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Everything posted by ENO
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You're right- sorry... forgot I downgraded to 8.1. Oh- I mean upgraded. (cough).
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Not sure if anyone else has had this problem? Fresh install 128... uninstalled my last install since I had botched it (long story). Reinstalled- music was playing. I like the music but was a bit loud. Go to option, turned it down to it's lowest setting. Nothing. Pressed okay... Nothing. Turned master volume down... nothing. Pressed Okay... nothing... Anyway- not sure if anyone else has had this issue but here it is. Windows 8.
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Which AI bug specifically are you talking about? Not to sound sarcastic but there were a few issues pertaining to AI pathfinding with or without direct association to waypoints.
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Did we ever figure out a reliable way to detect dynamically spawned infantry units in a zone?
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I just tried it in the release version 128 and it worked.
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Okay... so now what I'm going to try and do is take the information you've just given me and apply it to a script I know enables some of these same techniques... in particular I think I'll scan through the CSAR script... as well as look over those scripts where I was trying to capture ejection events... And with luck I'll be able to learn a little bit about how to apply that information. It's frustrating since I just don't ever have enough time to focus on it and be consistent enough with it to retain it so thanks for helping out!
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Okay Xcom- sorry for me being me... but given that this is a beginner thread on purpose- can you tell me what the above does in terms an elementary school child would understand? Not meaning to sound condescending if that's how it comes across but to be honest these days I still feel that my grasp on some of this stuff- in spite of my best efforts to overcome- is still even WAY below that of a 5th grader. It sounds like you think that is useful- I guess my question to you (or another) is how does one apply what you have posted above?
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Randomness in the missions? Need help!
ENO replied to Stratos's topic in User Created Missions General
I'm going to add this answer over here too since I did answer in SimHQ but this random script from MIST really helped me and guys on this side may find it useful. I'm hoping a mod may move this thread over to the mission builders corner because that would be the better place for it. Another option- adding / supplementing what crew has described above which is probably the easiest way to make it happen- is to use this simple script adopted from MIST functions. It can be found here- http://forums.eagle.ru/showpost.php?p=1991162&postcount=451 The script itself is: do local flagName = "1" local minVal = 1 local maxVal = 4 trigger.action.setUserFlag(flagName, mist.random(minVal, maxVal)) end The only thing you'd need to change to use this instead is that instead of setting the flag value in mission start, you would run "do script file" and load "MIST 3.3" instead. You can get the MIST download here: http://forums.eagle.ru/showpost.php?p=1622305&postcount=3 MIST would be loaded at mission start, and this "do script" trigger would be done on a once / time more (10) / do script. That script as it is above can be copied from this page and then you can use cntrl-v to add it to the "do script" window. Why would you go through the trouble? It comes from a pretty high authority that the scripting engine from DCSW favours first and last values, potentially limiting the actual "randomness" to your missions. It is my understanding that the MIST random functions rely on a more thorough random generator that contributes more to proper randomization. Both methods achieve the same objective... one MIGHT do it a bit more completely- but your experience may differ. With every update they may have fixed their random generator in the shadows... -
I take it back... I went back to C0ff's post and he added a line that has resolved the issue. I think we're cooking with gas now...
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On a side note and maybe we should take this elsewhere but that command window trick didn't do anything. I've probably just borked the install as C0ff said earlier... might just need to try re-downloading but from up here that may be a pain.
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Sorry- I should have known that. Always done it with the branch edit in the autoupdate.cfg so never needed to look there. Thanks.
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Not according to the menu page unfortunately. As it shows also in that properties screenshot I took- perhaps that wasn't the one you wanted? I do have it on other comps Skate, but I'm up at work right now and not near the other comps. BTW... where am I supposed to run that exe? Just in the run window or do I need to create a bin file similar to the modelviewer? (or something)
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Lol I know I know. I also thought it said "repair" for a reason ;) On a serious note though- I'm looking at the auto config file so I wonder if I captured the wrong actions in that log- ie the part where I restored everything. I'll do my process again and paste it. --- Log file: C:\Program Files\Eagle Dynamics\DCS World\autoupdate_log.txt === Log opened UTC 2014-04-25 13:42:51 INFO : DCS_Updater/2.3.9.56 (Windows NT 6.2.9200; Win64; en-CA) INFO : cmdline: "C:\Program Files\Eagle Dynamics\DCS World\bin\DCS_updater.exe" --apply update C:\Users\Eno\AppData\Local\Temp\DCS\update_info.json 1.2.8.27125.413 STATUS: Initializing... INFO : basedir: C:\Program Files\Eagle Dynamics\DCS World INFO : DCS/1.2.7.23803.355 (x86_64; EN; ) INFO : branch: openbeta STATUS: Verifying cached version info... STATUS: Downloading version info... STATUS: Verifying installed files... INFO : 0 files are changed or missing. STATUS: Preparing download... STATUS: Searching for already downloaded files... INFO : To download: 0 bytes in 0 files STATUS: Downloading update... INFO : Using bulk download. INFO : Using normal download. STATUS: Removing obsolete files... STATUS: Installing new files... INFO : Installed 0 files. STATUS: Installing runtimes... STATUS: Cleaning up... STATUS: Cleaning up... STATUS: Successfully updated to 1.2.8.27125.413 === Log closed.
