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xcom

ED Beta Testers
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Everything posted by xcom

  1. We've had a very successful test of our campaign last night. It uses the new MIST 3.5, seems like the lag issues that were previously have been resolved, but I would still recommend doing more stressful tests, we only tested with around 15 pilots.
  2. I'd help out anyway I can, but I really think that editing MIST in such magnitude should be left to the experts :) Found an issue with using UnitNameTables. For example - I added [red][helicopter] in one of the raise flag in polygon or in zone functions, then place a red AI ka-50 with late activation inside the zone/polygon, the flag would recognize the late activated unit even before it is activated. I'm guessing that late activated units are present in the mission and this is why it is recognizing it, but then that means there needs to be another step in the flag or in whatever function tests if the unit is in the zone, it needs to check - isalive or if group.getbyname or something similar.
  3. Here is the mission I have that works with airbase capture, I've also attached the briefing picture. The capture works when a plane lands ,taxis into a trigger zone and stops. you can change that ofcourse. Just take a look at the script inside and you'll figure out how the slot changing works, basically it's like running a continuous deactivate unit when it's present in the mission. P-51D Airbase Capture V1.36.miz
  4. I already have a mission like that working for WWII. I worked with RagnarDa and St3v3f back then to finish up the script. Basically, airfields are captured once a certain coalition is on it. The problem is maintaining the slots correctly, and air defense respawning. Not to talk about the destroyed air defenses that would cause many problems. I'll be back home later and post the mission.
  5. Great work :) 2 more features I thought would be nice to add to MIST - 1. static UnitNameTables, for example - [red][static] etc.. 2. getUnitsInZones - a bit different then what we have right now, getting the actualy units in a zone or a polygon zone would be great. I'll try to do it myself in the GitHub, probably will fail miserably :)
  6. Attaching fix for the script with some changes - RADAR: (Zone,EWR,AA,INTERCEPT) TriggerZone - RADAR_NALCHIK EWR - redRADAR_NALCHIK_EWR and blueRADAR_NALCHIK_EWR AA - redRADAR_NALCHIK_AA and blueRADAR_NALCHIK_EWR INTERCEPT - redRADAR_NALCHIK_INTERCEPT and blueRADAR_NALCHIK_INTERCEPT POLYZONE: (Group,Paths) Group - POLYZONE_NALCHIK Paths - redPOLYZONE_NALCHIK and bluePOLYZONE_NALCHIK ARMYBASE: (Zone,AA) TriggerZone - ARMYBASE_NALCHIK AA - redARMYBASE_NALCHIK_AA and blueARMYBASE_NALCHIK_AA AIRBASE: (Zone,AA) TriggerZone - AIRBASE_NALCHIK AA - redAIRBASE_NALCHIK_AA and blueAIRBASE_NALCHIK_AA Thanks Grimes for finding the typo in the script which also identified a problem in MIST as a side effect. :thumbup: ObjectiveManagerV4.6.lua
  7. I think there's a problem with mist.clonegroup, I don't get an error but my scripts stops running after the point where mist.clonegroup is initiated. Grimes, any chance you can have a look?
  8. Yes, have put into our upcoming campaign to test if it fixes the lag with the respawn/clone/dynadd functions. At the moment it looks much better, but we need to stress test it with more players, we will try it with around 20 first and see how it goes.
  9. We have tested with the TroopDrop script and MIST script initialized. The TroopDrop script is using only addgroup only. The troops that are being transfered with the TroopDrop did not cause any lag while the MIST functions I mentioned did cause lag, all in the same mission. I'll give the development version a try, btw does it include the option to use strings in the flag functions such as - mist.flagFunc.units_in_polygon,mist.flagFunc.units_in_zones, mist.flagFunc.units_LOS?
  10. Found an issue regarding MIST respawn/clone/dynadd in the new 1.2.10 version. It seems that whenever those functions are used, there's lag, I believe this is excellent, I'll explain why - 1. We can go through the MIST code and find what is causing it. 2. Check how it impacts the DCS scripting engine. 3. ED developers can then check what is causing the lag inside the DCS code. We've tested both the addgroup function and the MIST functions I've listed above, with the DCS scripting engine addgroup function, there was no lag, with the MIST functions there was lag.
  11. Love the thread subject though :)
  12. Well, I went and took it a bit further, the idea is to have a script that can hold all the ground warfare engine eventually. Added: -Airbase control. -Armybase control. -Radar control. -Intercept based on radar detection. I'll give more details on how to create is exactly, here is a small reference list for each one - RADAR: (Zone,EWR,AA,INTERCEPT) TriggerZone - RADAR_NALCHIK EWR - redRADAR_NALCHIK_EWR and blueRADAR_NALCHIK_EWR AA - redRADAR_NALCHIK_AA and blueRADAR_NALCHIK_EWR INTERCEPT - redRADAR_NALCHIK_INTERCEPT and blueRADAR_NALCHIK_INTERCEPT POLYZONE: (Group,Paths) Group - POLYZONE_NALCHIK Paths - redPOLYZONE_NALCHIK and bluePOLYZONE_NALCHIK ARMYBASE: (Zone,AA) TriggerZone - ARMYBASE_NALCHIK AA - redARMYBASE_NALCHIK_AA and blueARMYBASE_NALCHIK_AA AIRBASE: (Zone,AA) TriggerZone - 'Anapa-Vityazevo','Krymsk','Novorossiysk','Gelendzhik','Krasnodar-Center','Krasnodar-Pashkovsky','Maykop-Khanskaya','Sochi-Adler','Gudauta','Sukhumi-Babushara','Batumi','Kobuleti','Senaki-Kolkhi','Kutaisi','Mineralnye Vody','Nalchik','Mozdok','Beslan' AA - redAnapa-Vityazevo_AA and blue'Anapa-Vityazevo_AA This is still a work in progress, there might be issues that needs to be fixed. ObjectiveManagerV3.lua
  13. Please elaborate, do you mean the integrity checks that DCS offers to check on multiplayer for every client that joins or the integrity of the server files themselves? If it's the first, I put on DCS Israel a certain integrity check according to various recommendations from the forum. If it's the ladder, Only in incidents were the server is not starting or having crashes on a normal basis (which are not the same as for the other community of server admins).
