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xcom

ED Beta Testers
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Everything posted by xcom

  1. Looks really great! I will give it a try. Thank you for the enormous work that has been put into this.
  2. xcom

    net module

    Yes, I had SLMOD installed on our server and we have decided to use a modded version of servman eventually. It is not because SLMOD isn't great, it's because servman was better on performance and working with large number of clients. Basically I wanted to use the net functions described in scripts\net\Readme.txt to create custom features such as to know when someone goes into a slot etc... Instead of working with the mission scripting environment which only let's you know stuff that is happening in the running mission. I'll have to go through the SLMOD functions again and see if any of those functions answer the requirement but basically allowing access from the scripting engine would be sufficient, afterwards we would need to map the new available and undocumented functions and tables of the server environment.
  3. xcom

    net module

    I understand what you are saying and how it should work, but I'm completly unfamiliar with the JSON library and how to create a udp/tcp listener into the server environment. But if there would be a simple framework/api that is created, it would mean a lot for mission scripting, the new available functions would open new and unexplored options. Btw in the scripts\net folder there is an api.lua file, not sure if it can be used.
  4. Lone wolves can take slots from all airbases. So if all slots at a certain airbase are taken just take from the nearby airbase.
  5. Hey guys, This is all about community, but each squadron can maintain their channel and squadron procedures as they like. We do encourage everyone to put on channel commander on TS, this way you can communicate between squadrons/channels for each side and still have the option to use squadron regulations, brevity, just a quieter channel etc.. How to setup the channel commander is explained on the last page of the SOP - http://www.foinikas.org/ftp/public/DCS_World/Briefings/Buddy%20Spike/SOP%20OPERATION%20BLUE%20FLAG.pdf
  6. xcom

    net module

    Awesome Ciribob, I'll take a look! EDIT - hmm, it does not include the net module, can you require the net module as well? such as - local net = require("net") ? this is the problem i have, even after commenting out the sanitization.
  7. Thanks guys, we will consider adding time. This was initially a way to avoid some lag issues that we saw occur after 3 hours, now that the server has been upgraded and that we have mitigated most of the lag issues we saw, we might to a test to increase restart time.
  8. Ground kills, it is because DCS changed the category from GROUND to GROUND_UNIT. So, anywhere in the PHP you see - InitiatorGroupCat = 'GROUND' change it to - InitiatorGroupCat = 'GROUND_UNIT' AI total kill, I'll have to take a look, maybe something else changed which needs testing. No Weapon, again, probably changes in DCS, needs new testing to understand what went where :) I'll try to have a look soon.
  9. xcom

    net module

    Yes, question now is how to get the net module available from the scripting engine environment.
  10. @Maverick - we will take it under account and see what we can do, at the moment the ping limit is 400 and we will monitor. If you or anyone see any lags during the mission, please let us know either through Teamspeak or through the chat in game and we will start to check what might be the problem. Well I wanted to post these here anyway! I actually had an awesome time last night, being a little sick this past weekend I came back to the campaign rejuvenated! Managed to get some kills with the F-15C, capture 2 FARPs with the IAF, give some GCI directions to the guys on the TS and do some damage control at the Sochi area with some surprise SAM traps in the ground commander! Here are some screenshot people have been sending us from the campaign:
  11. xcom

    net module

    Well, first, the Witchcraft does not get the net module. These is what I found when checking _G after working with the Witchcraft.lua: [ "log", "tostring", "gcinfo", "Unit", "mist", "os", "getfenv", "Spot", "debug", "assert", "tonumber", "coalition", "io", "env", "load", "module", "console", "Airbase", "witchcraft", "_G", "_FINAL_VERSION", "coroutine", "missionCommands", "country", "loadstring", "string", "xpcall", "package", "_VERSION", "AI", "witchcraft_log", "land", "table", "require", "setmetatable", "next", "trigger", "ipairs", "rawequal", "timer", "msg", "getmetatable", "Weapon", "witchcraft_start", "socket", "countryQty", "class", "Controller", "rawset", "Group", "print", "atmosphere", "unpack", "newproxy", "_ARCHITECTURE", "math", "pairs", "pcall", "world", "Object", "type", "radio", "SceneryObject", "select", "_ED_VERSION", "StaticObject", "rawget", "collectgarbage", "coord", "doZipFile", "setfenv", "lfs", "dofile", "error", "loadfile" ] It is probably required to load the module in someway, but I wasn't able to load it. This is basically the missing link, how to load the module into the scripting environment. I tried linking in to the main.lua, meaning to run Witchcraft from that file, but unsuccessfully. Any ideas anyone?
  12. Ah sorry dooom, there was something there from the Blue Flag campaign. It should work with this one. eStatHandlerGeneric1.08.lua
  13. We have added a single fortification unit to the group of units so it won't be able to be moved. Single movement of ground units by first person usually does not create lag.
  14. Сегодня сервер разбился, потому что мы были ошибку сценария. Мы изменили что-то, что влияет на другой сценарий, теперь решена. Сервер работает с 60 игроками без проблем. Иногда, когда кто-то движется сухопутных подразделений, создает задержку, то принял меры, чтобы решить эту проблему. Иногда были проблемы в сетевом сервере, независимо от того, DCS. Иногда отдельные пилоты имеют слабые компьютеры, которые делают их отставание. Иногда функции сервера вызвать десинхронизации. Мы теперь думает об увеличении лимита, чтобы увидеть, сколько он может держать. Периодически отправить Перегрузить каждые три часа.
  15. Blue Flag Round 2 statistics - http://89.163.173.82/DCS/blueflag/BlueFlagR2.php
  16. New stats script which should solve the previous errors. eStatHandler1.08.lua
  17. These seem like normal DCS event logs, I see those from time to time but usually they don't cause a crash. So probably something else caused the issue and probably by DCS. Thanks for reporting!
  18. Greg... I think it is fixed! :detective: Hopefully there will be no more issues with it and we can all go fly! :pilotfly:
  19. Very nice! :thumbup::thumbup::thumbup: Edit - see you fixed it, nice work!
  20. Oh it goes fast :) We will learn from the feedback on the best limit and reset time.
  21. Yes, anyone who is available, please join in to help us test so the start tomorrow will go as smooth as possible. Clarification about the limit - Scenario 1: -Remaining lives - 0/15. 1. Enter a slot. - Remaining lives - 0/15. 2. Takeoff. - Remaining lives - 1/15. 3. Land. - Remaining lives - 0/15. Scenario 2: -Remaining lives - 0/15. 1. Enter a slot. - Remaining lives - 0/15. 2. Takeoff. - Remaining lives - 1/15. 3. Crash/Expload in the air/Eject/leave the server. - Remaining lives - 1/15. 4. Enter a slot. - Remaining lives - 1/15. 5. Takeoff. - Remaining lives - 2/15. ... Scenario 3: -Remaining lives - 15/15. 1. Enter a slot. - Remaining lives - 15/15. 2. Takeoff. - Remaining lives - 16/15. 3. Crash/Expload in the air/Eject/leave the server. - Remaining lives - 16/15. 4. Enter a slot. - Remaining lives - 16/15 ----> kicked out of the slot, need to wait for limit reset.
  22. xcom

    net module

    Thanks ciribob! I did try to load these modules or require them from the _G table, It might work after removing the sanitization on require or loadlib. Will give it a try!
  23. Put it in the screenshots and highlights contest.
  24. Thank you Ashilta, we do need some tests here and there when we are in a testing phase. Whenever we have something specific we will make sure to notify here.
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