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TEMPEST.114

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Everything posted by TEMPEST.114

  1. Ha, I thought it was the TF-51 which is free I believe. Oh well. So my 'solution' wasn't what you wanted? Do you have enough now to fix it yourself or would you like more help?
  2. How fast are your tankers and are you doing circle or race-track?
  3. Firstly, have you read this? It clearly explains SWITCHED CONDITION and some of the Trigger issues you're running into. Here's what it says about the triggers you are using: SWITCHED CONDITION. The trigger will perform the set action(s) every time the trigger’s condition is checked and evaluated as true and its previous state was false. For example, such a trigger can be used to show a text message whenever a particular unit enters a trigger zone. The first time the unit enters the zone, the trigger action will be activated, because the previous check of the trigger conditions was evaluated as false (unit was not in zone). The trigger will not activate any longer as long as the unit is inside the zone, because the previous check of the trigger conditions will be evaluated as true (unit remains inside zone). However, if the unit exists the zone and then re-enters it again, the conditions will have once again switched from false to true and the trigger action will be activated. Trigger Behavior: Condition: Evaluated Continuously. Action: Repeatable, Once per condition-set changes from "False" -> "True". Actions will be performed again on the next "Switched state-change". Example: You want to perform a action each time a unit enters a zone. This differs from them "being in a zone". • Add a "SWITCHED CONDITION" trigger. • Add a "Unit in Zone" condition, select a unit and zone to check. • Add a "Message" of "A unit is trespassing our Zone!" Now each time the unit enters the Zone you will get the message Once. The unit needs to leave and reenter the Zone again to show the message again. 4. MISSION START. The trigger will only be checked at mission start. For example, if you wanted to set multiple units to a random activation, you would use this option to evaluate this condition and determine which units are included in the mission according to the set percentage. Note this part: 'The trigger will perform the set action(s) every time the trigger’s condition is checked and evaluated as true and its previous state was false.' This catches a lot of people out. Secondly, if you upload a mission, try and make sure it uses generic units everyone has, unless it's unit specific. Thirdly, your script: cm = cm or {} -- This is a pointless test, this script gets executed once and you only need to create the table cm by using cm = {} Fourthly, the Mission Start trigger to turn a flag on is unnecessary. You can just use the trigger ONCE -> TIME MORE -> FLAG ON(), but the whole 'init' variable is redundant too. Fifthly, All TRIGGERS and their CONDITIONS are tested in sequence and only when they are true are the ACTIONS performed. If the trigger is ONCE, then once the CONDITION is true and the ACTION is executed, then that entire trigger is removed from the list of triggers to process on the next loop. I believe each loop is 1 second. MISSION START is executed at mission start, obviously, but having a condition there that can fail means it won't get called again, because the trigger is only at MISSION START. You need this to load your script, but don't do any conditions or other things in it other than setup stuff, unless you can be certain those conditions are ready and set up AT mission start. You have a typo on the the flag 'show' where you refer to it later in the second switched condition multiple times as 'Show'. It is CASE SENSITIVE. Try and make your own preference and stick to it (camel case, All caps, Caps on each new Word etc), but variables Show and show are two different variables. Finally, I'm not entirely sure from your post what it is you are actually trying to achieve; I've read it multiple times and you're describing the problems your having but not what the desired goal is. So, unless I've misunderstood, you want the player to press spacebar to show a message at any point after the sound effect is played - and this would trigger your "ON" message, right? Then the player has to press the space bar to get the "OFF" message, right? If this is correct, then you don't need switched conditions at all because your player will only be doing this once, so just change the trigger types to ONCE and simplify. If I've understood your goal, this is working: TF51 - Triggers.miz If I've misunderstood, please clarify and I'll try my best to help you out again.
  4. Wow, almost like I hadn't bugged this yesterday... lol
  5. I know. That's not the point; I'm not bugging this just for the labels, but I'm also pointing out that the labels are terrible and don't help new people who are starting with the M.E. It is possible to know the answer but raise it as a problem still.
  6. This, right here, is the problem. Short-sightedness greed over long-term gains. (note: before the heavy handed people who want to ban me think I'm calling you @Pikey greedy, I'm not - I'm talking about that myopic corporate attitude). The fact there is no standardisation, little to no concern about the M.E. and the scripting engine etc, means that missions, campaigns and yes, even the 'hey buddy look at this! It's so cool! look what DCS can do??!' gets lost; purely for the shiny jangly keys of the latest module to distract the masses, even though most of them will never fully learn, master or even appreciate it before the next shiny jangly keys get dangled in their faces. The current business model has too much of a death grip on pushing out modules and not enough on fixing what is there and making the framework better for the betterment of every mission creator and scripter AND PLAYER. Because the things we scripters and mission creators could do would make missions in other games/sims look bareboned - if only we had the support of ED management. As it is we struggle and try and come up with workarounds or have to throw our lofty goals and ideas away. But look, there's another module announced. And before the fanbois start, I understand that the sim has to make money to stay in production, but the focus is wrong. Yet another early access module but the stuff we've been waiting 10 years to get fixed will never be fixed (MP world events) or we aren't told anything.
