-
Posts
1517 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by xcom
-
How to create statistics for your server
xcom replied to xcom's topic in Multiplayer Server Administration
I got no idea where you're bringing your examples from, but we run a 40 player event on a regular basis and the statistics using my script are more or less accurate except for the issues mentioned earlier. Can you show some examples? -
It is possible with and without. First, with SLMOD you can export stats from missions into files, it's in the config file options. You can then use those files to build a DB and display stuff from there using PHP. Now, you can achieve this without SLMOD as well, I've written a small guide-http://forums.eagle.ru/showthread.php?t=124715 Good luck.
-
What you just described is definetly one of the biggest additions I've heard of for DCS. It will allow us to build so many things! I for example have to export information out of a mission to a file at the moment and have that file automatically loaded into a MySQL DB which is linked with PHP and Apache to show stuff on a webpage. Your addition will save a lot of problems and let us show live information from the sim, great stuff!
-
Issue/byDesign found with MIST DBs - 1. AliveUnits DB does not hold newly spawned units. 2. DBs do not hold infantry units. (DBs categories only have helicopter/plane/ship/static/vehicle) - Can the newly spawned units be added to the AliveUnits table? - Is there a quick way to add another category to the DBs to hold infantry? Edit - point 1 was only tested with infantry, might be that it actualy does hold newly spawned units but not infantry because of point 2. Thanks.
-
Very nice! Testing on DCS Israel now. I gotta say, we are working on this same exact mission with resources system and smart AI functionality according to the objectives. It's good to see other communities going in the same direction. We are also using these kind of dynamic missions in a campaign (on going by saving missions), checkout my signature link.
-
If you have the information of the dead unit and are able to spawn it, you could possible do this by getting the location of the destroyed units. For example - 1. Get position of destroyed units by event handler. 2. Write a table to a file of the unit category + position. 3. Create a script that would respawn a dead unit object (Same category if possible) and position it on the same position in the file.
-
Very nice, will defiantly check it out and see if anything is relevant to our campaigns.
-
Starting with around - ~450 vehicles. 70 plane/helicopter slots. 100 static objects. We believe we can have more vehicles and more participants. There's a new campaign in the works, once it is ready, we will open registration for squadrons, it will be open a few days during the week and it will include some new features including the DCS resource system.
-
I'd like to point out a few things which Mastiff have forgot to mention when he posted this thread. 1. This campaign has been designed by myself and by Greg from the 373vfs squadron after countless hours of testing and improvements. The various scripts and ideas have been produced off our own experience with DCS and Falcon and by the help of numerous respected members assistance of the ED mission editor forum. 2. The campaign is hosted by DCS Israel Server and the 373vfs Squadron Server, brought by the Israeli community and by the 373vfs Squadron members. 3. Registration done by Anon6, much credit is deserved to Anon6_BigGinger for arranging a home for the campaign community. 4. Statistics page - http://89.163.173.82/DCS/Default.html There's FTP information to download the ACMI files of the campaign, we hold large scale missions of almost 40 participants, rarely there is lag which can be seen in the ACMI files. I can say without a doubt, we have found the correct way to run large scale missions with very little lag, all the participants of our campaign can testify to that. If you are still doubtful, you are welcome to download the ACMI files from the FTP and see for your self.
-
Found this by searching in this forum - function SignalTarget() Aimpoint = trigger.misc.getZone(target2) Aimpointpos = {} Aimpointposx = Aimpoint.point.x Aimpointposz = Aimpoint.point.z Aimpointposy = land.getHeight({x = Aimpoint.point.x, y = Aimpoint.point.z}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.smoke({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.smokeColor.Red, 0) return timer.getTime() + 5 end Code by SNAFU.
-
How do I call functions provided by the global table "net." ?
xcom replied to piXel496's topic in Mission Editor
I think your _G output shows tables of the airfield resources, something we have no control over with the current scripting engine. Do you think we can alter those tables on an on going mission to change fuel levels, ammunition, airplane counts? -
Yes, if you are the host. There's a pause trigger, by default it is set to the PAUSE button on your keyboard, but you can also change it in the controls. Good luck!
-
cannot attempt to help you out until you upload the mission file.
-
can you post the mission file?
