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xcom

ED Beta Testers
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Everything posted by xcom

  1. Get ready for a 24/7 dynamic campaign :) We have been working hard to get a campaign such as that ready for the DCS community and set a new standard for multiplayer game play. As a flight enthusiast myself, I can't wait for the new 24/7 campaign to start, Should be very fun!
  2. Lol Aries! We love you NOB guys, the next campaign is right around the corner. Can't wait to find you guys in the air ;)
  3. disappointing. :( I need this to get a 24/7 campaign running. Would have to use cleaning methods before a unit exploads, but I'm not sure how it will work on units that are being bombed and instantly get destroyed. I'll install MOOSE framework and try this out, sven has alraedy investigated quite a bit on removing units before they expload and probably got the best out of the work around. Another option I guess, is to just restart the mission every 3 hours or so.
  4. Well i think the event initiator in the handler would be the unit table before being destroyed, but I'll give it a shot.
  5. Hi all, Looking if someone has found a way to identify dead units and a possible way on removing them. I'm looking for direct way to do the above, I know about a few workarounds in the sort of removing the unit before it is actually dead. Thanks, Xcom
  6. Just seen this, looks great!
  7. Oh DoW is awesome, people should just register on their forum. Here is a sortie I had a while back in one of their awesome missions -
  8. Issue is with MIST, problem has been introduced sometime in the latest versions. It seems that all the flag functions have this issue. Assaf to fix your problem, go into the mist lua file and edit line 2640 - if (#mist.getDeadMapObjsInZones(zones) - initial_number) >= req_num and trigger.misc.getUserFlag(flag) == [b][color="Red"]false[/color][/b] then to if (#mist.getDeadMapObjsInZones(zones) - initial_number) >= req_num and trigger.misc.getUserFlag(flag) == [b][color="red"]0[/color][/b] then I've just found this issue in mist.flagFunc.units_in_zones and have been busting my head what was wrong with my script for a few hours now :( Grimes, I would put the changes into GitHub but I'm not sure on how the workflow is done overthere so I leave it to you :)
  9. xcom

