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Everything posted by ENO
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Love these ideas. Habu I remember you made one of my favourite missions of all time...
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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?
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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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Okay... well I THINK I figured out what I did wrong- but I don't recall that it was necessarily "wrong" before... Anyway- Originally I was using MIST as the initiating script... I thought that's what we used to do. It's been years so I may be mistaken. Now I'm using "do script file" for MIST. I did get that to work- using the script exactly as above (using only 1 aircraft mind you for the test)... so now I'll continue to work out from there and see if I can get it working on a couple fronts. Johnv you're probably right- I just copied the guide exactly. I'm currently running it in "do script" fashion... maybe it's redundant when used there. I'll try it without and see. Edit: John you were right- it worked without it.
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Hey guys- thanks. The script I based that one on is pretty much straight out of the hoggit wiki- one of the samples provided in the guide. This is the one I used found HERE: do mist.flagFunc.units_in_zones{ units = {'Chevy11', 'Chevy12', 'Chevy13', 'Chevy14'}, zones = {'Mozdok', 'Krymsk', 'Anapa', 'Mineral'}, flag = 100, zone_type = 'sphere' } end The zone type defaults to cylinder which is the one I needed so I just removed that and didn't think a comma was necessary. I'll try your suggestion out too Hardcard. To be honest I used to use this script a lot back when I was mission building a couple years ago and I don't remember ever having any trouble with it. I never had to set up unit tables or anything... I just initiated MIST at the beginning of the mission and the scripts would generally do what they're told assuming I'd entered them properly. Grimes walked right by my post in the hoggit discord last night so I think he's busy... but the MOOSE suggestion is another option- I'm not as familiar with it other than some limited features I can emulate with the help of the videos that are available.
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Well, 0 help there either. So I guess I find another way around.
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Probably the A versions in burner the whole time...
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Is the Tomcat finally getting an update tomorrow?
ENO replied to key_stroked's topic in DCS: F-14A & B
I’m another huge Okie fan. Watched his interviews dozens of times and he really opened my eyes to the A Tomcat... -
Thanks Hardcard... appreciate the further info.
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Okay well I thought finding the mist discord channel would be easy but turns out I was wrong. Any leads?
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Video captured at the entrance to the famous Zug Loop. One day a year local governments allow aircraft from all nations to run the Zug Loop to practice high speed, low altitude maneuvering. Stay tuned for views from points further along the route! Want to be a part of it? Stay tuned for the multiplayer experience!
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No, actually. I got crickets in the MIST thread but didn’t think about the discord. I’ll look it up- thanks again.
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Thanks! I’ll double check the guide as well and see if I deleted it thinking it wasn’t necessary in the absence of any other scripted options.
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I had posted this in the MIST thread but wasn’t getting any traction there- I’m hoping someone can help since my mission is now stalled until I can get over this bump. I'm trying to liven up the map a bit for some free flight / casual stuff without putting too much on the map. When client aircraft approach an airport I'm currently trying to set a flag that activates a little moose function that puts some uncontrolled aircraft on the ground and activates them randomly. I'm pretty sure I have everything with MIST / MOOSE set up properly- since everything I tested out on small scale worked as expected. My problem now is that I have all the MIST scripts that set the flags when client aircraft enter the zones around the individual airports on the same page... I'm pretty sure what's happening is I'm referencing aircraft names but there is no unit table. I've tried activating just by script individually but it still didn't work... so I'm scratching my head since I don't recall having any issues with this back in the old days... I know it's something I'm doing wrong. I've gotten to the table mist.makeUnitTable (table t) in the guide- so I know I need to do that... But unfortunately I am useless since I don't know how. Here is an example of one of the unit in zone scripts that I have together... do mist.flagFunc.units_in_zones{ units = {'F14 1', 'F14 2', 'F14 3', 'F14 4', 'F18C 1', 'F18C 2', 'F18C 3', 'F18C 4', 'AJS37 1', 'AJS37 2', 'MIG19 1', 'MIG19 2', 'F86 1', 'F86 2', 'AV8B 1', 'AV8B 2'}, zones = {'Sukhumi-Babushara 5'}, flag = 5 } end Basically I'm trying to separate client aircraft from dynamically / randomly spawned AI from the random air traffic script... When any of those aircraft fly into Sukhumi flag 5 would be set, initiating the moose script that deploys some uncontrolled aircraft. Thanks in advance,
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Might recommend placing some “dead” units in the area. You can also “blow up” some of the airport buildings (or spawned in vehicles) at mission start to add some smoke effect. Not sure about craters.
