Silver_Dragon Posted June 2, 2013 Report Share Posted June 2, 2013 Ire añadiendo una serie de enlaces a medida que vayan apareciendo en el foro oficial de DCS:W * Scripts: -Artillery Enhancement (Añade radares de contrabateria / Spoters / Tactical Nukes / Mejoras unidades artilleria) http://forums.eagle.ru/showthread.php?t=107609 -Dynamic Medevac (añade misiones de Casevac al UH-1H) http://forums.eagle.ru/showthread.php?t=107303 -huey troop pickup/dropoff via radio command (añade despligue y recogida de tropas por comandos del menu de radio) http://forums.eagle.ru/showthread.php?t=106294 -Kneeboard exporter para todos los modulos (1.2.4) http://forums.eagle.ru/showthread.php?t=107586 Quote Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 6, 2013 Author Report Share Posted July 6, 2013 (edited) -Efecto de fuego de supresión http://forums.eagle.ru/showthread.php?t=107635 -Troposphere v1.0 Injector de tiempo atmosferico para DCS:W. http://forums.eagle.ru/showthread.php?t=108409&highlight=Troposphere+v1.0 - Transport Script (otra versión para el transporte de tropas en vehiculos y aparatos) http://forums.eagle.ru/showthread.php?t=108523 - Trafico Aereo aleatorio http://forums.eagle.ru/showthread.php?t=108476 - Tropas desplegables (permite el despliegue de tropas, equipos SAM, morteros, artilleria remolcada, etc en vehiculos): http://forums.eagle.ru/showthread.php?t=109676 This small script allows to add a dismounted element to any ground unit. When the designated carrier unit stops, it will disembark the assigned element. When it continues moving, the dismounts will embark again on the carrier. Available dismounts include: MANPADS team, mortar team, rifle squad and ZU-23 AAA (the gun would be towed actually rather than being mounted). Rifle squads have an extra functionality. Once they dismount, they will move to a position 100m in front of their carrier. If the carrier starts moving again and stay below 20 kph, the dismounted rifle squad will keep trying to move in front of their carrier. Once the carrier breaks 20 kph, the dismounted rifle squad will embark again. Implementation is fairly easy. Run the script to initialize it, then run the following code line for each unit you want to assign a dismounted element: Code: AddDismounts("UnitName", "dm_type") UnitName is the mission editor name of the unit (remember to take the unit name, not the group name; the name must be written with ""). dm_type is the dismounted element you want to add. Available options are: "MANPADS", "Mortar", "Rifle" or "ZU-23" (write it with ""). The script is quite simple. If a dismounted group is destroyed, it is not embarked again. But I did not track the individual dismounted units, so if a group looses some units, embarks and later disembarks again, it will be spawned in full strength again. The MANPADS team is probably the most useful function of this script and in my opinion a quite cool addition A moving convoy can have MANPADS loaded as cargo in some units. When the convoy is attacked, disperses and comes to a halt, the MANPADS dismount to defend against air attack. The script could also be expanded quite easily with new dismount types should they become available (ATGM teams, automatic grenade launcher teams, heavy MG teams, towed artillery etc.). Edited July 6, 2013 by Silver_Dragon Quote Link to comment Share on other sites More sharing options...
emta Posted July 6, 2013 Report Share Posted July 6, 2013 Gracias por la info, descargando y estudiando.... Quote Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 7, 2013 Author Report Share Posted July 7, 2013 El creador del Dismount Script ha puesto una misión de prueba en el mismo enlace de arriba. En este se muestra un peloton de BTR-80s que desplega su infanteria al asalto delante de los transportes, mientras, una bateria de obuses de 120mm transportada en camiones se despliegua en su trasera para dar apoyo. Un equipo antiaereo Igla MANPAN le cubre. Unas fotos Aunque esto sea algo simple, si se mira con retrospectiva, este Script (y otros como el de Artillery Enhancement), pueden hacer ganar muchos enteros al CA. Algunos en el foro de ED han realizado asaltos a objetivos, y dan una gran inmersión a la jugabilidad. Quote Link to comment Share on other sites More sharing options...
Babel Posted July 8, 2013 Report Share Posted July 8, 2013 Ayer estuvimos Templar, Migmar, Kasey y yo testeando el script de recoger y desplegar tropas con el huey y va de maravilla...que gozada de scripts...ya estoy deseando probar los siguientes... Quote Link to comment Share on other sites More sharing options...
Viper034 Posted July 8, 2013 Report Share Posted July 8, 2013 Muchas gracias Silver por la información. Saludos. Quote Link to comment Share on other sites More sharing options...
lucifer Posted July 10, 2013 Report Share Posted July 10, 2013 ¿Como se carga desde cero el Dismounts scrip? No consigo hacerlo funcionar. Con el CTTS no tengo ningun problema. Quote Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 10, 2013 Author Report Share Posted July 10, 2013 si abres la misión de prueba que aparece en el post del link que he puesto, en la sección de trigers del editor hay dos entradas. La primera inicializa el escenario, el segundo carga el archivo de script. el .LUA que aparece en el post es un ejemplo que se puede expandir (sería muy interesante que alguien consiguiese poner grupos de unidades desplegables realistas). Quote Link to comment Share on other sites More sharing options...
Silver_Dragon Posted August 2, 2013 Author Report Share Posted August 2, 2013 http://forums.eagle.ru/showthread.php?t=110915 AFAC Script (Permite a un jugador marcar blancos por cohetes y llamar a varios F-16 o F-18 para que actuen como aparatos CAS), por ahora está muy verde, se aconseja revisar el post. Quote Link to comment Share on other sites More sharing options...
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