    Israeli Server

    sending a PM.
  10. xcom

    Israeli Server

    When it has a password, it's because a private event is running. The server usually runs without password protection.
  11. AFAIK, you will always need to change this locally. This means that you should do the following - 1. Create the same changes on the server side. 2. Create a mod pack for all users that are joining the server. 3. add the relevant folders in the integrity check with the server, this will ensure that anyone who joins, actually has the change in effect.
  12. I didn't even know that Joint Warrior had an air to ground aspect ;)
  13. Hi all, I've been working recently on this script which works side by side with a specific mission. The way this script works is - 1. It checks for zones. (Zone name example - 1vs1_modern) 2. It checks for correspondent units. (Group name example - 1vs1_modern_GUNS) 3. It runs an automated start up sequence of a dogfight - a. Wait for all members of dogfight for 30 seconds. (if not all join in that time, any that are active will be thrown back to the menu). b. Run 10 seconds for dogfight start. c. After winner is declared, wait 30 seconds to make sure winner is still alive and log the results. 4. log the results to 2 external CSV files, one file for match overview, 2nd file for match events information. example can be seen in this WIP page - http://89.163.173.82/DCS/AoS/AOS.php (you can drill down by clicking on the table record to see further details about the match). This script is still in the last testing phase, although most of it is working flawlessly. Using this script and statistics that can be shown in the link above, we are planning to open a dogfight league. It has detailed logging into the dcs.log file for example - 02010.401 INFO SCRIPTING: [zoneManager][2vs2_modern1] ZONE COUNTDOWN RUNNING - WAITING FOR ALL PLAYERS 02010.401 INFO SCRIPTING: [zoneManager][2vs2_modern1] All necessary players are flying, zone is turned on. 02010.402 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY TO START 10 SECONDS COUNT 02010.402 INFO SCRIPTING: [zoneManager][2vs2_modern1] CALL zoneManager for dogfight start 02011.396 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 9 02012.392 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 8 02013.389 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 7 02014.383 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 6 02015.378 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 5 02016.378 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 4 02017.374 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 3 02018.374 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 2 02019.404 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 1 02020.400 INFO SCRIPTING: [zoneManager][2vs2_modern1] DOGFIGHT READY - TIMER: 0 02020.400 INFO SCRIPTING: [zoneManager][2vs2_modern1] Updating AOS stats table. 02020.400 INFO SCRIPTING: [zoneManager][2vs2_modern1] CALL dogfightManager - TIMER: 0 This project has gone a bit larger then I anticipated and therefore it is quite complicated to explain all the procedures and processes that are on going in the script, hopefully the logging and some of the remarks and comments in the script itself will be enough for good understanding. This script requires to: 1. Sanitize - io,lfs,os. 2. Create a folder named AceOfSpades in your - Saved Games\DCS folder. Features: 1. Detailed logging. 2. Exports statistics. 3. Saves information table for future use in case of server crash. (AceOfSpades.lua in root DCS folder). Still needs to be tweaked. 4. Has a built in system for dogfight server management. Download: https://www.dropbox.com/s/t4llesqxrpg7uv4/Dogfight_ZonesV6.lua?dl=0 Changes and Additions are welcome :)
  14. :thumbup::thumbup::thumbup::thumbup::thumbup:
  15. There are a few factors you need to take into consideration - 1. Performance. 2. Network stability (if this mission is directed at multiplayer) 3. DCS limitations. In the ME you can really create a very good dynamic mission with randomness but the problem is that you will be limited on recurrences and other aspects of randomness such as waypoints and paths. Using the scripting engine and frameworks such as MIST/MSF/MOOSE would give you great benefit when trying to create dynamic stuff. So first, performance. You need to understand that DCS is a lot less performance friendly than ARMA3, if you have many units in a location, you will start having FPS loss and eventually other procedures would get hit, this in a way hits network stability as well. Secondly, network stability. In DCS there are some fine lines to try and follow in order to get good network reliability. We have managed to hold missions of up to 4 hours with around 60 players by following these guide lines - 1. Try to limit ground movement to a none. This unfortunately is a big hit when designing a dynamic mission, ground movement is key for such missions and having this limitation is a problem by itself. 2. Respawning by scripts, try to have as little as possible as they could create small freezes, especially if a large group is spawned with different objects. 3. Object loading, when having many objects on the map, new objects that are introduced could create more freezes, the workaround currently is to have all the objects parked somewhere and loaded whenever someone first logs in. 4. Graphics settings, remember that there are some lower end machines that are connecting, try to figure out the best settings that are enforced for all. For example scenes are enforced by the server, using a higher setting could hit lower end machines which will eventually hit network reliability. 5. Problematic weaponry - cluster bombs (Although should have been fixed in the last patch), gun fire (especially WWII and AAA) create low FPS which create a big hit on network. 6. A good integrity check - This is important to avoid players from connecting with different mods that could hit the network in some way. There are some more issues that are hard to find but usually are caught by checking mission track files. Third, DCS limitations. As [FSF]Ian wrote, there are limitations that you need to work by. For a guide line on mission building, I suggest keeping the ground units as low as possible to allow more players for online play, the more units you add the more likely you will have lag when players join or performance issues on single player. Usually long load times are because of large MIZ file which is usually a direct result of media files inserted in the mission - audio/pictures. I would love to see something like ALiVE in DCS with good online stability.
  16. Hi All, I've been looking somewhat at SLMod's code to try and figure out how to use chat commands to trigger different things - trigger a script file or a function. For example - /help - command list. /addMatch Xcom,Greg (Returns a match number and runs a function) /removeMatch <match number> (runs a function) /loadfile <filename> (loads an external lua file into the mission) /saveMission <filename> (saves the mission state into an external file to be used with Witchcraft or Online Mission Planner). etc.. I would want to build something that will work with these commands and others, but I need the know how to work with the commands. If someone has already researched this or understands how to work with the SLMod part that utilizes the chat commands to implement specifically that part without adding all the SLMod, it would be great if you could share or at least explain how to do it, it would mean big time saving. Thanks, Xcom
  17. From experience I can say that it's quite hard or even impossible to decipher these without access to the code AFAIK. I would suggest to check what has happened in the track file that has triggered the crash and then try to troubleshoot.
  18. Thank you zaz0! Was a blast, great fights and mission!
  19. Other than the above and the Mig-21 known issue, the main stability problems occur from spawning in ,ground movements or actions and weapon issues such as P-51 bullets and cluster bombs effects on log rigs. I would suggest TAW and the 104th to take a closer look at the TRK file, I run many big scale missions on DCS Israel and usually these are the main problems, not the mig-21 model by itself.
  20. It's been like this since the Mig-21 was released. The issue with the Mig-21 is that whenever someone first loads it, he has a freeze of a few seconds. So, if you join a server that has no Mig-21 in the 3d yet, you will get a freeze while flying when someone takes a Mig-21. Anyone who is looking at you at that time that have already loaded a Mig-21 previously, would see you warping. Workaround - Put a Mig-21 on ramp start, uncontrolled somewhere in the 3d map that no one will destroy. It is recommended to put all the used modules in the mission like that for better stability. Also, because we cannot control what rig is running DCS, some players have lower end rigs, if stability is what's needed, reduce the 'Scenes' to medium or even low, as these 3rd party modules such as Mig-21, MI-8, UH-1H are not optimized and are very detailed, low end rigs have problems with them. I think Greg from the 373vfs have wrote a guide on stability somewhere which let's you get to around 60 players.
  21. Israeli community are in! Thanks for inviting Zaz0, I'll update you int he email on how many guys will show up. Could you please send us some details about the mission?
  22. For my tests, it worked without issues. Are you running with invulnerability on? if so, there's a bug there that I already reported. If not, post your mission here and I'll take a look.
  23. Spring Sale - wrong discount price Hi, The email message says - DCS: MiG-15bis: $49.99 to $19.99 (40% off) Chizh's message says - DCS: MiG-15bis: $49.99 to $29.99 (40% off) picture says $19.99- In the E-shop, it's $29.99, I guess that the email is wrong?
  24. Try this - https://www.dropbox.com/s/wbbtbq2dwa24u5o/AA_Events.lua?dl=0
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