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One nice thing about the scripts is that if you look at the errors in the log you can often see exactly what line of code has an error... and some very basic, well documented functions can be completed - practically copy and pasted- in and save you a metric poop ton of time you’d need to invest in the ME. But yes, I do understand the aversion. I’m having a hard time with some very basic functionality right now and it’s hard to always come in looking for help.
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Eh boomer I’m not great with scripting and things like that so when I first started building missions I needed to find a lot of creative ways in the ME around otherwise simple problems. I’m always anxious to help out where I can since I’ve been helped out by so many with my issues scripting- using MIST and MOOSE. I remember Exorcet used to help me out all the time too since waaaaay back in my beginnings- not to mention so many others who are still familiar contributing these days. You’re in great company. I think what really helps is that you demonstrated that you put in an effort, needed some help and then applied the lesson- it shows you’re eager and that the time others put in to help you won’t be wasted. You keep that up and you’ll always have someone help nudge you closer to your objectives.
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Looking for some more BuDs (BUsy DadS) to fly and chat with?
ENO replied to GTFreeFlyer's topic in Multiplayer
I use the excuse the lawn is too long to mow so too wet probably works too. -
Looking for some more BuDs (BUsy DadS) to fly and chat with?
ENO replied to GTFreeFlyer's topic in Multiplayer
I think what draws people in is the fact that many just want to come in and fly a bit, maybe partake in some casual missions and build up their confidence in the platform without having to worry about "holding anyone back." I ran a very similar type of server a few years back called "The Firehouse" and the same rules applied. Come in, have fun, don't be a dick. Life comes first. It did just fine for the 3 or so years I hosted it until I burned out in the Mission Editor. I'm glad to see that the concept still exists and is building steam. It appeals to me and obviously several others. Often it's the opportunity to fly together in a multiplayer environment moreso than achieving the mission objectives that sustains interest in the concept for a group like this. I can't remember ever being frustrated by someone bailing at a critical moment in a mission... you just adjusted your strategy and carried on. Not everyone is going to "merge" and get along and seek opportunities to join into larger groups to take on missions... looks like you just find pockets of other folks in a common discord who have similar interest and set up your own thing for the short term and repeat as necessary. This makes that connection between like-minded people possible. Not sure why you would come in, dump on the idea and then "wish it luck." It isn't a squad, and doesn't appear to have any ambition to be- In fact if it was I wouldn't be interested. This thread is more like a shout out to anyone who doesn't want to be in a squad- for all the reasons you've actually alluded to in your post- but still like the idea of flying in multiplayer. -
A few fun screenshots now that I've dug up the mods necessary. ("WWII Mod collection" and "F-14B - VF-84 Jolly Rogers USS Nimitz 1980" for those of you Final Countdown fans who think Top Gun fans are pansies) (I, too, am a pansy. :thumbup:)
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Hmmmm... Okay so this is what I'm getting at in particular- is placing aircraft and choppers on the variety of ships in the battle group. I do link them otherwise they don't even show up in SP- at least not when I test the missions. My issue with that is when you link them they fold their wings (too)... it's not a huge deal just a "thing." There are some aircraft I'd like to stage with the wings deployed. So they DO show up in MP if properly linked or they don't show up on ships no matter what?
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Looking for some more BuDs (BUsy DadS) to fly and chat with?
ENO replied to GTFreeFlyer's topic in Multiplayer
Sounds awesome especially if various people host different missions. I like dabbling with the mission editor so it would be nice to have a casual group to share them with to enjoy. My oldest is hosting a high school grad party this Saturday at our house so maybe you guys have some advice on that too? Kidding. Sort of lol. GT looks like a great thing you got started here. I’ll definitely be reaching out as I get closer to home to sort things out! -
Okay thanks and yes I did know about the mod condition. On that note I notice the mission editor shows what mods are necessary when you go to open the mission. Not sure if it does that in the game server list too? I don’t recall that from the “old days” but it’s a good feature. Thanks again Rudel- I’ll fuss with my arrangements a bit more then!
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Eh guys. Very simply adding some static aircraft to the Stennis to add a little flair but I thought I'd read somewhere that static objects weren't showing up in MP... I can't seem to track that down so hopefully I'm just making it up. Is it okay to use statics- are they visible?