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xcom

ED Beta Testers
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Everything posted by xcom

  1. Please take screenshots and send us a PM. We will take care of it. Thanks!
  2. There is no "my_scripting_env_function" that I can run, it only works on the scripting engine functions AFAIK such as - trigger.misc.getUserFlag etc.. more info - http://forums.eagle.ru/showthread.php?t=78058 Hope I got this wrong and It's possible. Thanks for the assistance.
  3. Don't worry, we will not be swayed so easily :) Banter is all good, but please keep good conduct, this is still ED forums and we do not want our thread closed/locked. Thanks!
  4. Now blue are at even a bigger disadvantage... They have Greg & Crash for this round. Not sure how they will even takeoff, but in case they do, run for your lives!!
  5. AFAIK, mission is for the mission environment and it can accept maybe some functions from the scripting environment, but it does not hold the scripting environment variables. I want to get data back from the scripting environment to other environments, for example tables, strings etc...
  6. Does anyone know if using net.dostring_in() for scripting environment is available? i.e str, err = net.dostring_in("script", <lua code>) or if there's a way to get data out of the scripting engine with minimal performance hit, other then using io and loadfile, or working with UDP/TCP sockets. I know SPEED added this to an old wish list but not sure if anything was done with it, API documentation does not include any further information. Thanks, Xcom
  7. Thank you guys, we will check and in case this is correct, he will be banned permanently.
  8. This is wrong configuration which will be fixed.
  9. Thanks for letting us know, this is after some changes we introduced. We will try to revert back and see if the lag is a result of these changes or simply bad server connection that happens from time to time.
  10. Update - We have tested the model enlargement mechanism. After quickly looking at how it works, it is really easy to edit your local file and change the model enlargement to whatever you want. Because there's no Integrity Check in 1.5 yet, there is no way to restrict it very much like other mods, therefore it is now turned off until integrity check will be available in 1.5.
  11. Yoda, exceptional work on this Mod! I would like to clarify on the BuddySpike team responses, we try to keep our campaigns balanced and fair. When something like this occurs, it's obvious there's an issue with it for many players and it actually gives better SA to anyone who uses it (although it is an awesome mod), therefore we would normally reject it for use on the server. About my phrasing for - "hack-able" and others that we might have used accidentally, it is in no way our means to indicate Yoda's work here is not genuine or justified, simply to indicate it gives slight advantage which we try to balance (i.e removing EWR capability so red side will not have datalink as does the blue side does not have datalink). So I suggest this thread goes back to it's original purpose which is this great Mod.
  12. If the Gazzle will be out for DCS1.5 before we start, we might have time to include it. I'll update my previous message, model enlargement on the server is currently set to small.
  13. Already removed.
  14. switching sides happens on server restarts, so you will need to wait for the next restart.
  15. Not currently as we had bad experience with LotATC and stability in the past. We might revisit the option in the future.
  16. As c0ff suggested, issue should be resolved by allowing server side control on local export.lua ownership. Until ED releases this tool, there is not much the BuddySpike team can do to enforce it, but monitoring on who uses it is probably an option. This is the only MOD (that is known) to be using this "hack-able" feature of DCS and therefore there should not be many people using it yet. A kind reminder, we do have the option to ban players indefinitely, if anyone is cought using MODs which are so called "cheating" we will ban and that player will not be able to enter any future BuddySpike event. Let's have fun flying Blue Flag and killing each other :)
  17. glitch which will be fixed.
  18. More units might be added to CTLD. We would like very much to add capabilities to CA units, we have before. The main problem remains that moving ground units cause lag AFAIK. This is why we are running tests now, we would like to observe how the server/network handles and with any workaround we might think of, optimize so everyone can have smooth game play (as much as possible).
  19. To everyone discussing ammunition for the next "round" - We are working on creating different variants of Blue Flag dynamic campaign, each variant will have different setups, you will probably find yourself relating to a specific setup. So hang in there, if this round is less your cup of tea, the next one probably will be! Web based map is maintained by the awesome Crash. But I believe the issue you have is probably due to initial loading of the server, for the first 60 seconds, the server is not available to join, any attempts are rejected. You can find the run time of the mission in the server list.
  20. It was not changed. At the moment it will stay as it is.
  21. Modern Blue Flag will be the next online campaign we run. In the meantime we are also working on the Korea variant, much to be expected! :)
  22. We did not have pilot statistics in Case Blue first event. It's planned to be added later on.
  23. will be published at the end of the round.
  24. How can it? Think of the number of EWRs and AAA which will be deployed in 10 days with 60 players usually in the server. Had a great start yesterday, a lot of good fights!
  25. First flight last night in Round 1 -
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