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Everything posted by xcom
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MOOSE - Mission Object Oriented Scripting Framework
xcom replied to FlightControl's topic in Scripting Tips, Tricks & Issues
Thank you Sven, looks excellent! I'll have a look around and give back my review, but seems very useful by the documented functions. BTW, nice stathandler.lua file, seems awefully similar to my estathandler.lua file that I published a while back on how to create statistics. -
Looking good! Great job ;)
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I do not believe we can get information on CA players yet. Haven't seen any update that it has been added.
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MiG-21Bis Dynamic Campaign: Guardians of the Caucasus
xcom replied to MBot's topic in User Created Missions General
There's dynamically route script that has been created by Bushmanni, I suggest you look it up. In anyhow, it's great news that you'll create a generic script engine for other mission designers to create their own campaigns. -
Here you go - Group.getByName("groupName"):getController():setOption(AI.Option.Air.id.ROE,AI.Option.Air.val.ROE.WEAPON_HOLD)' The example above shows how to give a group with the name - groupName, the ROE command to Weapon hold. You can change the command to whatever I put in my last post. Attached is a little test mission - 1. go into the client F-15 and spectate the other flying F-15. 2. open the radio menu (\) - F10 (Other), here you have 2 options - - WEAPON_HOLD - OPEN_FIRE_WEAPON_FREE Select first WEAPON_HOLD (as by default the f-15 will engage), you should immediately see the F-15 backing off. Select then OPEN_FIRE_WEAPON_FREE, you should immediately see the F-15 attacking. Hope this is explained good enough, good luck test_ROE.miz
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search for servman, it is a great server administration tool, it has mission voting.
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I think you can use this function - function Controller.setOption(Controller self, OptionId optionId, OptionValue optionValue) Option AI.Option.Air.id.ROE Values AI.Option.Air.val.ROE.WEAPON_FREE AI.Option.Air.val.ROE.OPEN_FIRE_WEAPON_FREE AI.Option.Air.val.ROE.OPEN_FIRE AI.Option.Air.val.ROE.RETURN_FIRE AI.Option.Air.val.ROE.WEAPON_HOLD Never used it so I'm not sure how it works, but this is how to do it with a script.
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Found a problem with the mist.msgBRA (table vars) function which probably leads to other problems with related functions. 1. in Mist.msgBR - in the documentation the text is optional, in the mist.lua file the text is directly being used with string.find which generates an error in case you do not use the text variable. example of a fix: original: if string.find(text, '%%s') then -- look for %s newText = string.format(text, s) -- insert the coordinates into the message else -- else, just append to the end. newText = text .. s end fix: if text then if string.find(text, '%%s') then -- look for %s newText = string.format(text, s) -- insert the coordinates into the message else -- else, just append to the end. newText = text .. s end else newText = s end 2. There seems to be another issue with the units table I put in. first, it is unclear in the documentation if it needs a UnitNameTable (converted using the MIST function) or just a simple table of units. (it also says in the mist.lua - second, when transferring a table of units, it fails when trying to transfer the units to the function - mist.getAvgPos, there is fails when trying to run Unit.getByName on the unit, the error states that - although by checking with the mist.tableshow function, the table seems fine. attaching a mission example - open the radio menu and go to other - and on. it will trigger the script and will show the error. Thanks for any look at this issue. DL_TEST.miz
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MiG-21Bis Dynamic Campaign: Guardians of the Caucasus
xcom replied to MBot's topic in User Created Missions General
Very nice work! The scripts look very organized and well done. Salute! Looks like amazing work. Will you release a template for using your scripts or some kind of tutorial? -
OPERATION SUMMER RAIN - MULTIPLAYER DYNAMIC CAMPAIGN
xcom replied to gregzagk's topic in Multiplayer
Thanks Juuba, looking great! -
OPERATION SUMMER RAIN - MULTIPLAYER DYNAMIC CAMPAIGN
xcom replied to gregzagk's topic in Multiplayer
Great stuff! Shows how hectic it was on the campaign :) -
OPERATION SUMMER RAIN - MULTIPLAYER DYNAMIC CAMPAIGN
xcom replied to gregzagk's topic in Multiplayer
Thank you everyone for an excellent campaign! We've just finished the final mission, all the statistics are posted in the following webpage - http://89.163.173.82/DCS/Default.html I'd love to hear some war stories, I know I have some! once I get the time I'll write them down here. -
We are no longer hosting WWII training nights. The server usually has a mission that includes training areas for WWII planes.
