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xcom

ED Beta Testers
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Everything posted by xcom

  1. Sure thing :) The good things about this script and way is - 1. you place the airplanes in the mission from the start as uncontrolled, this means that no planes would spawn throughout the mission which will reduce lag and freezes. 2. the airplane is planed on the airbase uncontrolled, which means that it can be destroyed before taking off if the attacker uses the terrain for masking, this is because the radar script actually works with line of sight, if the unit is not in line of sight of the radar station it will not detect it, even if it's in it's range.
  2. Hey eekz, I got a radar station script working to scramble intercept airplanes. There are other functions which are disabled there that you can look at. To get it to work you need to do the following - 1. Create a trigger zone on the radar station - SRADAR_NALCHIK or LRADAR_NALCHIK the LRADAR is for 70 km range detection while the SRADAR is for 40km range detection. 2. Create the radar station unit (doesn't matter which unit) - group name - redLRADAR_NALCHIK_EWR unit name - redLRADAR_NALCHIK_EWR 3. Create intercept planes with uncontrolled option - group name - redLRADAR_NALCHIK_INTERCEPT unit name - redLRADAR_NALCHIK_INTERCEPT Put the script to run at the start of the mission, in the initialization script put MIST. The airplanes will only get scrambled if the radar station unit is alive. Hope this helps :) ObjectiveManagerV4.17.lua
  3. Paganus is correct, apparently the land/takeoff events work only from Aerodromes which means - Airbases, FARPs, Carriers, you cannot rely on them to make sure a unit is airborne.
  4. No problem, here is a list I collected a while back, it doesn't hold all the events but most of them - http://forums.eagle.ru/showpost.php?p=2207552&postcount=27
  5. I would use the event handler. You can simply look for an event when a certain unit is landing. local eHandler = {} function eHandler:onEvent(e) if e.id == world.event.S_EVENT_LAND then if e.initiator then local gName = e.initiator:getname() if gName = 'whatever you want' then whatever you want end end end end world.addEventHandler(eHandler) You can also use e.place to get the exact location of landing.
  6. Thank you all for participating on mission 2. Broadcast of mission 2 - http://www.twitch.tv/morrtz/b/582264750 Mission Statistics - http://89.163.173.82/DCS/SR/sr_m2_26_10.php ACMI - http://www.foinikas.org/ftp/public/DCS_World/ACMI/Summer%20Rain%20Official%20Campaign/Operation%20Summer%20Rain%20Mission%202.acmi We have found that if we exceed 64 players, other players start to get thrown off out of the server. Therefore, we have limited the participation on each mission to 64 players, last mission we had a packed server with 64 players and everything ran smooth.
  7. Twitch broadcast of mission 2 - http://www.twitch.tv/morrtz
  8. Are we missing something? Razgriz has just shown he managed to do it online in multiplayer, anyone else managed to do that?
  9. Thanks to everyone for joining last night. The amazing amount of participants that showed up for Mission 1 was overwhelming! more than 70 people :thumbup: ACMI - http://www.foinikas.org/ftp/public/DCS_World/ACMI/Summer%20Rain%20Official%20Campaign/Summer%20Rain%20Official%20Mission%20No1.acmi STATS - http://89.163.173.82/DCS/SR/sr_m1_23_10.php Because this was the first mission, there were some problems initiating the mission. After around 30 minutes of troubleshooting we found that the mission file has become corrupted due to the fact that the mission was going through the mission planner which has generated an issue with the mission file. After troubleshooting the issue, we went to an earlier revision of the mission and everything worked with 64 players. Thanks again for everyone's patience at the start, see you soon on the next mission at Sunday 26/10. <S> Xcom
  10. Working for DCS Israel.
  11. Seems fine for DCS Israel server.
  12. It is explained in the DCS Scripting engine - http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World/Part_1#missionCommands
  13. @WC Tactical commander cannot start it using the CA features. You could add radio menus that will start the controller for the a/c ,once selected. Here is the way to do the start event for controller based on groupName (done by Grimes) - Group.getByName(groupName):getController():setCommand({["id"] = "Start", ["params"] = {}, }) We have found that using planes uncontrolled instead of spawning them in is better for server stability as the module/object is already in the mission.
  14. hey, I took these events out a while back - It seems Crash has only time but Birth should have initiator and place tables as well.
  15. Haven't noticed, why do you ask?
  16. Hmm, do I see things?? On your first screenshot we can see my server - DCS Israel with around 16 players and not passworded (as it usually is). This is usually the case with DCS Israel, it is usually open with mission rotation. I think what people wrote here is correct, if you join a server more will join as there are many people searching like you.
  17. This is not entirely correct, the smoke script works with no issues. We have tested it and there hasn't been a problem. My guess is that the wrong loading zone smoke was requested. Let's finish this saga here, as this was a test run, there were some features that have not been done to the full extent, such as a briefing and waypoints. In the official campaign, each squad would be responsible for itself. Thank you for the feedback Mastiff and BigGinger.
  18. As we said before, this is a test run, there were bound to be some missing features. As far as waypoints, in the campaign itself each squadron commander would be responsible for creating the waypoints for his squad using the mission planner.
  19. I'd like to report back here that so far on today's mission we have had 55 participants running for an hour on the server with no major lag issues. This is actually a huge accomplishment as DCS has never really had missions run with so many participants and no lag issues so far, it's important to note that DCS still doesn't have a dedicated server which will probably push this limit even further (just think of the possibilities). The campaign mission is running with more than 700 units and we will probably raise the limit for the campaign after we see the results of today's mission. We would like to thank all the participating squadrons for joining and helping us with this initial step towards the official start of the campaign on the 23rd of October. To all registered squadrons, please make sure to complete the registration on the ANON6 website towards the official start of the campaign. <S> Xcom, Greg and BigGinger.
  20. I think Greg wrote that only briefly when many people joined after an hour and a half into the mission. Thanks to all the squads that participated in the last mission, we will have another mission run on Sunday which will be the last run before the campaign start on the 23rd.
  21. I'm updating the queries as I go and will update here once I have a good version going.
  22. Statistics of mission test 3 - http://89.163.173.82/DCS/SR_TestRun/sr_mission3_05_10.php Thank you to squads - ANON6, 373vfs, UVP, UOAF, E69 For joining!
  23. Twitch broadcast of the test run - http://Http://www.twitch.tv/morrtz It is open now on the 373vfs server, everyone is welcome to join and stress test (target is 60 people).
  24. Even if it is the reason, I remember Wags giving the final answer that this issue will only be fixed in EDGE due to the current engine limitations.
  25. Hi Zaz0, Thanks for Registering, I will ask ANON6_BigGinger to check why you can't view the SOP and fix it as soon as possible.
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