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Omelette

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  1. Hello everyone, I would like to share something I have been working on recently: DCS Lua Runner, A VS Code extension that sends code to local or remote DCS for execution, and display the return value, as demonstrated by the images below. This project is based on the awesome web tool DCS Fiddle by JonathanTurnock and john681611, which connects to your local DCS running scripting environments. I find myself using the code execution functionality a lot, but too lazy to copy code back and forth. So I created this extension to do the same thing from within VS Code, with a bit more added flavors. Key Features: Send whole lua file or just selected portion of code. Execute on local DCS instance or remote DCS server (more details below). Execute in mission or GUI scripting environment. Display return value in output panel or as a file (for syntax highlight), in JSON or Lua table format. If you are already using DCS Fiddle, this extension can use the same hook script. But I do provide a slightly modified version of the script that allows you to set username and password for a bit more security if you want to do remote debugging on your public server. All credits on the hook script and its API go to the original authors of course. Additionally, in the case of public server, I also recommend putting the fiddle port behind a HTTPS reverse proxy. Please see here for installation and settings details
  2. Yes, this is one of the many things that behaves differently between SP and dedicated servers. It’s been like this for years and I don’t think it’s a high priority for them to fix it unfortunately. Generally, I would test a mission specifically on dedicated server at least once before production. It might be a good idea to simply approximate a time delay and spawn the AIs low above the airport to simulate a “take off”.
  3. TL;DR: Is it possible to force a server to send ED a pre-defined public IP, instead the one it finds out itself? Hello fellas, AFAIK, when you open a public DCS server, it does a "what's my IP" check, and sends that IP to ED. Then if this server can indeed be found on such IP (you did your port forwarding correctly), it will show up in the multiplayer server browser. However, in our case, we don't have control over the network that our server reside in (can't do port forwarding). So instead, we use a reverse proxy outside the network. Player can directly input the proxy server's IP, and their connection will be forwarded to the actual DCS server, all good here. But the problem is, since the DCS server is not aware of such reverse proxy, it just sends its own IP to ED, which is not reachable from the outside, resulting in the server not showing up on the public browser. I wonder if there is a way to force the DCS server to use the proxy's IP. If this is doable in config? Or maybe we can trick the server to *think* it has the other ip that is actually reachable from the outside? Thanks!
  4. I'll be glad to help. We have a decent number of players frequently play together but not a public server so I can actually collect feedback from people. And I do have some limited scripting experience. Not enough to create a system as complex as yours but should help tracking down some bugs. Would you also consider having a place to manage bug and feedback report when it's released? Github/Discord? I know you have a GitHub page for zoneCommander but people don't seem to know/use it. Especially for balancing feedbacks which are not really "bugs".
  5. My friends and I had so much fun playing your mission!! It’s the closest thing we get to a dynamic campaign. We look so much forward to your Syria version. Quite a few people are buying that map in the recent sale just to play your future mission. Seems like that would be more non-linear than the current one. I’m sure it’s not an easy task to program so please accept my gratitude and admiration.
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