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Everything posted by ENO
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I'm just wondering if anyone has had any success lately with particular dynamic weather settings? What has happened to us in the past is that under many circumstances weather systems would conflict and cause conditions that created lag for many clients in MP missions. I used to come in and bring that up and some servers said they had no problem whatsoever... so I was just wondering what the secret is? Got any settings you'd care to share? I got most of the ones I was testing from a Dynamic Weather thread but many of those setups were many years old and I suspect a refresh would be in order. Thanks in advance,
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They're all saved... might as well just go get it now.
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We were talking about that the other day on the server- I'm not even sure I know exactly what the comms unit for either the Igla or the Stinger does? My assumption was that it tied information from other platforms into the Igla so it can engage at max range- I guess what I wasn't sure of is what kind of other platforms transmit the data? Is it all SAM / AAA platforms? I presume it's only units within the same group? HAWK / PATRIOT were a bit too long ranged for the scenario I invisioned so I've been trying to hold back from deploying those. The mission I'm dabbling in isn't entirely realistic and based mostly on abundant AAA threats with low / thick cloud cover. The SAM cover is more for base protection and I didn't want to stage it SO far back that it took minutes to get in play- I think I've resolved it by layering IR missiles for blue and a combination of SA11 / SA15 for red. I've also dropped the ARMs from the Tomato loadout since they serve no use in the actual mission.
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Eh guys... We know that Sborka extends range to Shilka, SA9 / SA13 and I think SA18 (with comms)- I'm wondering is there anything that helps extend acquisition range of the US IR SAMs and AAA?
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You can deactivate the unit when it goes below a certain speed. If it's doing a ramp start, however, you may need for the aircraft to set a flag off when the aircraft leaves a zone and make that flag an additional condition to the "unit speed lower than 1" (for example). So it would just a be a "once / unit speed lower than - flag x true / deactivate unit.
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01371.299 WARNING WEATHER: WARNING: too many clouds! Not enough imposters. That's a first (that I've seen). Also keep in mind it does help to supply the track as well.
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Thanks shag. I forgot about the updated one. Maybe that could be put in the first page? Ragnarda- possible?
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Sure- just use MIST in a "Do script" fashion instead of "do script file." That ought to do it ;)
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Sorry Rag... one more thing. I think we talked about using invisible instead of immortal awhile ago but I don't know that I ever moved on it. Just for snits and jiggles- would all I need to do to this: -- Immortal code for alexej21 local _SetImmortal = { id = 'SetImmortal', params = { value = true } } Is change the _setImmortal to _setInvisible on both of those?
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Very quickly- I've tried to activate groups randomly and just blow them up as soon as they activate. Problem is they blow up while they're inactive too- especially while on a continuous trigger. This is flawed in a couple ways- one, I realize now that even when spawned it'll keep exploding which won't work... But also don't think inactive units should be exploding.
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Use your equivalent of selecting HUD as SOI and the use dms left short to cycle through the options in your desired targeting mode (ccip / ccrp etc). Let's say you save your profile to ccrp- when you get to that weapon type with dms it will switch to ccrp automatically. If you watch your dsms as you switch through weapon types it will highlight all stations. If you select the station via dsms Osb then you'll drop default- if memory serves. Haven't dropped default (on purpose) for awhile.
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Multiplayer missions - Clients slots proportionality
ENO replied to Falcon_S's topic in User Created Missions General
^ okay. I'll hear that. OP if you don't like the mission in the server you're in then pick another or make your own. There... That better? Crew- my favorite so far... "We have to fly 15 minutes to target?! That's excessive." -
Set up your first aircraft the way you want it- then use control-c to copy it (click on the unit first so it's selected) and then press control-v 6 times.
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Hey he's back! We can breathe again! Welcome back grimes.
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Eh sith- at least for my part I wasn't really commenting on your accountability for this problem... just kind of bringing it back to the surface since it doesn't appear to be an isolated one. But yes, thank you for coming back to it!
