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Grimes

ED Beta Testers
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Everything posted by Grimes

  1. SLMOD does. :D Seriously though its a general issue where a lot of stuff isn't built around multicrew aircraft from the get go. It doesn't know to look at other seats for messages, nor display those players in the server browser, etc.
  2. The MLRS rockets were changed a bit several patches ago. Both the Smerch and M270 had identical sub-munitions and did ludicrous damage on impact. If you managed to hit a carrier with one of those clusters it'd almost do enough damage to sink the ship. They made a more accurate cluster for the Smerch, which is more geared toward lighter armored vehicles than tanks. They also toned down the M270's clusters substantially, but it can still damage MBTs.
  3. Can you add a sample of a param from a non 3rd party aircraft? Or better yet, where I can I look to get these values? As described in the manual the console isn't exactly enabled. This is also one of the few areas that I have little experience with in the editor.
  4. Can't reproduce it. Would the mission file happen to be created/modified from outside of the editor at all? Having the mission file that is creating the error would be helpful in this instance.
  5. It is mostly enforced by the mission settings or at least the settings of whoever saved the mission last. As a result it is on a mission by mission basis. At least with how it was setup for the longest time there are rules for some settings that define the level of it. Take F10 view settings as an example when nothing is enforced. Mission was saved with "My A/C only", then (at least it was like this in the past) you will only see your own plane. However if it was saved with "Allies Only" and your local setting is "My A/C Only" then locally for you will be limited to that setting. If you backed out and changed it to "All" then rejoined, then you should be limited to "Allies Only." It has always been rather confusing and for a while the settings within the server itself did actually act as a form of enforcement, but that seems to be gone now.
  6. I had to modify the getting the point on land code because it was missing a conversion to vec3 from the vec2 returned from getRandPointInCircle that you had with getting an on road point. Otherwise the coord.LOtoLL was being given a vec2 and instead of creating an error, it assumed the value was 0 and returned the lon value to be at map origin. At least tested with that code in 3.4.74 and 4.4.90 I was able to get accurate readback of coordinates on both versions using my modification. local zone = trigger.misc.getZone('Wash-IN') local zoneOUT = trigger.misc.getZone('Wash-OUT') local EXpointV3 = mist.utils.zoneToVec3(zoneOUT) local EXpointV2 = mist.utils.makeVec2(EXpointV3) local altPoint repeat altPoint = mist.getRandPointInCircle(zone.point, zone.radius) until land.getSurfaceType(altPoint) == land.SurfaceType.LAND and mist.terrainHeightDiff (altPoint, 250) < 30 and mist.utils.get2DDist(altPoint, EXpointV2) > zoneOUT.radius and mist.utils.get2DDist(mist.utils.makeVec2(mist.getLeadPos('Blue F18c 3')), altPoint) > 20000 altPoint = mist.utils.makeVec3GL(altPoint) local lat1, lon1 = coord.LOtoLL(altPoint) trigger.action.outText(mist.tostringLL(lat1, lon1, 2), 60) trigger.action.markToAll(2, mist.tostringLL(lat1, lon1, 3), altPoint)
  7. At least testing with 7.6 the multicrew stats are working. stats["myUCID"]["times"]["F-14B"]["weapons"]["AIM_54A_Mk47"]["shot"] = 7 stats["myFriendsUCID"]["times"]["F-14B RIO"]["weapons"]["AIM_54A_Mk47"]["shot"] = 2 stats["myUCID"]["times"]["F-14B"]["inAir"] = 22061.143 stats["myUCID"]["times"]["F-14B"]["total"] = 34848.065 stats["myFriendsUCID"]["times"]["F-14B RIO"]["inAir"] = 320.105 stats["myFriendsUCID"]["times"]["F-14B RIO"]["total"] = 320.105
  8. There are no terrain restrictions for aircraft modules. Any aircraft will work on any map.
  9. Yes, but most of the the files are in a new folder so there will be only one file to get overwritten on first install. I haven't been able to replicate the multicrew stats not working, but it is something I am keeping an eye out for.
