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Everything posted by xcom
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Thanks all for joining tonight to our stress test. We saw that everything works, there are some stuff to optimize and patch up, but the most important thing is that the 24/7 mission runs with capturing and the website is updating according to the campaign progress - http://opblueflag-buddyspike.rhcloud.com/
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New TeamSpeak is open for Buddy Spike! http://www.tsviewer.com/index.php?page=ts_viewer&ID=1069006 Hostname : 89.163.173.82 Port: 1337 See you all there!
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New TeamSpeak is open for Buddy Spike! http://www.tsviewer.com/index.php?page=ts_viewer&ID=1069006 Hostname : 89.163.173.82 Port: 1337 See you all there!
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Fuel state has been changed for the Modern planes - GUNS - 60% HEATERS - 80% FULL - 100% I'll be working on adding more zones for 1vs1s and run some tests to see if there are any issues.
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New issue I have found with MIST with the function - mist.flagfunc.units_in_zones(vars) This function knows how to take unit tables inserted in the following way - mist.flagFunc.units_in_zones { [b]units = {'[red][vehicle]'},[/b] zones = {ZONENAME}, flag = 5, req_num = 1, interval = 3, toggle = true } These units are based on the mist.dbs.units DB table according to MISTs code. When the mist.flagFunc.units_in_zones function runs, it takes the unit names and turns them into unit tables using - mist.makeUnitTable function - if not units.processed then -- run unit table short cuts units = mist.makeUnitTable(units) end And because of - mist.scheduleFunction(mist.flagFunc.units_in_zones, {[b]{units = units[/b], zones = zones, flag = flag, stopflag = stopflag, zone_type = zone_type, req_num = req_num, interval = interval, toggle = toggle}}, timer.getTime() + interval) This means that from this point forward, the table units, hold what the mist.dbs.units DB had from the point the flagFunc was ran, any newly added (spawned units) or removed units would not be updated and subsequently the flag that would be raised would not be 100% correct. Fix - mist.scheduleFunction(mist.flagFunc.units_in_zones, {[b]{units = vars.units[/b], zones = zones, flag = flag, stopflag = stopflag, zone_type = zone_type, req_num = req_num, interval = interval, toggle = toggle}}, timer.getTime() + interval) This change will make sure that when the function calls itself over and over, it will throw in the unit names brought by the [red][vehicle] which is updated from the mist.dbs.units DB table and should be correct. Hope I explained it clear enough and hope these fixes that I find would be fixed in future MIST versions.
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I will look into it. This might be done only for the 1vs1 slots, we don't want to flood too many slots :)
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A little update, we have fixed a small bug that has been found with dead/eject/leave aircraft/pilot dead events. About the Ace Factor - I've published on the Buddy Spike forum the explanation on how it works exactly, please let us know if you have any questions - http://buddyspike.enjin.com/forum/m/32856486/viewthread/23507093-ace-factor-calculation-method The server is now saving the ACMI files into the following directory for anyone who wants to review or debrief a dogfight - http://89.163.173.82/DCS/AoS/ACMI/ Been having a blast doing dogfights and seeing people enjoy the server! Have fun everyone and let the competition begin! :D
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The problem with making the labels mod optional is that it will not be fair to whoever has the mod. If someone without the mod will join he will see full labels including on weapons etc... This is exactly why we decided to remove it at the moment, we saw many people try to join the server but had gotten kicked out due to the integrity check. We might consider putting it back on after the server gains more regular participants. About the fuel load, we can change the default configs that we have now, if you have any suggestions, please send them over.
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We are in the works of maybe doing collective days for variants to attract more people at the same time, now it is open for all and running. Have fun!
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Had some great fights in the test run. Broadcast in my Twitch - http://www.twitch.tv/morrtz/v/8535408 Mind the Hebrew.
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How to create statistics for your server
xcom replied to xcom's topic in Multiplayer Server Administration
Lemme know if I can help. Been working to get some more information shown, examples - http://89.163.173.82/DCS/AOS/AOS.php http://89.163.173.82/DCS/AOS/AOS.php?id=4617 http://89.163.173.82/DCS/SR/sr_m8_16_11.php http://89.163.173.82/DCS/BuddySpike/ Our events website - http://buddyspike.enjin.com/home Would love to see you guys in one of these upcoming events, registration - http://forums.eagle.ru/showthread.php?t=145416 -
Yeah, I thought it was worth a shot to check if anything new has been found.
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Same issue with late activation groups and goRoute function (this function is also used when using MISTs spawning functions) - Original: mist.goRoute = function(group, path) local misTask = { id = 'Mission', params = { route = { points = mist.utils.deepCopy(path), }, }, } if type(group) == 'string' then group = Group.getByName(group) end local groupCon = group:getController() if groupCon then groupCon:setTask(misTask) return true end --Controller.setTask(groupCon, misTask) return false end Changed: mist.goRoute = function(group, path) local misTask = { id = 'Mission', params = { route = { points = mist.utils.deepCopy(path), }, }, } if type(group) == 'string' then group = Group.getByName(group) end [b]local groupCon = nil if group then groupCon = group:getController() end[/b] if groupCon then groupCon:setTask(misTask) return true end --Controller.setTask(groupCon, misTask) return false end
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At the moment my PC is not connect as I had to move it :( hopefully I can get stuff ready for tomorrow, but please take me as tentative.
