel Depot"  -- model used to spawn a logistic item
--logisticItemModel = "FARP Tent"

radioTime = 30    -- time duration for AM/FM messages
radioLoop = 60    -- time for re-setting radio beacons for JIP




_________________


Dernière édition par obt_fireangel le Sam 26 Oct - 11:08 (2013); édité 3 fois
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MessagePosté le: Mer 23 Oct - 22:29 (2013) Sujet du message: script medevac et dépose infanterie Répondre en citant

TRADUCTION

SCRIPT TRANSPORT

note importante

1)  il n'est pas nécessaire de placer des zones de triggers pour les extractions et les déposes
     seulement si vous utilisez les transport IA, vous aurez besoin d'au moins une zone de triggers pour le déchargement auto
     Vous pouvez utiliser l'un des noms prédéfinis pour les déclencheurs ou utiliser les vôtres.

2)  les groupes extractibles prédéfinis peuvent être utilisés pour déclencher des actions au cours de la mission car leurs GROUPNAMES sera conservé lorsqu'ils seront transportés par des joueurs humains

3) pour précharger des unités durant la mission vous pouvez, au moins 10 sec après le début de la mission, appeler l' action DO SCRIPT dans les triggers et utiliser la fonction autonome suivantes:
     LoadTransport("unitName", number)

   
- "unitname" = le nom du transport
    - number = facultativement le nombre de troupes.   si on ne met rien c'est la valeur par default qui sera prise en compte
defCargoNum = 10     -- default number of troops to load on a transport


4) Vous pouvez générer des groupes d'unités extractibles au cours de la mission, qui va chercher l'ennemi ainsi, en utilisant la fonction autonome suivant:
     CallSpawn("groupside", number, "triggerName", radius)
   
    - "groupside" = "ins" pour les insurgés, "red" pour les russes  et "blue" pour les US
    - number = nombre de groupe qui vont apparaitre
    - "triggerName" = trigger utilisé pour l'apparition
    - radius = distance éléatoire à laquelle les unités vont se déplacer  (0 laissera les troupes à la position spawn - pas de recherche de l'ennemi)

5) Vous pouvez vérifier la quantité des unités extraites à l'intérieur d'un déclencheur particulier en utilisant la fonction autonome suivant:
    CountExtracted("triggerName", flagBlue, flagRed)

    Where:
    "triggerName" = nom du trigger
    flagBlue = userflag pour compter le nombre d'unité bleu dans le trigger
    flagRed = userflag pour compter le nombre d'unité rouge dans le trigger

    Example: CountExtracted("trigger1", 200, 201) cela va compter les unités dans "trigger1" et stocker les valeurs dans les drapeaux 200 et 201 (qui peut être consulté au cours de la mission)


6) Vous pouvez générer des éléments logistiques sur le terrain au cours de la mission en utilisant la fonction autonome suivant:
      CallSpawnLogistics("groupside", number, "triggerName", radius)

    "groupside" = "ins" for insurgents, "red" for Russia "blue" for USA
    number = nombre d'éléments  à faire apparaitre
   "triggerName" = nom du déclencheur
    radius = séparation entre les éléments

7) pour pouvez vérifiez le nombre d'élément logistique déchargé dans une zone de triggers particulières en utilisant la fonction automne suivante:
     CountLogistics("triggerName",flagLog)

    "triggerName" = nom du trigger
    "flaglog" = userflag pour compter le nombre d'unité rouge dans le trigger


8)  recharger toujours le SCRIPT dans la mission après toute modification de sa configuration
_________________


Dernière édition par obt_fireangel le Sam 26 Oct - 11:52 (2013); édité 1 fois
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MessagePosté le: Sam 26 Oct - 11:12 (2013) Sujet du message: script medevac et dépose infanterie Répondre en citant

UTILISATIONS DANS LE MISSION EDITOR




triggers pour activer les scripts

 TYPE
CONDITIONS
ACTIONS
 1 once name "mist"
 time more (1)
 DO SCRIPT FILE (Mistv2_0.lua)
 DO SCRIPT FILE (sctv2.lua)
 1 once name "medevac"
 time more (4)
 DO SCRIPT FILE (Medevac_SAR v4.lua)
 1 once name "CTTS"
 time more (10)
 DO SCRIPT FILE (CTTS.lua)



POUR LE SCRIPT TRANSPORT

créer vos unités d'infanterie avec le NAME "extract1" "extract2"   ..... ect  "extract25"
créer votre logistic avec le  NAME "logistic1" "logistic2" ...ect "logistic25"

créer les unités de tranport avec  UNIT NAME "transport1" "transport2"   ...ect "transport25"

pour les hélicoptères     PILOT " helicargo1" "helicargo2"  ... ect     "helicargo25"


POUR LE SCRIPT MEDEVAC

pour les hélicoptères   PILOT "MEDEVAC #1" "MEDEVAC #2"

si vous voulez rajouter un hélicoptère supplémentaire, il faudra modifier le .lua et rajouter le nom de l'hélico a la ligne
medevac.medevacunits = {"MEDEVAC #1", "MEDEVAC #2"} -- List of all the MEDEVAC _UNIT NAMES_!


dans cette configuration chaque nom d'hélico correspond une mission
helicargo1 ne fera que du transport mais pas de MEDEVAC et inversement


si vous voulez que l'hélico puisse faire les 2 missions il faut modifier les .lua et mettre les mêmes noms
j'ai deja modifier le CTTS.lua et rajouter  "MEDEVAC #1", "MEDEVAC #2"

du coup "MEDEVAC #1", "MEDEVAC #2" fera les 2 missions



     
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MessagePosté le: Aujourd’hui à 01:11 (2017) Sujet du message: script medevac et dépose infanterie

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