-
2 issues I've encountered, already reported on another forum thread but I'll add here - Scenario 1 - 1. Su-25T (client/player) launchs Kh-58 at a hawk radar site. 2. Before kh-58 missile hits the hawk radar site, exit the su-25t plane (Either by crashing/ejecting/back to observer). 3. When the missile hits and the unit is destroyed there's no message that the client/player destroyed it or that it has been destroyed at all. *When exporting the events, a hit event is categorized but there's no info on the initiator (nil), only the target. **There is also no message in the game itself when the unit is destroyed. Scenario 2 - I've found another issue, AFAIK, the event.(initiator/target/weapon).id_ should be unique. In my export results - https://copy.com/idJOkRkJYbdR I've found 2 different clients getting the same event.initiator.id_ , can be seen by filtering Initiator ID - 16779784, in the file I gave here. Should that happen? is there a different unique identifier?
-
Multiplayer missions - Clients slots proportionality
xcom replied to Falcon_S's topic in User Created Missions General
There's giving an opinion and there's completely side tracking someone's thread (whom if you notice is repectivly trying to just get feedback while being slammed with critisizem) to deal with another issue, I suggest opening a new thread if you feel that people do not respect the mission makers. I wanna add to my previous answer, Falcon, you can usually also make requests for changes, on most servers there are usually channels available to contact the owners. -
Multiplayer missions - Clients slots proportionality
xcom replied to Falcon_S's topic in User Created Missions General
I gotta say, if you don't like a post, you don't have to answer. There's nothing wrong in my opinion with anyone putting up questions like these. I can answer that the missions which run on my server try to be as balanced as possible, usually slots are there as needed. When flying on open online servers you gotta take under consideration that you are not gonna have the missions go optimal or as designed for. Good luck -
Seems to be working with the OpenBeta version, must be something falling on the integrity check with the original install.
-
On the latest 100%.
-
Unable to join the 104th server, getting connection interupted. I'm guessing it's because of the integrity check, I'm using several mods with JSGME, although after disabling all the mods and running a repair I'm still unable to join. Attached the dcs.log file. dcs.txt
-
Tutorial: Introduction to Lua scripting
xcom replied to Yurgon's topic in Scripting Tips, Tricks & Issues
You can do that by simply using a for loop to iterate through all the relevant groups inside the event handler I wrote. The road is short from here on, good luck. -
Tutorial: Introduction to Lua scripting
xcom replied to Yurgon's topic in Scripting Tips, Tricks & Issues
You can do that in one event handler - local eHandler = {} local groupAhit = {} local groupDhit = {} function eHandler:onEvent(e) if e.id == world.event.S_EVENT_HIT and Object.getCategory(e.initiator) == Object.Category.UNIT then local Igroup = e.initiator:getGroup() local IgroupName = Igroup:getName() local Tgroup = e.target:getGroup() local TgroupName = Tgroup:getName() if IgroupName = "groupA" and TgroupName = "groupB" then groupAhit[#groupAhit + 1] = TgroupName elseif IgroupName = "groupC" and TgroupName = "groupD" then groupDhit[#groupDhit +1] = TgroupName end end end world.addEventHandler(eHandler) I've just written this quickly, there must be better ways but this code will do what you wanted with one event handler and put the hit group name into 2 different tables which you can use later to do whatever. -
I can say that the missions I make try to be as balanced as possible, it's not just the matter of competitiveness, it's for it to be challenging as possible. For example, Russian SU-25T can do SEAD which is a huge advantage, on the other hand, A-10C has IR targeting and a great weapons system and TGP which makes it a very good attack plane. Also, as noted already, there's the Ka-50 which has no equivalent on the western side yet. There's another thing to take under consideration, when you run weekly events as we do, you want to accommodate everyone in your community/squad, and to do that you would have to put in all the modules or at least all the modules of the same era, this creates a big difficulty, especially in TvT missions. All these aspects need to be taken under consideration when you build the mission, whatever the mission type is, if it is designed as a TvT/PvP, you would always have to think about balancing, otherwise one side would have it too easy while the other too hard and believe me the discourage from such type of missions are a bigger hit than changing the mission to be less realistic. At the moment we run weekly on going campaign with around 40 participants using the online mission planner. As you said, very similar to the Falcon campaigns. My main objective when creating these kind of campaigns is first and foremost the balancing, especially in on going events such as these, I need it to be balanced and stick to realism as much as possible. Once we have more modules, sticking to realism will be put further and further up the ladder in matter of priority.
-
Multiple ordnance tracking question (event handler)
xcom replied to chromium's topic in Mission Editor
yes, for example, catch the hit events and then try to get info from the weapon table. something like - mist.utils.tableshow(e.weapon)