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WildFire

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Everything posted by WildFire

  1. The enemy on airfield then switching the aerodrome worked in MP testing. Looks like the general rule is you want something checked at mission start you have to manually fill the variable by either forcing a change to it or causing it to change states.
  2. Would like to announce a simple little mod for those that have not attempted to change their loadouts in 1.1.0.9. Added 20 New options while keeping the standard options and created versions with/without AIM-9s. Check the thread here: http://forums.eagle.ru/showthread.php?p=1284781#post1284781 Crap didnt realize that other thread was in the mainboards... Kill this one mods plz... thanks..
  3. See my custom loadouts here: http://forums.eagle.ru/showthread.php?p=1284781#post1284781
  4. Alright well I went ahead and pre-made some loadout files. Use at your own risk, tested both versions and working fine on my end, let me know if there are any problems. Standard loadouts in the re-arm menu are not affected. 2 New categories with 10 options each. Loadouts I specifically have heard people wanted in MP. 2 Versions, with or without AIM-9s in standard loadout, as the bird is more balanced without.(i.e. less trim) 20 New options in all. Detailed instructions: READ THE README. Pull them off here or the file exchange. Leave me feedback and see everyone in the air! :pilotfly: File exchange- http://files.digitalcombatsimulator.com/en/105006/ -Wild *****NOTICE YOURS WONT BE GREEN, THAT IS PETERP's CLICKABLE COMMS MOD***** CustomLoadouts.zip
  5. Yeah after I wrote the info I realized that a dedi would do exactly that. In that case a server exists and a game exists before the player does. So the player gets there after and the game is running and can do logic. In a non dedicated server the host exists before the game, and the logic comes after. So it never has a chance to occur. Looks like Speeds idea for the coalition is going to work. Hopefully. But having all units outside didnt work. I actually had to place a unit in the aerodrome. I used a Georgian (enemy) AK soldier. When the mission starts I have a MG Humvee drive in and capture the airfield. But if the AK soldier wasnt there, I can place the humvee over 10,000 meters away and because the airbase is neutral when the game starts the CoalitionHasAerodrome(Red,Maykop) still triggers and my units show up immediately. Weird.
  6. And sleem if you really want to test what Im talking about make a simple mp mission with 2 players. Put them on the ramp. create these triggers: SC >>>> UnitAlive(Client1) >>>> FlagOn(1) SC >>>> UnitAlive(Client2) >>>> FlagON(2) SC >>>> UnitDead(Client1) >>>> FlagOff(1) SC >>>> UnitDead(Client2) >>>> FlagOff(2) SC >>>> TimeIsMore(5) FlagOn(1) OR >>>> MesageToAll(Unit is alive) TimeIsMore(5) FlagOn(2) SC >>>> TimeIsMore(10) FlagOff(1) OR >>>> MesageToAll(Unit is dead) TimeIsMore(10) FlagOff(2) Separate the times and only set display messages for 4 seconds so that they dont overwrite each other and you miss them. When the server starts after a few seconds the second message should be active as it never checks for alive units at mission start. If it had seen alive units at mission start the flags 1 or 2 would be on and the first message would display. If you only receive the second then it didnt work. You may then kill yourself or blow yourself up and see the flags trip and work, as when you die the first time it will work from then on. Also if you check the alive/dead condition at any time after server start it will work.
