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ENO

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Everything posted by ENO

  1. Eh bud... I can try and help out here since what you're looking for is pretty basic. I think there are ways with scripting that you could probably achieve this however I'm not great with that. The mission editor and use of triggers will get you there too- but you need to make one exception and that is the actual detection of the base's EWR. Instead, I would take range of the EWR (visible in a detection circle) and make a zone out of that. Set up a series of triggers for when you and / or your friend's aircraft are in / out of the zone. When you are in the zone a certain flag is made true, and when you are out of the zone it can be made false. There may be another way to do that with a "switched condition" trigger but frankly it's been so long for me I don't recall the difference so you may need to look into that more or someone can weigh in. I know that info is out there, you just need to look it up and see what works best. So let's say you want a reward for flying in lower / nap of the earth. The trigger you set up can be based on conditions of altitude. Let's say you set a condition so that if you fly in "unit's altitude higher than" 1000 feet... that it sets your "unit in zone" flag to true- or set that flag to a random value between 90 and 100. The nice thing about setting a random value is that you can then build that value into a random trigger to vary the response a bit. Let's say if you fly in at 1000 feet- the flag (1) has a random value between 90-100. You make a trigger that states that if your flag (1) has a value of more than 95 you are going to launch aircraft (late activated at your airbase.) There is a REALLY good chance that aircraft are going to be launched... but it's not certain. Let's say that you are going to fly in the zone more carefully at over 500 feet but under 999 feet... we can set your flag (1) to a random value between 80-100. There is a much lower chance that you will be detected and that aircraft will launch. If you fly in under 100 feet you could set that flag (1) random value between 20-100... you get the picture. The thing is if you fly in high initially you stand a high chance of triggering the airbase defenses... even if you go low later on. But if you fly in low and stay low there is less and less chance of being activated. Does that make sense? There are also "time since flag" options that you can set to create a delay so you can leave. The flag will be up when you enter the zone at a certain altitude. I need to go but this is how I would initially set up triggering the EWR / Alert portion. Getting aircraft to head back to base once they have been launched is a little different- but you could ultimately have them change their ROE in advanced unit triggers when the flag is set to false (I think). I may be a bit off the mark with some stuff- maybe switched condition would be better... maybe there's an easier way- But are you familiar with the mission editor? Does anything I Wrote up top make any sense? Maybe you just start with a simple mission and I can help you get the initial stuff laid out and you can gradually build up from there.
  2. Yeah I'm just wondering if the computer you're working on and testing from has the same version of the script on the server that you're having the issue with... And that its version has also been refreshed. Again sorry bud- if I were having the same issue these are things I'd be trying out.
  3. This will come off as a stupid question- but exactly where did you paste the scripts folder? Additionally, did you mind the syntax? Are you looking for the SLMOD folder to appear in the right place? Have to ask- sorry. When I first started dabbling and for years after (to this day) I'd sometimes use caps for letters that didn't have them etc... so it's a common mistake. So first check that you're actually putting it in your drive /user/Saved Game/ etc folder and that the folder is properly labelled and we can look a little further after we have that confirmed.
  4. https://forums.eagle.ru/showpost.php?p=3919182&postcount=345 Because sometimes doing EXACTLY what you're told to do is too hard for people. And this is why I fly alone most of the time.
  5. ENO

