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Mistermann

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Everything posted by Mistermann

  1. You may want to check out this thread and script It'll be years before anything like this is considered and added. And even then it'll be a gimp of what the community has already done. Not sure if the TIC script checks the box for what you're looking for, but its worth a shot.
  2. Just know all the voiceovers and on screen text refers to you as Hawk. You'd need to make significant changes to the mission to get Hawk replaced with Ghost
  3. Glad to help! While my technique has changed a bit over the years, this still works well.
  4. Thanks for sharing these @Devil 505. I applaud your approach to assist ED to make the best F35 as possible without crossing OPSEC lines. ED has an opportunity to do this right - especially for VR. I really hope these videos help illustrate a level of expectations we have for this module. We'll see how serious they are about creating as full fidelity an experience as possible in an open source world. I wish the devs all the best on this initiative.
  5. Regarding sounds. If multiple objects are destroyed together DCS will not optimize the sound playback so they are all heard. Sounds will step on one another and depending on timing won't achieve what you're looking for. Text to screen will work as expected however.
  6. So pay him. There's a donation link on GitHub.
  7. Those only work in SP - in case that matters.
  8. Hey @stevey666 - great job on maintaining and improving this script. I am incorporating it into everything I do and updating older missions with your work. Thank you! There's a default configuration setting ["infantry_cant_fire_health"] = 60 Does this mean when infantry group reaches 60% damage, they stop firing? Because I could also interpret that as when they receive 40% damage they stop shooting. If you could respond to these questions it'll save tons of testing. 1) What numeric value should I put into that to disable the feature? 2) What numeric value should I put into that to stop infantry from firing when they've lost 80% of their health? Thanks!!!
  9. Oh that was one helluva tribute, Devil. Nice job.
  10. Highly unlikely. Save not designed to work with scripting of any kind.
  11. I'm highly skeptical this means what we all want it to mean. When I read this I interpret it to mean there's a 3D pilot model with a fixed visor that happens to be tinted, so when you see the model from an external view there's a "tinted visor". The usability of the tinted visor in game, however, is non-existent. The tinted visor behaves the exact same way as the Hornet and Viper. Until I see ED formally demonstrate the feature we've all been asking for for years, I won't be jumping to conclusions. @Devil5O5
  12. Amen @cfrag!!! Well stated. I'd love to add more here but it'll just result in my post getting deleted, edited or worse. The gaslighting is inbound on this topic, I have no doubt. Keep up the great work. I hope the frustration doesn't crush your desire to continue being a community advocate. Seen far too many examples of ED shenanigans pushing talent away.
  13. Some may have seen Mongo's video already. Linking it here along with mine. Two different viewpoints of the same engagements.
  14. FWIW, I use MIST respawn in zone all the time in I2J. Have not seen it misbehave unless I feed it bogus data. Which is all the time as I debug my code!
  15. March 24, 2025 - **HOTFIX** I started receiving updates from the community over the weekend sharing some script crashing from MIST. I learned this morning from @Lekaa that the MIST script labeled "Latest" on github isn't actually the one to use. He pointed me to the dev branch where there's a more recent version of MIST that fixes whatever was causing the script error above. This hotfix simply replaces the MIST and does nothing else. I haven't had a chance to test this appropriately, but felt I should get this out to the community nonetheless. The new version (v2.016) is now available for download in the files section here https://www.digitalcombatsimulator.com/en/files/3342301/
  16. This is embarrassing - I wonder how many other people are using 4.5.126 because it says "Latest" on Github. Never would have thought to delve into the development branch. Thanks, Lekaa.
  17. The hotfix version - which I believe is the latest -
  18. MIST v4.5.126 Hotfix throwing error MIST Community - I have a strange error that's suddenly popping up in a mission I've had running for 6+ months on a dedicated server. Hopefully someone can help here because I don't really understand why its happening. I am what I'd call a "consumer" of MIST and not really an expert at coding/lua. Probably the worst type of "user" as I probably know enough to make presumptions and make myself dangerous. What follows is the information I've gathered in hopes of making it easier to diagnose. Thanks to anyone who attempts to follow and assist. This all started after updating to the latest DCS patch version 2.9.14.8222 MT. Not saying that's the culprit, but I am suspicious. I've also been updating my mission over time, so there's a high degree of probability that this wound is somehow self inflicted. The community started reporting this error to me over the weekend. I also had it happen on my server as well I pulled the section from DCS.LOG as well I then went to MIST to see what line 1525 was all about to see what routine it was in and how my mission might be calling it with bogus data. But, in this case, the function in question is called "addDeadObject" and is a function loaded at MIST init. Here's the function that's blowing up The other line of code mentioned in the script error is 2096. That code is below Honestly, from here, I just don't have the skills to interpret what's happening. Line 1525 is blowing up because something called "val.object" isn't valid. From there, when the code tries to set the "pos" variable with an invalid variable, the script blows up. Why this code has worked for literally MONTHS and just within the past couple of days throws errors, it a mystery to me. Any thoughts on how to correct what's going on would be greatly appreciated. Thanks!!
  19. Where are the pitchforks?!!? In all seriousness, sometimes sacrificing "realism" for the sake of gameplay is exactly what we need. Thrilled you added this feature. I can't believe I've flown it this long without realizing it was there. I can't tell you the number of times I've said to my guys, "I don't care if the real Cayuse didn't have it, I really want/need a rotor brake!".
  20. PSA: There's a rotor brake on the Cayuse Maybe this is old news to most. I just learned about this yesterday. I've been playing the Cayuse since it came out and never knew about this.
  21. Well I'll be ... Thanks Tobi!
  22. Wait..... there's a rotor brake for the mod?! Off to RTFM!
  23. Thanks! That was indeed the problem - distance between the IP and the drop point. I mistakenly thought it was the distance between WP 1 and 2. But its actually the distance between WP 2 and the bombing triangle in the ME. Most appreciated!
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