  7. Druid the only problem with that is that any two units would trigger the trigger. Different conditions than mine, I expect that if there are 6 units in game then 6 units need to be in that trigger to activate, however if there are less than less needed. Basically the entire system is variable. A big thanks to speed for the help and nomedplume(spelling?) for his ingenious method which is currently working beautifully. Speed here is a mission I planned on releasing just move the a-10 to the air and you have it, like 9 different fac and you can choose each in a different order and they all work. However never finished the order but if you only need one or a couple just delete whatever you dont need. Just make sure you keep the first facs which are alway part of the waypoint main group. It has an attempt at a busy airport with a triggered pattern stacking for AI, based off of the AI, so completely automated. It took 45 minutes for all the aircraft to land, so it was thrown out as ridiculous, frivolous, and unrealistic as you can sneak into the pattern and no one is going to wait for 45 minutes to land. Otherwise a cool sp mission, once I get the order worked out. Its my afghaniland mission, rocketing troops on hills 100% CAS. As far as the answer for my question, its a good idea, ill try moving the unit in and out of aerodrome to see if that works, its an idea, thanks. Anyone know what the distance is? Im sure its in the manual tho.. SwordandShield.miz
  8. Welcome to the party druid. Albeit a couple days late. lol. Thanks anyhow I know you prob didnt see all the replies. Turns out were pretty far past the initial trigger issue. Check out post #11 to see where were at. Speeds solution should work of course, and I was poking around some other threads and I had seen where you said you encountered it before, Speed. You made a post on it before and I managed to find that looking for something else yesterday. Pretty random turn of events. Kind of funny seeing your post discussing the same thing I was talking about and then I laughed at the irony, that one of the very people helping me out was one of the very few people that have encountered it. Lucky. So today I have a NEW QUESTION! This have been brought up before but it just ends. Im fairly worried that Im either missing something or doing something wrong. http://forums.eagle.ru/showthread.php?t=75620&highlight=coalition+bug http://forums.eagle.ru/showthread.php?t=75618&highlight=coalition+bug Last night I joined a server of 3 as a client. I instructed the host to wait to unpause until we were all in planes. That didnt work all clients showed neutral fields. despite me putting red coalition units at several airbases. They werent US but they were in our alliance. Today I'll specifically try US units just in case. But alliance didnt work. A second server last night, who I was listening in on while testing had about 5/6 players and all clients reported neutral airfields on a separate mission with the same conditions and same unpaused action. They tried again unpaused to join and that didnt work either. This seems like a game stopping holy sh*@#% game breaking bug. Like did it never occur to anyone in multiplayer you might want to fly to a different base to rearm? So its a matter of assigning values to the coalitions for each client. I am also going to experiment with creating triggers to run to see which coalition has aerodrome after game start and hopefully those variables get filled on the clients. So far weve collectively figured out everything Ive had a problem with, some of the more technical issues, I like this thread! Keep it up guys, the help is most appreciated.
  9. Good point, didnt think about that, Ill give it a shot. Thanks, as always.
  10. To reply to sleem, I am hosting but it also did not work with others hosting, and consequently we dont have, and most people dont have dedicated servers... So thats not really an option. Speed, as I said triggering units for being alive/dead/inzones is not an issue. I'll narrow it down. I am trying to make it so events only occur if: 1)there are at least two people in the server, 2)Both are in the specified zone. If there are 8 players active then 8 players need to be in the zone for activation. Getting the required number isnt a problem and creating all the triggers arent a problem. The problem lies within Join-In-Progress (JIP). When you join the server, client or host the server did not register the player or host were alive OR dead. There was a switched condition trigger to check for player alive and a separate switched condition trigger to check for player dead. Neither tripped when the mission started, and nor did the clients. So to test I crashed into the ground. That registered, I got my message prompting the player dead, and separate triggers I threw in to monitor flag/condition status. So I was dead. So I jumped into another aircraft and then more of my test triggers popped up showing that the server had acknowledged I was alive. From then on all my triggers worked as planned. So the problem is when you first join a server, the server does not register clients/host being dead or alive and therefore doesnt trip the switched condition triggers. A simple trigger that checks the status of each player on mission start fills those variables, the server will see then that say 4 people are alive and connected and four slots are dead. Then when someone joins slot 5 it will work. So long as the check trigger was ran first. After that it works. So I think Ive found a workaround sort of, testing to follow on another host hopefully this evening, but it seems like something that should already work. A server should register that a player is alive immediately after joining, without separate triggers to do so. Right?
  11. Ok, well here is what I had. Unit1Alive>>>> Flag1Off && FlagIncrement(99,1) Unit1Dead>>>>Flag1On && FlagDecrement(99,1) ZoneTrigger Flag1On && FlagMoreThan(0) >>>>> <ACTION> So when player1 is alive his flag is off then when he crosses trigger it goes on, if Player1 is not alive then his flag is already on and when others cross the zone it still gets triggered. So I have that all fuggered out. The problem is when a client joins a server, it doesnt register the client or host as being alive or dead, the variable is left open. The first time you die and respawn it registers both being dead and alive however upon first entering the server it does not. The solution I found was to run a simple check after mission start to see who is alive or not. Therefore I force a value to the variable and then it can be changed when a client joins. I dont know if this is the best method or what, it just seems to work so far. I'll find out when my test servers play the campaign and give me feedback, As I need it tested with 2 or more and any combination. If there is a way for the variable to be filled or another check I can do by all means help me out, right now running 8 seperate triggers for each player isnt bad, but it could be nicer. We REALLY need client based triggers/conditions.
  12. I seen my mission on a server this morning and it cracked me up, I think they set the weather as clear... totally defeats the purpose. Im not judging I know its crazy with those conditions, just thought it was funny that someone would just clear it.