  10. SLMOD 7.6 Branch https://github.com/mrSkortch/DCS-SLmod/tree/7_6_prelim I have published the initial and very much still in testing branch of SLMOD 7.6. For the time being this branch will remain separate from the develop branch. As a result the formatting of some stats are subject to change and expect bugs to exist. I am publishing this so that if any server admin wants to test it and offer feedback they can. New Features + Kill Assists + Tracking of AI stats + Campaign Stats + Custom Stats + Display of LSO landing scores + Rewrote config file loading process so that when the file changes your valid older settings are kept! New Settings campaign_stats_files_dir ; defines where campaign stats files are stored stats_level ; defines the level of detail of stats kd_specifics ; defines if stats will list specific object types player has killed assists_level ; defines how detailed the assist stats are stats_coa ; defines whether or not coalition and AI stats are recorded pvp_as_own_stat ; defines the detail of PvP stats MOTD_show_coord ; defines if MOTD shows coordinates MOTD_timeout ; WIP setting to define the minimum amount of time for message of the day to display on switching a slot. New Scripting Commands Two new script functions have been added that are accessible to the mission environment. slmod.setCampaign(name, reset) The setCampaign function is used to enable campaign stats tracking for a given mission(s). Call it at or near mission start. From that point on in the mission any stat that gets logged will be added to a stats file associated with the campaign. This feature is a middle ground between the main stats file and mission stats. For example if you have training missions and combat missions you could add this function to each mission to keep your training stats separate from your combat mission stats. name: string name of the campaign. reset: boolean for whether to start/reset a campaign. Example: if slmod and slmod.setCampaign then slmod.setCampaign('Training') end slmod.customStat(vars) CustomStat allows you to save anything you want that occurs within your mission to the slmod stats. It can be literally anything you want to track. The example below uses CTLD and its callbacks to add CTLD stats for a given player. vars table unit: name of unit that any client current occupying it will get the stat added to default: Default value that will be used when creating the stat, if blank it assumes it is a table nest: table of indexes within the table for where stat will be saved. HIGHLY recommended that you add some name to categorize what the stat refers to. the string 'typeName' acts as a special keyword that will be replaced by the aircraft. This is primarily used for multicrew aircraft where each pilot will get the stat in whichever seat they are in (for example: F-14B and F-14B Rio) addValue: Adds to whatever number value is stored at the table defined by nest setValue: Sets the value of whatever is stored at the table defined by nest to this. insert: Inserts this value into the end of the table defined by nest. insertAt: Can be used to define where in the table the insert value gets inserted at. ctld.addCallback(function(_args) if slmod and slmod.customStat then if _args.unit and _args.unit:getName() then local unitName = _args.unit:getName() if mist.DBs.humansByName[unitName] then local vars = {unit = unitName, default = 0, addValue =1, nest = {'CTLD', 'typeName', _args.action}} slmod.customStat(vars) end end end end) What is left to do? -Testing lots of testing. -Need to test gun kills/assists -Adding a few more stats metrics like, bounce landings (land/takeoff/land events in succession), time of when player first flew and last flew a given aircraft, if player left a slot while not damaged and in air, possibly list airfields player has used. -There have been requests to output stats or whatever else in json, I will test this out soon. Once everything is stable I will merge this into the develop branch.
  11. https://wiki.hoggitworld.com/view/DCS_func_getTemperatureAndPressure That returns the temperature and pressure value in kelvins and Pascals of a given point. Gotta convert it to hectopascals. Its the same as displaying any number value at that point. Alternatively there is a value stored in the mission file, specifically env.mission.weather.qnh.
  12. It is stuck in the loop. You need to recheck the altitude at a set time interval. Anything done with while, repeat, etc loops will just keep going until they stop and iterating takes nanoseconds per check. You can either put it in a function that gets scheduled or remove the loop and call the script via triggers. local function altCheck() local aboveSeaLevel = math.floor(Unit.getByName('gmv-1'):getPosition().p.y * 3.28084 , 0) trigger.action.outText(aboveSeaLevel, 3) if aboveSeaLevel > 7700 then timer.scheduleFunction(altCheck, {}, timer.getTime() + 1) end end altCheck()
  13. That is only for lasers you create via the Spot class. You can't get lasers any other way. It doesn't apply to lasers players, JTACs, or other entities create via avionics.
  14. Can't even do it with the scripting engine. It is something we have wanted for a while.
  15. Yes it can be enforced by a mission. In the editor, load the mission, go to the top bar under customize, and select mission options. Mission settings are weird because it saves the settings of whoever last saved the mission and the enforcement of the settings and the user setting of "use these settings for all missions" depends on how it is used. If setting is enforced it will be used for anyone who plays the mission, SP and MP. If setting not enforced in the miz it will use the mission setting OR whatever you have set usng the "use these settings for all missions" ticked.