  14. For some reason, I think the 'scenes' option in the mission options is not enforced. Instead, I found that the minimum bar is set by the default setup you have in the normal options. So for example, in DCS Israel, I set the server's 'scenes' option to medium, that way, anyone who joins, must use the medium option even if they have low, but whoever has it on high would still see things with high scenes option. I'm not sure if the difference between high and medium is trees only or not, need to be checked.
  15. The flag change to string is working in a version of mist I've changed internally, but your way sounds better and more treatable if any issue comes up. Any ETA on the new release with all the changes you already done in the development branch?
  16. Hi Grimes, Is it possible to add to MIST the option to give name to a newly cloned group? I think RagnarDa has changed the code from MIST in his GCI script, here is the relevant part - Also, I've manually changed the all the MIST functions to change the flag variable from number to string, can that be also added into the following MIST version? I think these are the functions - -mist.flagFunc.units_in_polygon -mist.flagFunc.units_in_zones -mist.flagFunc.units_in_moving_zones -mist.flagFunc.units_LOS
  17. I think that if this module is moduled as good as the these guys say it is, adding macro programs to do high fidelity procedures is beating the cause kinda. I would go with the high fidelity complications any time of the day.
  18. Accidentally or not, they are all Hebrew letters. :vertag: I think it's a hint to give a copy for review to someone in the Israeli community ;)
  19. Just a quick question, why is there Hebrew writings on the note on the front dashboard?? http://i921.photobucket.com/albums/ad52/rafikst/DCS%20MiG-21bis/dcs2014-08-1321-22-28-89_zps21b8f21b.jpg~original http://i921.photobucket.com/albums/ad52/rafikst/DCS%20MiG-21bis/dcs2014-08-1321-24-59-79_zps8f163f4f.jpg~original
  20. Had an awesome flight in DOW server yesterday, the flak script by SiThSpAwN/Stonehouse is awesome! (http://forums.eagle.ru/showpost.php?p=2102182&postcount=12) Here is a video of this awesome flight - http://www.twitch.tv/morrtz/b/557100794#
  21. Creating a mission for automatic ground warefare using scripts - 1. Create Polygon Zones - These zones are going to be the zones that the script checks in order to determain if freindly forces and enemy forces are in the area so the units would know if to move forward or not. You would need to create in the mission units with waypoints which would wrap an area to be a trigger zone, that unit needs to be late activated and never activated. The unit's group name needs to start with "POLYZONE" and continue with some custom parameter. For example - "POLYZONE_NALCHIK". 2. Create routes - These routes are going to be the waypoints the coalition units are going to follow when they get the command to attack. You would need to create unit for each coalition in each zone that you want the units to follow, this unit's waypoints is the route, the unit's group name needs to be the same as the polyzone but with the coalition name at start. For example - "redPOLYZONE_NALCHIK" and "bluePOLYZONE_NALCHIK" 3. Scripts - You would need to load in the following scripts in this order - I. Initialization script - MIST 3.4 (Attached my altered version). II. Dynamic Tool by Bushmanni. III. Automatic Movement Script. I'm attaching a mission example. @Grimes - it would be nice to add my alteration to the main version of MIST, all I did is allow the flag to be a string in the mist.flagFunc.units_in_polygon function, there's no need to edit the logic of the function. Mistv3_4_Xcom.lua DynTools.lua ObjectiveManager.lua AUTO CAMPAIGN TEST.miz
  22. Here is the script I've been working on to get this working dynamically with different missions and with no triggers - http://pastebin.com/r07ytFSd I will write a guide on how to impliment it with your missions.
  23. Don't know why no one really listens. We have been doing dynamic campaigns for the past few month with around 40 players from different timezones and different pings. The server was stable and working with many ground units. The only time we saw Lag is when many ground units were given movement orders by waypoints through CA. For any one who doesn't believe it, checkout my link in the signature, in our statistics website there's info for an FTP that holds all the ACMI files for all the campaign missions. The net code is stable enough since about 1.2.6, it's just a matter of knowing how to build the missions. Soon we will put up registration for our next campaign which will run a few days a week. Here is a small promo - Edit - it's important to add that in the case of P51D and the Fw190, the lag happens due to the FPS hit each client has when bullets are fired, this will only be fixed in Edge as according to Wags there's no way to fix it in the current graphics engine.
  24. DCS Israel also had around 30 players yesterday, the new version seems quite stable as far as many players per server goes. About the tips, here are 2 more which can't be passed on as they do all the difference - 1. Coordinated turns - use your rudder to stick that ball in the middle, if you do that, I guarantee you'll be able to turn better and keep more energy. 2. RPM - at certain points you would feel more like you are losing the plane (wing stall), at those points it could help to reduce the RPM, the torque effect would be lower and would help to keep tight turns and a stable plane.
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