  7. Almost everything useful or cool is broken for MP. Can't get scripting engine events, can't know when a unit has tuned their radio to the right frequency etc etc etc. I guess MP just isn't important enough, esp if you go by the polls. Not everything in MP is PVP dogfights... /sigh It's not. They are two wildly separate entities. And the MP has a far worse command subset.
  8. You use OvGME and one button press toggles them off. It's ridiculously easy. And IC isn't an issue. They're just assets. But yeah, DCS needs more assets.
  9. As an idea, in the mean time, could you add a non-existent flag to the thing you want to disable in it's condition - therefore it will never be true? But great suggestion.
  10. You echo it and then in the next sentence say how you require mods for your players... /facepalm.
  11. This makes it very difficult and unnecessarily challenging when using AI units for PLAYERS to FOLLOW in close formation. Some option for specifying the MAX RATE of the turns at waypoints AND MAX FPM for change in altitude at waypoints would massively alleviate this problem. So too for change of speed, although this is less of an issue with good formation flying techniques. Thanks
  12. https://www.digitalcombatsimulator.com/upload/iblock/ed6/87v22jwd1xh51i3rgki944xsf503istq/DCS_User_Manual_EN_2020.pdf
  13. If there are 'hard' limits, then a) they should be communicated and b) the mission editor shouldn't allow you to set anything lower than those. However, I'd strongly suggest that any limits should be removed. If we want AI aircraft to fly very close (parade or aerobatic close formation) then we should be allowed to do so. These are supposed to be 80ft apart. They start that way, but immediately the AI aircraft that is FOLLOWING, spreads out, drops height and falls back into some default AI formation. Despite no formation data being specified on either aircraft. Broken Follow.miz ETA: This 'bug' or 'restriction' is present in all AI / NPC units, not just aircraft. Infantry and vehicles fall foul to this all the time.
  14. If you mean the persistent dynamic war that's been teased for years to compete with Falcon 4's war engine... then I'm sure this will be just go here bomb that, go there shoot those, fly there destroy infrastructure etc... another perpetually slow war of attrition... yawn. If you meant something else, then sorry, please explain... If it's the former, then that's all well and good for those just wanting to see explosions but the lack of other assets mean that so many other types of missions just can't be done. That's where the tiny effort usually only pre/post patch, of clicking a few buttons is involved in getting so many more varied missions that aren't just warheads on foreheads. Not to say those other mission types can't be engaging and challenging but I strongly feel so much more is lost by that being all that is catered for. I can't fly CAS for a convoy of UN Peacekeepers trying to pick up VIP civilians and get them to the airport for the C17 to carry them out before the insurgents turn up because there are literally ZERO assets for any of that. I can't intercept an airliner heading the wrong way into a red country and try and get them to change course before they get shot down, because there are NO ASSETS for that (unless every airliner is the tiny Yak-40). I can't, as I've mentioned, hold off an invading force to allow civvies to get from their homes to the airport and board one of dozens of airliners waiting to evacuate them before we're overrun... BECAUSE THERE ARE NO ASSETS. I can't do Police fugitive tracking or SAR helo rescue missions to pick up civilians from sinking boats, BECAUSE THERE ARE NO ASSETS. I can't try and pull red air from a corridor to sneak a fleet of B2B's or F117A's through to do a stealth targeted attack on a deep asset, because, you know what's coming... there are NO ASSETS for that. My Supermod pack fixes all of these type of scenarios and much more, as does my Superscript that I'm working on and have been for a few years, but vanilla DCS just can't do it. Until (IF) ED decide to prioritise adding these types of assets, and from the conversations I've had, I fear that's never going to happen unless someone makes the assets for ED (not buys or uses 3rd party mods) and gifts them to ED, then mission creators and campaign creators, like myself, are stuck because without free mods that haven't caused a problem yet, we can't create so many varied, interesting and dynamic scenarios that are just as realistic, if not MORE, than bombing the crap out of a desert country. I've thought about learning how to 3d model, just to make the assets to gift them to ED, but I'm not that talented when it comes to art stuff. I can program and code and script, but digital art is not a skill I possess. I've even asked these amazing modders that give so many hours of their lives to us for free to just add a bit more to DCS if they could do it, but alas, most of the models they use they BOUGHT the rights to use and they can't give them to ED. I've been trying for about 18 months, talking to ED and talking to modders to try and find a way around this and get these assets in for everyone and I've hit brick wall after brick wall. I know there are *some* people around here who actively dislike me despite not knowing me or understanding what I'm trying to do, but in complete honestly I've been trying and trying to make things better for everyone. And getting these type of assets into core DCS is probably the problem I've spent most time on, other than scripting to work around M.E. limitations. I just wish in the meantime I was able to convince more creators to use some of these amazing mods to make even more amazing missions.
