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Everything posted by Kanelbolle
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
There is a bug in the code, will release a fix for it shortly. Or if you are using the latest v019 you can update this line: SPGG_Save_v019.lua - Line 961 : from: return time + 3600 To: return time + spgg.Savetime- 89 replies
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Update v019: Added parameter to not use MIST: spgg.useMIST (DATA link (EPLRS) is not added to groups if this is false) Change: Static objects also uses "spgg.ReuseGroupNames" and "spgg.ReuseUnitNames" if "true" Fix: Some env.info message was not filterd if "spgg.showEnvinfo = false"- 89 replies
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Without trying to check your script if it works, you can't use "local" if you are going to pass a variable to another script... Also If you are track the time of multiple planes, you need multiple variables or an array saving the times.
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Slot not able to Spawn at airfield Parking spot
Kanelbolle replied to Kanelbolle's topic in Mission Editor Bugs
Ahh.. thx Grimes! I just added this airport and didn't even think about the resorce of the airfield. -
SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
The script saves all active and deactivated groups if you don't put them in the name excluded table. The best way to use the script is by spawning units with script. I design my mission to spawn almost all units by script. The rest is in the exclude name table and deactivated, and to spawn them I use mist to clone the deactivated group (the cloned group will be saved by spgg and not the deactivated group). To know if the group should cloned only on the first initial mission start and not on every restart i save a parameter to a file to keep track of if it is a restart or a initial start of the mission. In the next version I will add a parameter to select if you want to exclude all deactivated group to make it more friendly to non scripted groups.- 89 replies
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Hei, i have a large mission that i add new player slots to when new modules are released. The mission is on the Syria on the airfield "Rene Mouawad" in this case. Just recently some slots does not work if the plane is set to "From Parking Area Hot" does not spawn. I have removed everything from the mission but 2 slots and the slot still does not work. When you select the slot at "Rene Mouawad" you get spawned as a spectator. If you change the slot to "From Ground HOT" it will spawn. If you spawn on the other slot it will spawn you to the plane also. If i create a new mission from the editor and set a spawning plane on the same spot, it also spawns correctly. I do not know what the bug here is and i have tried to replicate it in other missions and compared to mission files to see what is different, to find the cause. Making the original mission from scratch would minimum take a week of work, so i hope this bug can be looked at. I have attached the track file. Client-can_not_spawn_parked_example.trk
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
No worries The spawn commands are separate to allow the mission maker to chose when and what to spawn.- 89 replies
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Are you running the spawn commands in a "Do script" after time more (30) ? Example: spgg.spawnBlueGroundGroup() spgg.spawnRedGroundGroup() spgg.spawnBlueStaticObject() spgg.spawnRedStaticObject() spgg.spawnBlueSeaGroup() spgg.spawnRedSeaGroup() spgg.findAndAddSamSystems() If so, have you checked the log file if there is any errors ? And did you check the example mission provided in the .zip file to see if you have added the script and commands correctly ?- 89 replies
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
This was to avoid CTLD from creating the same unit with the same name after a restart, since the group and unit id might not line up with the name. You can reuse the original unit and group names by changing the settings. Settings in SPGG.lua : - spgg.Savetime : How many minutes between the scheduled saving of units runs. - spgg.ReuseGroupNames : Uses the original group names - Values true or false. - spgg.ReuseUnitNames : Uses the original unit names - Values true or false. - _ShowEnvinfo : Shows information in dcs.log about events - Values true or false. - env.setErrorMessageBoxEnabled : Regular DCS error dialog that will pause dcs.- 89 replies
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Update v017: Added: Saving of CTLD FOB and logistic table to support saving of any FOB type that you have selected in CTLD. Added: New function to clear/empty the save file See readme how to add function: spgg.clearSavefile() Change: Now support any type of static object by type name. (Before every static object whould become a FOB) Change: Changed name of save function and spawn functions (see readme) Old save files will not create FOB's for CTLD. (See example save file to see format of logistic/FOB saving table)- 89 replies
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It does not interact with any base capture events. It simply spawns back units that are alive back where they where when it was saved. There are filters by name to exclude units you do not want it to save. (Example a aircraft carrier should not be saved if there are spawn slots on it)
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Not sure what is wrong with this script, but it has not been updated in over 2 years. You are welcome to try my script: https://github.com/AGluttonForPunishment/SPGG Saves Land, Static and Sea groups. And supports CTLD.
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See here: https://wiki.hoggitworld.com/view/DCS_func_markToAll or use triggers in ME: ONCE > UNIT INSIDE ZONE > MARK ADD
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Here is a example i posted before, please use the search up in the right before posting.
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Update v016: Added: Saving of CTLD Samsite table to support repair of samsites after mission/server restart. See readme how to add function: spgg.findAndAddSamSystems() FIX: Difference in code for blue and red spawn.- 89 replies
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Update v016 is under testing with possibility for CTLD SAM sites with repair crates to be repaired. There is limitations to this. 1. You can build a SAM site restart the mission/server and repair it with the number of units alive when SPGG saved. 2. If units are dead when SPGG saves the SAM site and you restart the server. You can only repair the units that was saved alive. Example: BUK site has 3 launchers, 1 CP and 1 Radar. If 1 Launcher is killed during the mission, you can repair the BUK site with all the Launchers. But it you do not repair it and the mission/server restart with that 1 launcher dead, it will only have 2 Launchers after this point. After server restart and all units was alive. 1 unit is killed and repaired:- 89 replies
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You can use the search up on the right on the page, here is the direct link: https://wiki.hoggitworld.com/view/DCS_func_addCommandForGroup You can example use "world.event.S_EVENT_BIRTH" to add the menu to every unit that spawns. (There are other ways, but i like to use this) https://wiki.hoggitworld.com/view/DCS_event_birth This uses event handler: https://wiki.hoggitworld.com/view/DCS_func_addEventHandler
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As far as i know you can't. The info group, unit or player is added to the menu item when you add the menu item to the player/group. Example: missionCommands.addCommandForGroup(BIRTHgroupId, 'Send JTAC Drone to my location!', rootMenu , addjtacdrone, BIRTHgroupname) BIRTHgroupname is the Group name of the group that receives this menu item, and is passed as a argument to the function "addjtacdrone"
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Update v015: Added: Reuse of Unit names for Land and Sea units. Added: Saving of category for Static Objects.- 89 replies
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Spawning player unit with random properties [MOOSE]
Kanelbolle replied to Scifer's topic in Mission Editor
I have not seen anything suggesting that there is any support for this in DCS. Player slots can't be made or moved after mission start.- 3 replies
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Yes, you just change the file name in the SPGG.lua : _PersistentGroupsSaveFilename = "SPGG_savefile.lua" to what ever: _PersistentGroupsSaveFilename = "whatyouwant.lua" but if you are running multi instances the script need to be in the "Script" folder for each instance, so not really necessary to change it.- 89 replies
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Only thing i can think of is that you place a sam outside of a trigger zone. Make it shoot at planes in a trigger zone and use "function trigger.action.explosion(table vec3 , number power )" to explode the weapons entering the zone or just use a imortal plane for it to shoot at.