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Thanks all for joining our test run so far, you can check the statistics at - http://89.163.173.82/DCS/AoS/AOS.php Today is the last day to enter the test run before the official start tomorrow, please make sure to install the required mod in order to pass the Server Integrity check: LABEL MOD: http://89.163.173.82/DCS/AoS/Label%20Mod.zip Tomorrow (29.07) the Ace Of Spades Dogfight League will be opened and records for the competition will start. Good luck to everyone!
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Looks good! Will check further with the Israeli community, please reserve for now 1 mig21 red side.
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I think I found the problem, still testing but I think the problem is with late activation units. If you have late activation units in the mission, it catalogs them when using [blue][planes] for example, thus taking into account units that are not live in the mission. fixed by adding the following to the MIST code - mist.getUnitsLOS = function(unitset1, altoffset1, unitset2, altoffset2, radius) radius = radius or math.huge local unit_info1 = {} local unit_info2 = {} -- get the positions all in one step, saves execution time. for unitset1_ind = 1, #unitset1 do local unit1 = Unit.getByName(unitset1[unitset1_ind]) if unit1 then [b]if unit1:isActive() then[/b] unit_info1[#unit_info1 + 1] = {} unit_info1[#unit_info1]["unit"] = unit1 unit_info1[#unit_info1]["pos"] = unit1:getPosition().p [b]end[/b] end end for unitset2_ind = 1, #unitset2 do local unit2 = Unit.getByName(unitset2[unitset2_ind]) if unit2 then [b]if unit2:isActive() then[/b] unit_info2[#unit_info2 + 1] = {} unit_info2[#unit_info2]["unit"] = unit2 unit_info2[#unit_info2]["pos"] = unit2:getPosition().p [b]end[/b] end end local LOS_data = {} -- now compute los for unit1_ind = 1, #unit_info1 do local unit_added = false for unit2_ind = 1, #unit_info2 do if radius == math.huge or (mist.vec.mag(mist.vec.sub(unit_info1[unit1_ind].pos, unit_info2[unit2_ind].pos)) < radius) then -- inside radius local point1 = { x = unit_info1[unit1_ind].pos.x, y = unit_info1[unit1_ind].pos.y + altoffset1, z = unit_info1[unit1_ind].pos.z} local point2 = { x = unit_info2[unit2_ind].pos.x, y = unit_info2[unit2_ind].pos.y + altoffset2, z = unit_info2[unit2_ind].pos.z} if land.isVisible(point1, point2) then if unit_added == false then unit_added = true LOS_data[#LOS_data + 1] = {} LOS_data[#LOS_data]['unit'] = unit_info1[unit1_ind].unit LOS_data[#LOS_data]['vis'] = {} LOS_data[#LOS_data]['vis'][#LOS_data[#LOS_data]['vis'] + 1] = unit_info2[unit2_ind].unit else LOS_data[#LOS_data]['vis'][#LOS_data[#LOS_data]['vis'] + 1] = unit_info2[unit2_ind].unit end end end end end return LOS_data end
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Looks like there's a problem with mist.getUnitsLOS, not sure exactly why it isn't working might be my own mistake in understanding. When I run for example - local unitEWR = {radarShortName.."_"..radarCoa.."_EWR"} local unitsTest = "" --create unitsTest if radarCoa == "red" then unitsTest = mist.makeUnitTable({'[blue][helicopter]','[blue][plane]'}) elseif radarCoa == "blue" then unitsTest = mist.makeUnitTable({'[red][helicopter]','[red][plane]'}) end local unitLOSdata = mist.getUnitsLOS(unitEWR, 3, unitsTest, 0, 20000) if #unitLOSdata >= 1 then Group.getByName(radarShortName.."_"..radarCoa.."_INTERCEPT"):getController():setCommand({["id"] = "Start", ["params"] = {}, }) taskT.intercept = true end I expect the group with INTERCEPT to get a controller started when an enemy unit is in range of 20000m of the unitEWR and in LOS. In the MIST documentation it does not indicate what are the units to be used when supplying the radius for this function and I could not figure it out through the MIST code as it works with the x,y,z vec points. I've done some tests but can't get a conclusive idea on what are the radius units and if I'm doing anything wrong with this function. Would appreciate if someone could take a look if there's any problem with how I understand the function or how I run it or if there's anything wrong in the MIST code. Thanks in advance.
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Twitch broadcast of tonights dogfights in AOS - http://www.twitch.tv/morrtz EDIT - broadcast is over, the video is available here - http://www.twitch.tv/morrtz/v/8545042
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http://www.digitalcombatsimulator.com/en/files/270020/ Also available from our website - http://89.163.173.82/DCS/AoS/AOS.php Top right corner for the download.
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Does not work unfortunately.
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Thanks Apache600. That is interesting, I will try and report back.
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I'd like to say that this project, which took us a few month to complete due to real life limitations , was very fulfilling and I enjoyed creating along side Greg, Crash & Rony for the DCS community. I believe I speak for all of us in saying that DCS is truly the best Sim out there and we wish to push the multiplayer community forward and with that help ED push this great Sim even further. On a personal note, I'd like to thank the Mission builders forum in supporting any question, especially Grimes for maintaining the MIST framework which shortened our work considerably, and giving great advice on problem solving. I truly hope these great online events will grow the online community together. Xcom