    Moron

    I had a guy on my old server do a cold start on an A-10C just to taxi his aircraft halfway around the airfield, ground override the gun and kill me as I started in my hangar. No amount of moderation can help prevent "someone" from flipping a ****nugget switch and TKing you... He'll get banned, go to the next server, rinse and repeat. Back in the day server owners would share user codes (pulled from SLMOD or another I don't recall) so you could proactively expel those morons however I'm not sure if popular server owners still do that. I had a list of 50 names on mine and we weren't even that busy... Anyway- sorry about your luck but the simple fact is that people sheltered by the relative anonymity of online gaming will often act as such and there's very little that server owners can do about that "first" time.
  6. Working through an editor flight... no mods / triggers / etc. to the mission at all. dcs.rar
  7. Yeah good point I forgot it was working single player. I'm not seeing anything on that and certainly don't have the expertise to explain why that single aircraft isn't working- other than the fact it's the only one not in the actual game files (compared to the YAK and the C130.) I presume the computer you test / play on is also the computer hosting the MP server?
  8. Try changing the 727s to another aircraft type? Any chance the entry for the 727 is borked? You should post it up and maybe there is something just preventing that from loading. I struggled with some things similar and found syntax errors were the cause. Sometimes syntax errors with other aircraft types- like a mistake for one aircraft loaded the aircraft to a point but after the error stopped performing as expected. And also didn’t load following aircraft. At least I think that’s what happened. Anyway post your 727 entry and I should be able to help
  9. But not [bug] worthy apparently.
  10. We used to have to refresh mission versions if we made missions in one update and then tried to play it in the next update. It doesn’t seem a coincidence that aircraft not in the game files are the only ones not showing up- sometimes you just need to save the mission as a new version (save as) and that can sometimes be all you need. I might try reloading the script in the mission (assuming it’s a script file) before saving but that may or may not do anything... at least start with that and then see where we go from there.
  11. You may already know but you need to extend the probe using the setting that fills both- I think it’s an extra notch on that switch. I don’t often fly with tanks so I don’t use it but I have seen that specified. As for the rest of your question... no idea sorry.
  12. Yeah It happened again last night- so I turned his volume off. Then forgot to turn him back on. Worth it.
  13. Probably easier to do that with a MIST “unit in moving zone” script since it’s much easier and more flexible to define. I’d still like to figure out if there’s a more efficient way to do this with a script but sadly I just don’t know how to put it together. I’m okay with the individual sections it’s just putting them together that’s confusing.
  14. The last constant crashing thread got binned so here's another one. I had two crashes both happen in the mission editor immediately after I'd set up 6 zones about 10 minutes ago... right before I could hit the save button on both occasions. The option to send a crash log was available on the first crash- but on the second crash it was hidden behind the DCS window and I couldn't navigate out to it... This happens most of the time. Here's some logs to get you started. dcs.log-20190609-180232.zip dcs.log-20190609-175852.zip dcs.log-20190608-205207.zip dcs.log-20190607-205115.zip dcs.log-20190606-200523.zip
  15. OOOOOOOOOh right... okay I was looking in Actions. d'uh.
  16. Hey Emmy that’s a pretty easy and straightforward way to do what I’m thinking about actually. I thought I could put a zone around a unit in the ME but scrolling through the action options I don’t see it? I’ll have to look at it again.
  17. He was annoying before but it was more sporadic commentary. Now he’ll get caught in loops where he says every comment back to back in rapid fire- particularly when you actually hook up to the tanker. Happened on two separate tanking occasions in the same session. I’d never seen him do that before but more than ever I’d like to access the Jester menu and have an “I got this” or “sit back there and shut up” option.
  18. Eh guys. I'd like to work on a concept of intercepting a potential threat and causing that threat to return to "base" if it is escorted from a certain proximity for a certain time. If it's not intercepted then it will carry on its mission- which may or may not include shooting at a carrier. The potential issue is I'd like to randomly generate the aircraft... which I can do using the MOOSE random air traffic functions. I'll create base templates of the aircraft and have them spawn in random areas... that part I'm okay with. The templates will be different- some armed, some not armed. I'll set up some zones in which these aircraft can be spawned and give them a zone they can go to and return to... The trickier part is the code involved in the intercept- I think I can do a unit in zone around the template aircraft... I'll create the zone so that our heroes can get within a certain distance and once "in the zone" a timer will start counting down. Let's say it's 2 minutes. THAT'S the trickier part. Once that 2 minutes is up, the aircraft will divert to its despawn zone far away to evaporate into nothingness. Our heroes will be ready and waiting for the next aircraft. Is there an easy way to do the whole concept in one script using MOOSE, MIST, or just ME .lua? Any insights on the most efficient way to go about it? Thanks in advance as always.
  19. Crashed more in the last patch than I ever have. In many, many years.
  20. Thanks zayets. I figured as much. I think I can fly them to a zone at low altitude on the edge of the runway and despawn them... that could work i suppose.
  21. I'm thinking of the couple of airfields that are near Kobuleti and Kutaisi... they're not officially listed but they're large enough to land a variety of aircraft. Is there a script or method to getting an aircraft to land at these spots? I'm imagining a smuggling operation that works under the pretense of using "closed" airports to ferry in drugs, weapons and other contraband.
  22. Love these ideas. Habu I remember you made one of my favourite missions of all time...
  23. Well frankly I don’t know if they’ll make that much of a difference- the high res aircraft are the ones available as modules- but it doesn’t sound like that’s where your problem lies. 90 vehicles in columns on roads following waypoints while 30 tanks duke it out is, as you already know, probably a big part of the issue. I wouldn’t delete the content outright but would see if it’s practical to late activate them. Additionally sometimes you can create a cacophony using fewer vehicles and making them invincible for a certain amount of time... then use a trigger to turn off invincibility... if you just want to create a scene then sometimes there are ways to put some AA guns down and have them fire at points on the ground. Unfortunately I can’t remember how I did that originally but wow it was awesome. I’ll need to figure that out again. I guess the real question though- what are you trying to achieve? I shouldn’t be offering solutions if I don’t even know your objective. So what’s the goal?
  24. I guess the first question would be about your particular system specs in relation to the number of units you're running. Your system is clearly very capable with loads of RAM and a great graphics card. I recall back in the older days that smoke used to crush FPS no matter what card you had so if you had a lot of units getting blown up things would really slow down. I think they fixed that somewhat... but it's been awhile. I would certainly look at late activating units if they're not needed throughout... Large groups of AI pathfinding are sure to bog down processes especially if your system is older- which it isn't in your case but if you're talking hundreds of units it may still factor into it. If you're using static objects- particularly aircraft I'd recommend using the lower detail models where you're able to... for example on my carriers I use the high detail model for those aircraft that are front and center but those in the background I use lower detail models. But yes- to answer your question specifically where possible I'd definitely late activate units based on triggers set on previous units being either destroyed or at least partly destroyed (ie: 4 of 5 vehicles destroyed- for example.) I can't remember the condition off the top of my head but I think "Group Alive Less Than" would work so a random vehicle doesn't go into hiding under a tree and stall out the rest of your mission.
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