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Everything posted by ENO
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Short version it's a time stamp that can have a value added to it from which you can build other triggers. Activating / deactivating a flag or increasing / decreasing value of a flag are set in "actions." Determining the value of a flag or whether or not it has been activated or deactivated would be found in conditions.
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It's a MUCH greater tax on our time if we're left guessing what's wrong without being able to see it. So once again- please just post the .miz file. We can tell you where you went wrong without having to fix it and send it back (if your late realization wasn't actually the problem).
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http://forums.eagle.ru/showpost.php?p=2095650&postcount=12 Try this and let me know where you end up. That thread has more elaboration too... Best place to learn about ME related items is in mission builders' corner.
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Easiest just to post the .miz file here justificus... so guys can take a look under the hood. I'm going to assume that you have those modules not only purchased but also installed? It's a lot of modules so I'm just wondering if it was forgotten? Additionally- there are "player" slots for single player and "Client" slots for MP... I'm dusting off some cobwebs myself as I get back into it and I can't recall if client slots are not visible within the SP environment like "player" slots are not visible in MP sessions. At least- that's how I remember it. It literally just sounds like you don't have the A-10C and FC modules installed.
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Ranger79 Base Objects Pack (Hesco's + others)
ENO replied to Ranger79's topic in Static/AI Mods for DCS World
Great to see you're back in action Ranger- I think we took a break around the same time. I recall someone had made a base using your items back then and I'm looking around for it. Anyone remember who made it or where it discussed? Sorry my memory is hazy. -
[ANN] Web-based Lua debug console for DCS: World missions
ENO replied to FSFIan's topic in Mission Editor
Coming back around and starting up my research on this subject. Very excited to get working on this fabulous development. -
You mean in the mandatory two weeks? Have I missed something? Are we on the verge of ticking over to the new generation for real?
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There are great scripts in the library over in mission builders corner to help you accomplish that- the trick is in finding those that are keeping current with slight changes in the DCS foundations from update to update. If you're not good at scripting the learning curve can be steep but there has always been a good number of folks around who don't mind helping out provided you can show you a desire to help yourself.
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Yes- the library remains impressive... but written and working are two different things and I'm not seeing a lot of activity on respective threads for the various scripts (that I've used other than MIST). Trying to determine whether that's because they're working or because they're obsolete / abandoned. I'll get there eventually as I catch up on reading. I'm facepalming right now since I was trying to get DCSW loaded onto my laptop while I'm away but I can't squeeze it on. So now I'm left hunting for information without being able to test it out for myself.
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Based on the feedback I got "back in the old days" from the variety of missions I created and hosted the impressions I got were these: 1) Build to a specific audience- don't try to impress everyone in the same mission. Some guys are going to want to get right into it, fly 5 minutes, release a WW7 amount of ordinance on defenseless targets and then eject to respawn into another aircraft to repeat the evolution in another part of the map. A mission brief offends them and anything more than "DESTROY EVERYTHING" will draw hate email later. You also have the purists who are the opposite... and then you have guys in the middle. Most of us build for those guys in the middle who want the briefing- want a realistic objective but also don't always have 3 hours to fly a mission (but they would if they had the time). 2) It's VERY difficult to design a defensive network that gives many of these aircraft a fair chance to detect and evade them without being professional attack / fighter pilots- especially if scripts that enhance SAM / AAA AI are put in place. While you don't need to give coordinates- general threat areas should be identified so people can go around those areas instead of being ambushed in them. 3) I found the weather control was a TREMENDOUS enhancer- however it was severely bugged in the MP environment when I left. Not sure if that was addressed... but the varying weather was an excellent feature that was enjoyed and hated (I love it for the same reason I hate it) from the feedback I got. 4) Don't smash all flyable airframes into the same mission unless it's a stress test or free flight. It is VERY difficult outside of a planned event or squadron membership to ensure that your CAP aircraft slots are going to be filled, or that AI is going to do what it's programmed to do. CAP slots on both sides are filled or empty- leaving opposite sides with nothing to do or offset types with SU27s mowing down A-10s like grass or F-15Cs with nothing to do because they can SEE that nobody is on red. Oh, it can be done... Conditions and scripting et al- but it consumes a lot of time and energy that could be put into enhancing the experience for fewer airframes. 5) Ground commanders are tough to please... and I never really did find a nice comfort zone with them. Functionality 6 months ago was severely compromised what with a variety of bugs that made controlling vehicles an extreme PITA. Ideally they would be empowered to work the board and help to add a dynamic / random concept to the attack - suport style missions- They FORCE players at all levels to play differently and more cautiously... but unfortunately were very limited in their capacity to do so. I'm all ears when it comes to figuring out how to best equip a ground commander with the tools to enhance a mission design while still feeling like he's contributing to the mission objective- whatever it is. There are a few nitpicky things too- but I'm told that 3-5 points is a good start.