  13. It didnt work out as hoped. Apparently a switched trigger to see if the pilot is alive/dead does work, but it doesnt register when you first start the game. And there is no way using the editor to count current clients. I figured a temporary solution of checking after the game starts but this doesnt cover join-in-progress. Im at a loss, this is really hampering an otherwise awesome campaign.
  14. create a trigger with any conditions, then for action choose play sound to all and open your dcs folder and its in like the sounds file. Every speech sound in the game is in that file.
  15. Its already in the editor. Place a unit of each kind and mind the skill levels. The advantages of an excellent unit compared to an average unit are how far they can spot enemies and how accurate their fire is. Once you have each unit placed start the mission, you shouldnt have to have a player. So just start it, then open the map, on the upper left side there are a couple buttons, one is the ruler, object labels, then detection/engagement areas. Those are your buttons right there. Every unit on the map should have a range, use the ruler and those are rough estimates of the maximum that a unit can detect/engage. Youll see them change distance with skill level. At least for some of them.
  16. Im taking a look at your example mission, enter stage left LMFAO. Like one very simple example. One unit, one script, one trigger. Not even a decent example of one of the longer types like groupMGRS with a good example for syntax. I gotta admit if you were looking to trim any fat off that mission Id say you were quite successful. But its alright your pdf is on point so no worries. However, maybe a quick observation, perhaps instead of 'hello world' we could go with 'goodbye cruel world'... Just a thought, you know im just spitballin here, but it seemed like a good idea at the time. I mean he is the LAST guy on the planet, apparently.
  17. Beautiful. That is perfect, I knew there was a way to think about it just organizing it in my head was confusing, but I like where this is going. If I can figure out when everything should be true false I dont see this as not being a possible solution. Thanks a lot. I pose another question. Today a couple people that have been testing my semi-dynamic campaign jumped in and we did some testing on friendly airfields. I was hosting+2 clients. At initial point aerodrome host+2 clients could refuel/rearm with US A-10 and friendly russian units at aerodrome. At aerodrome 2 host+client 1 rearmed/refueled with russian units stationed at field. This was not our starting airfield. Client 2 received no fuel/ammo. At aerodrome 3 host+client 1 rearmed/refueled with USA units at field. Again client 2 received no fuel/ammo. After returning to starting field client 2 was able to get ammo/fuel. Does anyone know whats up here, is this a known bug or something new? We checked to make sure he was the same aircraft/same paint/same loadout/same amount of fuel/same radio settings/same position on aerodrome. But for some reason no joy. Ok so I searched and found the answer, seems like a connect in progress issue.
  18. Ok well I dont think I'll put in a second tanker, maybe another solution... The wingman thing is a simple stupid fault on my part. As far as targets, yes they are the same, shouldnt be easy to find all five when only three per mission spawn. The problem with creating a randomization with this patch you must use flags. And each number you add say I add one target to my list so now I have six; for each number the flag set needed to verify each unit and pick goes exponential. Look at my triggers in that mission and youll see what I mean, doing five got a little insane to keep track of. So no Im not adding any, not until we get a new random generator. Sorry.
  19. Totally be cool if you could specify engines running. Maybe you should add that to your bug report as like a 'as long as your fixing it kind of thing'.
  20. You should report this in the bugs thread. However its kind of a find, so if I want AI to have engines running on ramp when players start I can do this... Seems almost like a feature.
  21. Hey guys, cant believe this never crossed my mind before but building this mp campaign has brought it up. When using triggers to start events I am attempting to make sure a message is displayed once all aircraft are near the airfield. So I have: Unitinzone(playerA,Aerodrome) Messagetoall(blahblippityblah,60) Unitinzone(playerB,Aerodrome) Unitinzone(playerC,Aerodrome) Unitinzone(playerD,Aerodrome) Unitinzone(playerE,Aerodrome) Unitinzone(playerF,Aerodrome) Unitinzone(playerG,Aerodrome) Unitinzone(playerH,Aerodrome) Question is: If there are only 7 players or less will this flag go true? Does the mission not realize that there are less people playing and tailor the triggers for it? Or is it required that all players are in this triggerzone regardless of how many are active in-game?
  22. Reworked both versions so that if: Single Player, the player leaves the area of two large triggers near the box/tanker you will fail. Multiplayer, if everyone is out of the box triggers, slightly smaller than single player, you will fail. Both triggers are set to run from 1500-1800, length of entire patrol time. Files will be here and uploaded to the DCS server.
  23. Yeah I'll throw out an MP version this weekend. Hard to make many more targets then there is though cause the random settings. After you have 3 groups the conditions go exponential. It gets insane, we need a new, less predictable random generator.
  24. Mia, just hang in there hell get the new one out soon and you wont have to screw with all that.
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