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Are there plans to allow for restricting spawns on a side? With the current system you cant stop players from spawning as Red/Blue depending on airfield ownership. EX: Blue Players, Red AI Mission: When setting airfields as Dynamic Spawn, players have the option of spawning Red when that is not intended. The goal in this case would be to only allow spawns once the airfield becomes owned by Blue. Maybe in the password section, add an option in addition to Game master, Tac Commander, Observer, etc. for "Aircraft"? Side comment: The "COPY TO" other airfield function in the warehouse menu does not work for Aircraft Settings and Dynamic Slot/HotStart settings
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Slotting on ECW practically impossible (especially with VR) on ECW
Damned - Gh0st replied to tribbin's topic in General Bugs
Not all servers - see my post above. Hopefully it won't take long for either servers owners to transition to the new system or for ED to roll out a patch. -
Slotting on ECW practically impossible (especially with VR) on ECW
Damned - Gh0st replied to tribbin's topic in General Bugs
Issue seems to be related to having large amounts of the old version of player slots (non-dynamic). On the servers I run, the ones with 2,000+ slots have the issue, then ones with ~1,400 do not. I am currently transitioning all old version slots to the new dynamic system as a fix to the "DCS Not responding" issue when entering role select. -
Edited the main post to contain an example mission. Replicated the bug in the following environments: Single Player Local Multiplayer Server Dedicated Multiplayer Server Regarding the mission example: After 2 minutes, the mission will attempt to restart. The bug seems to traced to order of operations for the mission restart functionality. Sometimes it will occur, sometimes it will not. NOTE: The example mission contains code snippets protected under the GNU General Public License v3.0. Contains pre-release code snippets for S.P.E.C.T.R.E. , the machine learning powered dynamic campaign framework.
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Groups with an active 'ComboTask Route' break the 'MissionRestart' event. When assigning 'ComboTask' Routes to groups during the mission, if the 'MissionRestart' event is triggered, the dedicated server becomes unresponsive and does not finish the MissionRestart event. Logs appear as follow: INFO Scripting (Main): event:type=mission restart WARNING TRANSPORT (Main): CREATING PATH MAKES TOO LONG!!!!! INFO Dispatcher (Main): Stop WARNING APP (Main): task "ComboTask" still exists WARNING APP (Main): task state for "ComboTask" still exists At this point the mission will hang and not continue the MissionRestart Event. Is there a way to clear "ComboTask" tasks and task states? Cycling through all groups and assigning an empty combotask/route before the MissionRestart does not prevent the server hang. Destroying all units before the MissionRestart does not prevent the server hang. I cannot find any documentation on the lines: WARNING TRANSPORT (Main): CREATING PATH MAKES TOO LONG!!!!! WARNING APP (Main): task "ComboTask" still exists WARNING APP (Main): task state for "ComboTask" still exists If groups are not assigned a ComboTask Route during gameplay, the MissionRestart event completes successfully. Any guidance on this would be extremely helpful, thanks! --------------------------------------------------------------------------------------------------------- Example Mission and Log is attached. After 2 minutes, the mission will attempt to restart. The bug seems to traced to order of operations for the mission restart functionality. Sometimes it will occur, sometimes it will not. NOTE: The example mission contains code snippets protected under the GNU General Public License v3.0. Contains pre-release code snippets for S.P.E.C.T.R.E. , the machine learning powered dynamic campaign framework. ComboTaskHang.miz dcs.log
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When trigger.action.markToCoalition() is used/triggered, it closes the re-arm & refuel menu. When markers are being generated by the server this prevents the player from rearming. In the test mission I have a marker created every 10 seconds for the first minute. If you open the re-arm window and activate a dropdown/right click on a pylon, when the marker is placed, it closes the menu. This happens in single player + multiplayer. MarkerTest.miz MarkerTest.trk
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model viewer 2 liveries tool plug in not showing up
Damned - Gh0st replied to burtnutz's topic in General Bugs
Experiencing this currently, but found a solution based on @BIGNEWY's suggestion that does not require losing all your configs/settings. In your \Saved Games\edModelViewerTrunk\Config folder is a JSON file named "ModelViewer2.json" Open the file and search for the "LiveriesToolPlugin" section. Replace it with the following. "LiveriesToolPlugin": { "WidgetParams": { "dockingAreas": 15, "isDocked": true, "isVisible": true, "lastDockArea": 1, "posX": 0, "posY": 51, "sizeX": 640, "sizeY": 745 } }, The short of it: We go into the config file and set the Livery Picker back to "Docked". It will show back up for you and then you can undock/reposition at will. Useful when using the keyboard shortcuts to move a hidden window doesn't work Hope it helps! (only reason I'm necro'ing this post is that it's still relevant and this post is the first google result when searching "DCS model viewer livery tool stuck offscreen") -
cannot reproduce Ka-50 Auto-Hover not working
Damned - Gh0st replied to BalticDude's topic in DCS: Ka-50 Black Shark 3
Additionally to the above post, ensure the Flight Director is turned off and only engage it after you have come to a hover manually and trimmed your aircraft