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Holy cow... okay- I see what you're talking about now with the scripts or lack thereof. MIST still looks like it's kept up but the last posts and versions for just about the entire library goes back to around the time I stepped down. This will obviously make things easier in some ways- but much harder in others... If we're always using functions developed by ED then (generally) these functions will continue to work through various patches (cough). This should facilitate identifying problems as well as expediting repairs. With the elaborate and simply ingenious scripts in the library it was difficult for the average person to figure out what part of the mission was broken when crashes / error codes started popping up... not to mention the scripters don't know what ED changed under the hood so it becomes an insurmountable task trying to keep various scripts updated through the DCSW updates... A few I used for a long time were SLMOD (for server protection / administration mostly), MIST, CTTS (with modifications), dynamic medical... Oh yes and at the end I started using the random air traffic. Most of those look like they're 4-5 versions behind. This is purely for conversation- but I am looking for answers but in my initial perusal of the forums I'm not seeing any enhanced functionality of the game to achieve any of these features. Has the game moved forward when it comes to any of these scripts making them obsolete?
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Hey guys! Most of my missions ran without too many elaborate scripts- with the exception of the random flights to add some traffic around various airfields. I had to stop using that one anyway since the aircraft wouldn't land (in formation anyway). I'll need to do some research on MIST to see where it's at... and I will make a stop to the library of scripts and see if there are updates on what is working and what isn't. Going to be fun learning the ins and outs again... Been playing DayZ lately which is in Alpha state of Early Release- you want to talk about bugs? Holy... But they're chipping through it. Helped me to realize that every game's got them and they can't get fixed without objective, consistent reporting no matter how mad you get. Oh yeah- and that nothing happens quickly. Sound familiar?
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Not a big deal really- more of an announcement to those of you who spent so much time helping me over the past couple years that I may come politely knocking on your door again to start tapping into new functionality of the mission builder. I'm not sure if I'm going to go back to all the missions I've already done and touch them up or start all over from scratch- but one way or the other I'm going to try and do slightly smaller scale missions with fewer types of piloted aircraft. I'm looking forward to catching up with some of you and learning some of the new magic. I also heard about "Witchcraft" I believe it's called- where we can now FINALLY place objects within the 3D environment. What a blessing! Anyway guys- hope everyone is doing well and I'm just sitting down at the computer waiting for a fresh version of DCSW to download. See ya!
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So bridges are fixed but infantry remains a problem- that can be managed I guess just by redistributing working infantry (not simplified) to countries with simplified infantry so they don't run around on their knees.
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I've been reading about various updates and keeping track from a distance. Was wondering if there was any improvement on vehicle AI and pathfinding since I don't see any real mention of it. Is it cleaned up at all or are vehicles still a write off unless being used by CA? With that said... even vehicles being given direction in CA were a nightmare. Any progress at all? Hope everyone is doing well!
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I think you're overestimating the ability of the AI in "balancing out the scenario." Seriously- by the time you've found a formula that works, it might be better to consider the amount of resistance and activate additional units as more players join. You can always set the conditions to ensure the players are out of the "danger" zone before the additional threats are activated so that guys aren't ambushed by spawning units when they're already in the battle area. I spent more time trying to get AI to do what I wanted it to do than I did building any mission I ever dabbled in- especially with ground AI but aircraft AI was a nightmare as well. I'm not seeing ANYTHING in the update logs showing ANY work done on the mission editor or AI function... so I'd be VERY careful committing too much time to such pursuits.
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Going off memory and it's been awhile- but doesn't the manual have you turning on your INS near the end- forcing you to sit there for 5 minutes as it lines up AFTER you've already done all the time consuming things? It's probably fine- but get your INS lining up in the first 5 clicks... then go through all the other nonsense as that is lining up. That way by the time you have your weapons and TAD configured... maybe add or remove fuel... your INS is lined up and you're ready to go. You don't get that all fired up first only to have to wait another 5 minutes. There is a way to activate everything right to left while your APU is firing up so when you flip power on just about everything is on and ready... But seriously- this has been discussed about 4 million times so if you search "start up" or something to that effect you'll probably find every possible startup routine there is in existence for every airframe that has ever been built.
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Sorry Doom- I was very vague and yes Tin described my statement. Bush also accurately explains what the issue is... and has been for quite some time.
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Can you just quickly post your crash logs here or link to them posted in the crash forum in DCSW thread?
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Cargo is a unit- and it isn't detectable when it is in the air. Just go "switched condition" / unit in zone... / then whatever action you want. It won't automatically trigger if it's "in" the zone at altitude... only when it touches down. Switched condition helps if you're doing a condition of cargo 1 OR cargo 2 OR cargo 3 OR etc. If it's only the one cargo- then running it "once" is fine.
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New MP server - launch DCS with no graphic card
ENO replied to galevsky06's topic in Multiplayer Server Administration
options.graphics.render3D = false Exactly like that... make sure the autoexec is an actual cfg file. Being in the autoexec will prevent it from being repaired every time that you load a new version or run a repair. I run it through teamviewer 9 and it is easy as it can be... -
Think it's time you go ahead and design your own missions- maybe even host your own server. That way they can meet all of your divine expectations.
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I just went in and checked it and it was errored out... so that may have been a server side problem. Or you got lippy in the server at some point and got banned... ;) Anyway, I've restarted it... see what happens.
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You've now got me wondering if preemptive flaring works on the human side of the ir sams
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Our server has been down since 1.2.8
ENO replied to Sn0w_Lynx's topic in Multiplayer Server Administration
Why not check out the bug section in dcsw / multiplayer or game crash and attempt those fixes.