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Everything posted by ENO
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FML I can't rep in chit chat.
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Ironically it was with 127 where we heard that tracks were going to provide enhanced problem solving functions where they got completely unusable for the average person to do anything with. I'm not sure if they still help the devs or not? Maybe they know something we don't. I go through missions and think to myself... I can't WAIT to use that in a video... then go back and it turns out that my spectacular (and yeah, now you have to take my word for it) evasive maneuvers paired with ample flares and a full on BJ from lady luck herself during a knife fight with an SA18 transformed into me in orbit about 50 miles south for 2 hours. :doh: I figured I'd take a breather from making missions since I was having so much trouble getting any concept to work through even the small patches and would try my hand at some creative videos instead. But yeah, Ralfi... I think you might have a point. I think I need to start trying to record these things during instead of after...
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Nightmare you may quickly become the most popular guy on the forums as word gets out. Though it looks like it's been in the process since late 2011 I only recently learned about the enhanced capabilities of the E version / Guardian... Being brand new, are you exposed to training / famil on those versions or do you cut your teeth on the basics with the older variants and move through the different versions as you develop throughout your career? Only reason I ask is it seems to incorporate some pretty innovative technology and in some situations a person might think that old habits from earlier models may be tough to break. Would there be / is there any benefit of taking guys right out of school and putting them in the new systems so they can start fresh with the new technology instead of holding on to previous techniques used in the earlier versions. How does it currently work?
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One thing I've found is if you record a track on one computer and try to play it on a different computer with World but without the same modules loaded it'll play your position as if you are AI...
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"Listen with the intent to understand not necessarily to respond." ;) I should also add that the below is a commentary regarding my efforts to build a mission and while testing an ai component in that mp intended mission. I think the community in general has been extremely patient with regards to the excruciatingly poor ground AI behavior in DCSW environment overall. I mean- I just spent 4 hours yesterday trying to get 2 AI units 6 large to move from point A to point B, off road for the most part... down a valley. What problems did I encounter? 1) Units open fire while other units are in front of them... destroying them. I don't mean once or twice- entire units are eliminated by this behavior. 2) The path I set in the mission editor was apparently outside of the maneuvering scope of the vehicles so they obstinately just stop in mid course or find some ridiculously long way around. 3) Units going under a bridge got hung up in a similar fashion to the bug reported in this thread (just to stay on topic). Not all vehicles did this- just most. 4) Units get caught trying to pathfind their way around vehicle wreckage and end up turning around in circles while they have no problem overlapping / clipping through each other when they're alive trying to follow formation. This continues until they are killed. 5) The old "out of order" issue where they get mixed up while getting into the original formation and out of position units start warming up their tires by going through a perpetual "going to pass / not going to pass" routine. 6) Lead unit diverts from route for some reason while the rest of the group stays on the route- leading to #5 (reported in another thread)... I mean, yeah... this bridge thing is really, really annoying and compromises just about any mission involving troops moving from any point on the map to any other point on the map- but each one of these issues is extremely limiting in how ANYONE can build a mission. 7) Just in case, I tried using roads and moving certain troops into position using roads instead. This was so severely limiting and bordering on commical in their formation keeping that I knew it wouldn't suffice... but I tried anyway. Once combat ensued the issues were magnified since the enemy was making impossibly long shots through clutter and buildings at maximum ranges... the wreckage of the vehicles cluttered up the road resulting in vehicles behind them picking their way through by heading over cliffs that were 50-70 degree declines (keeping in mind they couldn't pathfind their way down gradual slopes to follow a given route in the editor). 8) Vehicles park in accidental defillade and fire round after round into the dirt- which subsequently deflect high... over and over and over again. 9) Tanks in close quarters spin around and around, clipping through target tanks while moving through houses and doing this for 3+ minutes without shooting at one another. Once they separate, one tank gets caught in some graphical glitch and is unable to move (through the same area the other tank was freely twirling through). The other enters defilade and results in #8. 10) Units were engaging and eliminating entire incoming forces making impossible shots not only through trees (that's old news) but also the the wreckage of buildings. 11) Units in formation force themselves to go up terrain that is at too sharp an angle (while the lead vehicles remain on flat terrain) and end up getting caught going around in circles trying to pathfind around... pretty sure this just goes on until the unit is destroyed- but on occasion it's like vehicles enter a cycle that lasts a few minutes and then for some unknown reason they figure it out and continue onwards. I came in here last night with my hands on fire- I was so / am so fed up with it... but I stepped back and knew nothing good could come from the fact that I was ready to burn the world down with my words. But for every person who is sitting over there on their computer trying everything they can to create a mission that doesn't collapse under the weight of this ground based AI... Very few of them are saying anything anymore. My concern is, and I think the growing concern of guys who are still trying is that we're sitting here tolerating it- occasionally bellyaching about it... and as a result the enormity of exactly how bad it's getting is not being acknowledged. I mean, it's really, really bad. Not knowing there is any end in sight is exhausting... you guys are putting in hundreds of hours fixing stuff- but what needs to be remembered is that SO ARE WE. Every time these updates come out and crap all over the privately made missions (that in themselves take dozens and dozens of hours to produce in many cases) we need to go back to the drawing board. I'm not sure if I'm the only one- but most of the time these things break I am walking away from them and starting again... the stuff that changes is so deeply rooted it's almost impossible for an average mission maker to dig out the cause without someone who has advanced knowledge. Many / most of those guys rarely even come in anymore- not that I blame them. Anyway... /rant I've posted a track- taken of a test of my latest build. Un/ Fortunately it resulted in every one of my already mentioned glitches and also prompted me to add a few more. Except make it 6 hours now... of trying to make these AI units advance and attack the enemy positions. Frankly, in this state without airpower whittling them down I'd have been happy if they made it far enough to get killed... unfortunately it never quite works out as they don't make it that far. ugh.trk
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:doh::doh::doh::doh::doh::doh::doh::doh::doh::doh::doh::doh::doh::doh::doh::doh::doh::doh: Man I'm getting sick of trying to see this work. 3 vehicles- everything is fine until the lead does some random turn and gets out of order... subsequently warms up his tires while bumper humping the original tail vehicle. convoy bad1.trk
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There's also a few different scripts that do random CAPs / GCIs... might be worth checking out. I thought about the tanker respawn as well but I wasn't too sure about the work involved in converting it to fighters... I'll keep my eyes open.
