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Everything posted by Kanelbolle
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I thought this one would be easy, but I need some halp!
Kanelbolle replied to Moxica's topic in Mission Editor
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Switching Smoke Makers on and off - Mission Editor
Kanelbolle replied to BuxtonHouse's topic in Mission Editor
same -
Switching Smoke Makers on and off - Mission Editor
Kanelbolle replied to BuxtonHouse's topic in Mission Editor
You can use these: https://wiki.hoggitworld.com/view/DCS_func_effectSmokeBig https://wiki.hoggitworld.com/view/DCS_func_effectSmokeStop -
SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Update v14: - Added: Save Sea/Naval units - Added : Now you can reuse group names - Added : Better logging of spawning units- 89 replies
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- save
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Hotfix on v13: - Fixed reuse of unitid's on static objects.- 89 replies
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- save
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Complete Transport and Logistics Deployment - CTLD
Kanelbolle replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Hey, search the CTLD.lua for "function ctld.spawnFOB(_country, _unitId, _point, _name)" This function is responsible for what spawns from FOB crates. -
I have not seen any options for this. But you cud just set the mission time to early morning and restart the server or mission when it hits a time.
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Anyone know of a script to select side when joining a server ? type "red" or "blue" to be able to join a side. I see allot of servers have this and it stops some of the shenanigans if you can just jump between sides. Was thinking of making one my self, but if it's out there already why spend time on something that is out there.
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
Ah.. i have not included this yet. It's a easy task to include i believe. Might include it in the next version. Personally i have not used Sea units this way.- 89 replies
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SPGG - Simple Persistent Ground Groups Script
Kanelbolle replied to Kanelbolle's topic in Mission Editor
hehe, i believe your Internet Service Provider charges you for the shipping of data- 89 replies
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Simple Persistent Ground Groups (SPGG) From the release of the "Mission State Save" functionality in "DCS 2.9.14.8222" this script is no longer maintained. SPGG is a script that uses "lfs" and “io” to save ground and Sea/Naval groups/units in the mission. The script support most of the CTLD (Complete Transport and Logistics Deployment) features. No repacking of .miz files. Saves and loads from a save file. Installation is changed, please see the installation part in the readme! Other Projects for DCS: https://github.com/AGluttonForPunishment/ My DCS Servers: https://forum.dcs.world/topic/301046-wargames-server-pvp-and-pve-campaign-servers/ MIST (optional): https://github.com/mrSkortch/MissionScriptingTools/tree/master Features: - Save all Ground and Naval units on the map in intervals or by a trigger if you want. - Saves backup files with ingame timestamps. - Support most of CTLD functionality. CTLD CompleteAASystems (Can repair SAM sites made by CTLD after mission/server restart). - CTLD FOB tables are saved (Can use any static object defined as FOB in CTLD script). - MIST is now not required to run the script. (See spgg.lua : spgg.useMIST ). - FLAG (spgginitalstart) and global script variable (spgg.initalstart) to detect if mission has loaded a save file. - Supports saving of Group and Unit Id's and reuse the id's when spawning the units. - Added spawning with selected type of livery's for ground units. Default, Desert or Winter. - Added varius LateActivated options for save and spawn. - Added support for saving CTLD crates. (Change to spgg.saveCtldCrates = true). (NEW) Does not support : - Saving of AI tasking or routes. Download Current Version : https://github.com/AGluttonForPunishment/SPGG
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Individual answer to requests it in the radio menu
Kanelbolle replied to Kleinbart's topic in Mission Editor
You could just provide the name or id of the group/unit in the function as a parameter when adding the radio command. Example: missionCommands.addCommandForGroup(groupId, 'Radio menu 1', nil , what function to run, groupname or unitname or id) the last part after "," is the parameter. You can read more here: https://wiki.hoggitworld.com/view/DCS_func_addCommandForGroup -
You can find most of what you are looking for in my script. The random zone and route: https://github.com/AGluttonForPunishment/DCS-RGC It is done with ground units, but that is not hard to change.