  16. When you get the route for a given group it is a verbatim copy of the original route. What you can do is get that route, but modify it to account for the groups current location. Going by the first unit in the group is a good way to do that. local nGroup = mist.teleportToPoint(vars) naval_originalroute[1].x = nGroup.units[1].x naval_originalroute[1].y = nGroup.units[1].y mist.goRoute(naval_group_name, naval_originalroute) Might need to schedule the mist.goRoute for half a second or so after the group spawns. Sometimes the game doesnt like it when you immediately give a new task as it spawns.
  17. Finally got around to fixing a few things and merging everything back into the master branch. https://github.com/mrSkortch/MissionScriptingTools/releases/tag/4.4.90
  18. It was a bug that was present on the very outdated master branch of mist, but was fixed on the development branch. Using mist 4.4 should fix the issue. https://github.com/mrSkortch/MissionScriptingTools
  19. Finally have made some progress on the next major build of slmod, version 7.6. One of the big changes is having more detailed stats being created. Thought I'd include an example of nesting stats within weapons, assists, and listing specific stats. https://pastebin.com/wShDgA9n There will be a new setting to define where stats get stored. On older versions of slmod this was a general stat that applied to every single aircraft a player flew. So if you dropped a Mk-82 in an A-10, F-18, and F-16 all those weapon and kills stats added Player>Kills Player>Weapons On the current version it is stored nested within each aircraft Player>A-10C>Kills Player>A-10C>Weapons In the update I am working on you will have the option to store what has been killed within the weapons table. Player>A-10C>Weapons>Mk-82 As you can see from the link it is using the 3rd option. There are also 4 new entries of assists, kL, aL, and spec. Assists is just a single number value that will be added based on if the setting is enabled. Its a raw counter just like the kills, shots, hits, numHits. kL is effectively the older "kills" table that stores a list of objects by category and best attribute. aL is the same thing but for listing assists spec is a table that will store specific information for different stats. As seen here the A-10A has an ELNYA listed as an object killed by an AGm-65D. While the Su-25T has that ELNYA as an assist under FAB-100. At present the rules for an assist are pretty basic. The last person to kill a target gets the credit and TK if relevant. For each unique weapons that hits the target with given airframe will get an assist. In other words the same player can get an assist on the same target providing they are using a different weapon type OR the same weapon but with a different aircraft. Fly an A-10, bomb a bunker with Mk-82, realize that you need a bigger bomb, RTB, switch to F-18, bomb same bunker with GBU-31, and the target is destroyed. The Mk-82 dropped from the A-10 will get an assist. I need to still test what happens with gun kills/assists and especially with aircraft that carry multiple gun types. I have a few more stats to add and test before I even think about publishing this. Maybe next week if I make good progress. At minimum it'll be on its own branch separate from the develop branch at first. If you have any thoughts on these stats changes please speak up.
  20. The big thing was that they added countries to the game. While its kind of ok if some unit or weapon is missing from the database, but a missing country is a bit more catastrophic.
  21. The newer missions were helpful because I was able to delete objects to simplify the mission file while retaining the bug. After a bit of tweaking I have been able to figure out the cause and report the bug. The good news is it occurred on one test build but not another, so I hope that perhaps they can figure out what the problem is and merge a fix. I set it as a high priority because this is fairly game breaking and that they might have inadvertently fixed it on that other build. As a workaround I think if you switch them to late activation it will be fine. The cause of the problem is interest to say the least. Going bymy tests it appears that if any enemy aircraft is further than somewhere around 450km away from an uncontrolled group, that group will eventually explode. It doesn't really make any sense why. Maybe they added some garbage collection to process anything outside a given radius of active aircraft, I don't know. Suffice to say it was a real headscratcher figuring out why it was happening. Hopefully this will get fixed swiftly.
  22. Thanks, I'll investigate the multicrew stats a bit. Any odd events around the time they used their weapons? And are they able to join the server and get weapon stats in any other aircraft or the F-14 again?
  23. Any errors of note in DCS.log regarding slmod? Does it happen when both seats are used or even if its just a single pilot in the aircraft. Likewise does it track other things like flight time and shots for one/both players and just not hits/kills?
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