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My understanding is it's "as is" but I'm not 100% sure. I am looking through some new mission concepts and will keep my eye open for an appropriate solution for you.
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anything that can be done, to prevent cheaters joining a server?
ENO replied to 9.JG27 DavidRed's topic in Multiplayer
Good catch thanks Frostie. I also appreciated that you posted your current IC over in the other thread too. -
Thanks Frostie... I'll be applying that and I suspect Hollo Pointe will as well.
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This one was posted by the guys at the 51st... integrity_check = { "Config/Weapons", "Config/Effects/ParticleSystem2", "Config/World", "Scripts/compile.lua", "Scripts/Aircrafts/_Common/customhuman.lua", "Scripts/Database/db_sensors.lua", "Scripts/Database/db_weapons.lua", "Scripts/Database/db_weapons_data.lua", "Scripts/Database/HelicopterConst.lua", "Scripts/Database/PlaneConst.lua", "Scripts/Database/SFM_Data.lua", "Scripts/Database/scripts", "Scripts/Aircrafts/_Common/customhuman.lua", Thanks to Frostie for that one...
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go into user / saved games / dcs / logs and grab your dcs.log and dcs.log.old. Either copy and paste their contents in here or zip them up and attach them here.
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Probably going to end up here: http://wiki.hoggit.us/view/TeleportToPoint http://wiki.hoggit.us/view/TeleportGroup There are some specifics in there that fit what you require as well as some use examples. That wiki hoggit is a fantastic resource... don't be afraid to look around at some of the other examples. It's been a godsend for me. You might need to define an RTB zone on a switched condition trigger that monitors for that unit returning before setting the teleport / respawn action. If it doesn't RTB (ie because it's dead) then it won't respawn. Something to that effect anyway.
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And in 10 hours at the height of your ambush the server mission is already over and it doesn't matter anyway. Fighter escort is the answer but half the jocks don't perform escort very well.
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anything that can be done, to prevent cheaters joining a server?
ENO replied to 9.JG27 DavidRed's topic in Multiplayer
Home fries you should also know that least a few of the more common server hosts do talk in the background and share information on really flagrant cheaters. My lists are available to anyone who asks for them. Well server hosts Anyway -
Loose connection perhaps? I might check the cable too just to make sure there isn't a worn out filament inside.
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Prevent ground units from stopping when attacked
ENO replied to firefly2442's topic in Mission Editor
Then in addition you run into the likely convoy issue... Now may not be the time to work too hard on this. -
Prevent ground units from stopping when attacked
ENO replied to firefly2442's topic in Mission Editor
Getting them to didi out of there at high speed might be easy with the mist group to random zone or distance from self- It's getting them back on track I'm not sure about. -
^ makes for some pretty boring missions unfortunately. With that said I've had some pretty substantial combat with moving forces in recent missions and about 8-10 guys onboard and not experienced any lag that anyone complained about... Wonder if it's particular groups that are more prone. Then again- though there are quite a few ground units on the move there are only 2 basic types and I've heard that can help.
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If that is what you want to do then this will be useful as well! Thanks to madtommy for it...
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Prevent ground units from stopping when attacked
ENO replied to firefly2442's topic in Mission Editor
Actually- to add to that... some people were finding they still dispersed when set like that. Their solution was to leave it checked but have the dispersal set for 0 seconds. -
It's client side helos. Wonder if I gave them "embarking" orders at the waypoint if that would work...
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Sorry for reviving such an old thread but I noticed one of the guys a few posts ago had exactly the same problem as I'm having... a new "center" just to the right of actual center. The domain for that link has expired... Anyone else fix theirs or is "dead zoning it out" the best solution? Frankly- I just can't stand the sensation of a sloppy stick I paid almost 500 bucks for after relatively light use.
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Eh guys... Been flying a bit lately and noticed that I wasn't having that throttle "over the hump" issue that I'd had throughout the last couple versions. I'd heard of it as a "startup issue" in my server a few times... but when I looked into it a bit more it turned out they also needed to cycle their throttle over the hump 5-6 times just to get them over (just like I had to.) Anyway- I haven't noticed that anymore... so if it got fixed in the background then thank you! :thumbup:
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Hmmm... So here's one for you Gold. I have troops set up with an embark order (650ft radius)- but when the choppers land the troops won't move. In addition, I can't actually give the guys commands- their set path is grayed out. I also have their first waypoint set to disembark within the largest possible radius... My chopper guys are saying they can't pick the guys up- what area in the radio menu is that set for (I don't have the chopper modules). Is there an additional step?