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CTLD Script) How do I change the angle value of SAM Site?
Kanelbolle replied to Raos's topic in Mission Editor
What do you mean angel value? Heading? when they are created? If so, there is no value in the script, but you can add it if you add it to the code of the table it is using to add the unit/group. -
Is the remove objects/trees trigger save for multiplayer
Kanelbolle replied to twistking's topic in Mission Editor
Look here, the function is bugged: https://forum.dcs.world/topic/208707-reported-remove-objects-trigger-fault/#comment-209014 Some objects and trees get remove, some don't. -
You can use MOOSE: https://github.com/FlightControl-Master/MOOSE/blob/master/Moose Development/Moose/Core/Zone.lua
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Help with MOOSE SPAWN:ParkAtAirbase()
Kanelbolle replied to Death Merchant's topic in Mission Editor
Have not used Moose, but i belive you can just put AIRBASE:GetParkingData(available) Might be (true) instead of available, since it's boolean As the last parameter if I'm reading this right ? Or you can search up that function and see the table format. Table entries: -Term_index -VTerminal pos -fDistToRW You and find the function here: https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Wrapper.Airbase.html##(AIRBASE).GetParkingData Or you can just use the function SPAWN:SpawnAtParkingSpot -
I belive the 1 client per group is used mostly because most scripts are designed to support only this.
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Improved stability and dedicated server - Discussion
Kanelbolle replied to NineLine's topic in Multiplayer
It depends on the mission and script's used by the server. In my experience the server killer is "moving" units/munitions (missiles), cluster munition and minigun's. My DCS server uses almost no CPU or RAM. Problems mostly seam to come from the netcode in DCS. (Since there is no problem with this for me in Singel player) A dedicated server do not need a GPU, you use the parameter --norender -
DCS - Random Ground Convoy (RGC) Allows you to spawn random convoys at airbases or trigger zones Allows the convoy to attack a random Airbase (with a trigger zone) or a specified Airbase or Trigger Zone. Webpage and updates: https://github.com/AGluttonForPunishment/DCS-RGC Other Projects for DCS: https://github.com/AGluttonForPunishment/ My DCS Servers: https://forum.dcs.world/topic/301046-wargames-server-pvp-and-pve-campaign-servers/ Require MIST: https://github.com/mrSkortch/MissionScriptingTools/tree/master Special thank you to : https://wiki.hoggitworld.com/ and MIST for the massive help it has been to create this script. And a special thank you to "Grimes" at the ED Forums for helping me with my first coding steps a few years ago See the example mission for how to use the script. The code is a hot mess at the moment, but it works. Guess this is what happens when you make 1 thing and you keep adding more and more parameters. Will rework it at one point. Next script will be released shortly: Hint: Persistent units with no .miz file changing between server restarts. Preview:
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What does the Hide switch do (next to follow topic)
Kanelbolle replied to Dangerzone's topic in Forum and Site Issues
nvm, i guese ill make it from scratch... -
What does the Hide switch do (next to follow topic)
Kanelbolle replied to Dangerzone's topic in Forum and Site Issues
Is there any way to get my post back if i pressed hide ? I made a new post for my new script, and it is all gone. Thought this just would hide it until i wanted to publish it. Misleading name of the check mark. -
How to create a convoy of random vehicles
Kanelbolle replied to Death Merchant's topic in Mission Editor
Almost done. Just need to test it a bit more, and run it on my WARGAMES server for a few days to see that it is working as it should. The code is a hot mess, but it seam to work. The script supports : CountryID, AttackCoalition, GroupSize, Skill, Speed, SpawnZone, AirbaseId, TargetAirbaseId, TargetZone And if you don't specify TargetAirbaseId or TargetZone it will find a enemy airbase and attack it. -
How to create a convoy of random vehicles
Kanelbolle replied to Death Merchant's topic in Mission Editor
Script is under way