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OPERATION SUMMER RAIN - MULTIPLAYER DYNAMIC CAMPAIGN
xcom replied to gregzagk's topic in Multiplayer
Last night mission 13 was nerve wrecking from the GCI position defending Sochi in a 60 players mission! Here is a recording of the GCI (some Hebrew) - http://www.twitch.tv/morrtz/b/595692907 ACMI - http://www.foinikas.org/ftp/public/DCS_World/ACMI/Summer%20Rain%20Official%20Campaign/Mission%2013/Operation%20Summer%20Rain%20Mission%2013.acmi Statistics - http://89.163.173.82/DCS/SR/sr_m13_04_12.php -
Should work only for red, Russian. I tested this with the Mig-21 when it was released, haven't seen any fix in the change logs, but maybe they did something.
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OPERATION SUMMER RAIN - MULTIPLAYER DYNAMIC CAMPAIGN
xcom replied to gregzagk's topic in Multiplayer
Mission 10 is done, 4 more missions to go! 60 players out of 64, target rich environment :) -
We are already doing it using the save script and [FSF]IAN's mission planner. You are welcome to see it here - http://forums.eagle.ru/showthread.php?t=121145 I recommend it very much as it has the ability to save a mission state and continue it afterwards, among other great features with the planner.
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I would also be interested in understanding what may cause lag eventually. We usually run mission for around 60 players and so far we got no lag issues but sometimes we encounter crashes at the start of the mission.
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@Grimes, Just tried the mist respawn with ramp & uncontrolled. It seemed that it does not work that way, it just spawned them airborne and controlled. Any chance you can have a look at MIST to add it on the next version? Would be lots of work to get into the respawn script there for someone who doesn't know it to start with. Here is the relevant from MIST I believe - mist.getGroupData = function(gpName) local found = false local newData = {} if mist.DBs.groupsByName[gpName] then newData = mist.utils.deepCopy(mist.DBs.groupsByName[gpName]) found = true end if found == false then for groupName, groupData in pairs(mist.DBs.groupsByName) do if mist.stringMatch(groupName, gpName) == true then newData = mist.utils.deepCopy(groupData) newData.groupName = groupName found = true break end end end local payloads if newData.category == 'plane' or newData.category == 'helicopter' then payloads = mist.getGroupPayload(newData.groupName) end if found == true then newData.hidden = false -- maybe add this to DBs for unitNum, unitData in pairs(newData.units) do newData.units[unitNum] = {} newData.units[unitNum]["unitId"] = unitData.unitId --newData.units[unitNum]['point'] = unitData.point newData.units[unitNum]['x'] = unitData.point.x newData.units[unitNum]['y'] = unitData.point.y newData.units[unitNum]['alt'] = unitData.alt newData.units[unitNum]['alt_type'] = unitData.alt_type newData.units[unitNum]['speed'] = unitData.speed newData.units[unitNum]["type"] = unitData.type newData.units[unitNum]["skill"] = unitData.skill newData.units[unitNum]["unitName"] = unitData.unitName newData.units[unitNum]["heading"] = unitData.heading -- added to DBs newData.units[unitNum]["playerCanDrive"] = unitData.playerCanDrive -- added to DBs if newData.category == 'plane' or newData.category == 'helicopter' then newData.units[unitNum]["payload"] = payloads[unitNum] newData.units[unitNum]['livery_id'] = unitData.livery_id newData.units[unitNum]['onboard_num'] = unitData.onboard_num newData.units[unitNum]['callsign'] = unitData.callsign end end return newData else env.info(gpName .. ' not found in mist.getGroupData') return end end
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Of course not, enjoy!