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--- Log file: C:\Program Files\Eagle Dynamics\DCS World\autoupdate_log.txt === Log opened UTC 2014-04-25 12:55:04 INFO : DCS_Updater/2.3.9.56 (Windows NT 6.2.9200; Win64; en-CA) INFO : cmdline: "C:\Program Files\Eagle Dynamics\DCS World\bin\DCS_updater.exe" --apply repair STATUS: Initializing... INFO : basedir: C:\Program Files\Eagle Dynamics\DCS World INFO : No config file. STATUS: Connecting to update servers... INFO : Got reply from update3.eagle.ru STATUS: Verifying cached version info... STATUS: Downloading version info... STATUS: Verifying installed files... INFO : 0 files are changed or missing. STATUS: Preparing download... STATUS: Searching for already downloaded files... INFO : To download: 0 bytes in 0 files STATUS: Downloading repair... INFO : Using bulk download. INFO : Using normal download. STATUS: Removing obsolete files... STATUS: Installing new files... INFO : Installed 0 files. STATUS: Installing runtimes... STATUS: Cleaning up... === Log closed. does this help? I'll also try your suggestion...
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Speaking of CTTS... I think it might be busted- but if you have it working there's a chance that with the new version I might need to reload it... Hmmm.
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I know about this trick: "branch": "openbeta", But what I'm not sure about and maybe someone can help me with is I've left my laptop out of the open beta and wanted to do some mission editing in it instead of swapping the files between builds- I've been trying to update it using the above trick, and it says it updates the version to the latest but then when I click into the SP version it shows the 127 version. I suspect it's because I didn't get the FIRST version download... then the second then the third. Anyone got any hints on how to do them in sequence (if that is in fact the problem)?
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I just checked it out and I'm having the same problem...MIST 3.3
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Those are the stock trigger zones if memory serves... The spherical ones are a bit unique in that they don't go to infinity and beyond :) but yes you're right those can be configured through MIST scripts. I think the issue here is more related to the fact the trigger system can not be activated specifically by the containers while they are in flight. My idea was that if a container had moved out of its original zone that it must be getting carried by something- so it was easy enough to set up a zone so that if the container entered that zone you could build a response- ie: once / unit in zone / trigger smoke. Subsequent to placing the container near the smoke (in another trigger zone) you could either by using the "unit landing lua predicate I asked about before) or just a "unit in zone / unit altitude less than you could then enable another action. In my case, I'm doing a simple base defend mission where the units set up in defense are needing resupply (late activated.) As the containers arrive at the air base, respective groups are activated. The issue was you didn't ever really know which helicopter was picking up which container- so it needed to be based on the container entering, not the chopper itself. The idea of the container crossing into the initial zone to start the smoke marker was simply a means I wanted to use to predict the level at which a container was going to be close enough to the ground to consider it "landed." Of course this was moot since it only becomes tracked when it touches the ground and becomes an "object" again. So I'm going to keep my ear to the ground regarding this issue- but if someone could give some insights as to what the intention is to do with the containers (tracked in flight ever?) then that would be great!
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Thanks cibit- someone else mentioned the same limitation over in the mission builders corner. Hopefully a that is adjusted as the sim matures.
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There was something circulating around here that one of the devs or one of the mods / testers was able to get an A-10C started and more or less mission ready but I'm not sure where that story can be found... hopefully someone can chime in.
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Something worth keeping get in mind is that it's much, much cheaper to develop a "6th Gen SAM" system than a "5th Gen" fighter aircraft... The US built aircraft carriers and the Russians built large anti ship missiles and subs to carry them... Sounds like this is a case where it will be much cheaper to defend against these threats than to develop them. Hard to find objective feedback of the superiority of the f22 but I must admit I find it hard to believe that it's anything but a respected threat to those that opose it. Granted an extremely expensive one...
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That is a really nice one! ^^ Been a slight change of plans. The original shot we looked at was a bit too "from the side" and didn't quite have enough depth so I went back through the sequence and she pointed out this aspect: The panel is being prepared now... I'm pretty excited no matter how much it grossed at the box office lol. ;)
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The only issue I've read with lazing pretty much from the drop is at orientations where the bomb is taken out of its natural flight path by veering directly to the target to chase the laser. The point was that it would reduce a bomb's reach since it would not arc downwards in its normal fashion using the last 10-12 seconds to fine tune its course (since even without laser guidance the bomb would still land reasonably close to target) and would instead cut the corner and try to maintain a straight path to target the duration of its flight. This limitation may not be accurately modeled however it is generally why people limit themselves to 10-12 second laze times.
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It does kill enthusiasm for mission building but it is what it is I guess.