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I'm hearing about this more and more every day now. I haven't tested it out myself but I'm reading a lot about it out in the forums.
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Or just make them statics... the little houses button on the left column. Go in there, pick the target country and click ground vehicles- the full selection will be there.
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Probably that 82 lines or more error I've been reading about.
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pretty sure it ties in the IGLA launcher dude with the assets in that group- ie radars / visuals etc. I think it just expands the acquisition envelope... kind of like the Sborka does for the SA9s / 13s and Shilka (maybe the 18 as well- provided there's comms for it).
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Server becomes invisible to clients after a time
ENO replied to johnv2pt0's topic in Multiplayer Server Administration
Assuming you're running the latest version of the game? How did you upgrade to 1.2.8? Have you tried renaming your DCS / Config folder and restarting the server to check it? I run the same setup and I know back in the day we had to connect either public or LAN- and the server would show up on LAN but I don't think we've had to do that for awhile. My first step would be to rename the saved games / DCS / config to "config1" and letting the game rebuild it... see if that resolves. If not, just delete the new one and restore your original config folder by erasing the 1. Then we go back to the ol' drawing board! EDIT: We've also had some issues with this Killer e2200 ethernet controller: http://forums.eagle.ru/showthread.php?t=109510&highlight=ethernet+issue&page=2 http://forums.eagle.ru/showpost.php?p=2006579&postcount=73 -
Oooooooooooooooooooooooooooh that just made this mission I'm working on much, much better!
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Thanks to those who responded... Sorry I'm utterly weak in this domain but I sure appreciate the input. Pixel, your suggestion in particular caught my attention since from what I can gather from it, I can use that script in a do script function and it will spit out 3 random numbers- I'm just not certain how to attach that value to a particular flag. (1 in my case). I was also taking a close look at Ajax' suggestion as it seemed to be in line with Crew's (by way of maps). That got me thinking about a way that may actually be really easy (was having a hard time last night getting my head around it). Run the MIST random function for flag 1 (being the first cycle) between 1-17. Carry out that operation- whatever the flag value ends up being. Run MIST random function for flag 2 (second cycle) and in the event of a flag 2 equals flag 1 then increase that flag value by 1. Run MIST random function for flag 3 (3rd cycle) and in the event flag 2 = flag 3 or flag 3 = flag 1 then increase flag 3 by 1. I can run an "if flag x is more than 17, decrease that flag value by 2. If flag x is less than 1, increase by 2. Etc. The easiest would definitely be to use a script instead to generate the 3 random values I need- the question is does that script link those 3 values to a particular flag? Or... more to the point- if I wanted to use this concept in the future- how do I control which action happens with a particular value? I should have started with this- I am working on a rescue mission that will generate 1 rescuee position at a time for up to 3 cycles- maybe more... I guess we'll see how it goes. After each, I want to generate a new position. I'm using Ragnarda's rescue script- and basically just activating and blowing up a unit straight away since it appears to reliably generate troops needing rescue (aircraft never seemed to guaranty a chute)... so depending on the flag value a unit is activated and then 2 seconds later it is "explode unit." Make any sense? lol.
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How would a person generate a random value that eliminates that value on a second pass? Ie: Flag 1 min 1 max 17 ends up being 13... how do I make the cycle eliminate 13 the next time around? Second set is 9... I want to eliminate 9... Is it complicated or does something exist in a script? The flags would be generated some time apart... up to 3 times. If the worse thing that happens is a value appears a second time, it would just be an empty action... which in itself I suppose is "random" but if I can keep the action moving I'd like to try and just eliminate already chosen values from future random actions.
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Sorry if I missed this somewhere- but do the revived clones show up back in their original location? I can't test since I don't have the chopper modules...
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Multiplayer missions - Clients slots proportionality
ENO replied to Falcon_S's topic in User Created Missions General
There then should also be no problem with someone expressing an opinion about an opinion. I digress but I stand by my "opinion" that people who want to come in and complain about any mission/s not being up to their standard can STFO until they (AT LEAST) try to do better.