  15. I'm trying not to bite at the deliberate provocation in your comments so I'll just say this and let's just go our separate ways as you have nothing positive to add to the poll or the topic and I thank you for most of the conversation. Just rock on over to 'subsim.com' and look at any thread. Every player uses mods, different mods for different players and play styles. Same goes with Uboat, Wolfpack, any version of ARMA MSFS [flightsim.to] (complete modded aircraft (e.g. gliders) that aren't in the MSFS marketplace but you download from a 3rd party website for free and they are more accurate than the in-game ones - I fly with a huge group of glider pilots using these, twice a week. You know how many crashes/issues are caused by them? I'll give you a hint, it's less that one and more than minus one.) etc etc etc. It's so frickin' common place there are dedicated websites (nexusmods ring a bell?) for modded content for almost any game. Hell, even Ghost Master from 25 years ago and Vampire the Masquerade STILL have thriving mod scenes that almost every new player (according to their discord servers) are told to install and shown how. So it's not *my bias* because I have EVIDENCE. TONS of evidence that modding almost any game, is far more common place than you think and the gaming community and players are benefiting from it daily. The outlier here is DCS. Now, there is an argument that the first time you have an issue people say 'disable all mods' and most of the time that doesn't fix the issue - sometimes it does, but the times is does is outweighed by the times it doesn't - go look at the modding section on this site to confirm that. But it's a lazy argument and from a tech support point of view it's the same as 'did you turn it off and on again'. It shows that they don't care to know the cause, just smash the low hanging fruit and be done. Yes DCS is a moving target and by the stars you know that the release notes don't tell the full story of what's changed and this could have a negative effect, but the beauty of OvGME is one click and all the mods are disabled, you're back to vanilla, you update, you one click enable them and if you have problems, you one click disable them and you're done. People like me who moderate and curate their mod pack do this before telling others its safe. You know how many times in 3 years I've been using any mods and had to tell people to stop using my mod pack? Zero. So the issues you raise are not based, at least with the mods I've curated, in reality, only imaginary problems. And as to why I'm doing this poll, that's patently obvious from the post itself. I won't insult your intelligence by repeating it. And I've repeated messaged Nineline, bignewy et al about having civilian airliners, ships, personnel and ground units in the game as part of it's core. That we can't do COIN or rescues with the default assets and Afghan is almost here proves the point. We can't evacuate airports with thousands of civilians fleeing a civil war whilst we hold off the horde because THERE ARE NO ASSETS for this type of mission. Mods fix that. And if people want access to my curated mod so we can make those kind of missions, I'll gladly provide it, maybe that will spur ED to do something about it. But even if they won't or it will take more time than I have left on this planet, in the mean time, it's trivially easy to use them, provide them and have mods for use in campaigns and missions - even PAID ones I'd suggest. I've yet to be convinced, and I *AM* willing to have my mind changed, by any counter argument that's been presented, because experience has shown all of those arguments to be lazy, imaginary or false. Do you think that's because no one has shown them what kind of missions and events are possible with those mods, so they don't see any value? Isn't that a complete lack of imagination?
  16. Avoid using numbers only; they are confusing to new readers and have no context to them to help with readability. You don't need a 21kb cypher to use flags. Just use words and make them description - they're just variables.
  17. Not true, at least universally. Games like the Silent Hunter series and Dangerous Waters etc. all use mods that require JSGME or OvGME etc to use and some of the mod installations require manual hacking of files and editing of settings etc. And virtually no-one plays those games without mods. I wonder if this is an age thing; kids and people under 25 using DCS who have never edited an .ini file or messed with mods, just expect games to have built-in mod support and managers etc... but those of us who've been around since the Vic20 etc are used to getting our hands dirty - although OvGME and moderated/curated mod packs, like my own, are as close to 'built-in' mod support as you can get. And cause zero problems. This reluctance is a terrible waste and a shame. And most certainly NOT universal. Virtually every game in my steam library does not have built-in mod support, but there are modders out there and with the trivially easy OvGME, most of the players, I've talked to online, are playing the modded games. DCS really is an outlier. Perhaps as @cfrag said, it's because DCS is so buggy and problematic vanilla, but that argument falls apart in the face of the mods I listed that cause zero problems and add a HUGE amount to the variety of missions and interactions possible with the sim. Still, I know logic and reason don't convince most people to change their minds - only emotion and only if they are willing (which is rare), so I won't appeal to that, I'll just hope more people respond to the poll and maybe ED will see that we need these type of assets in the core game ASAP.
  18. This isn't a factor. OvGME lets you define whatever you want, so I have a DCS CORE (main DCS install folder) and DCS SAVED GAMES (users's saved games/dcs folder) And named the mods so you always know where to put them...
  19. As @Exorcet said, flags are just VARIABLES. They have a name (anything you want - they don't have to be numbers, you can use words or a combination) and they have a VALUE. Usually that value is binary - 1 or 0 i.e. true or false. However they can also hold a numerical value - i.e. use them to count up or down e.g. a score or unit count. That's all they are. They have NO INTRINSIC MEANING. So I'd strongly recommend using words - not numbers - for your flags and using them to hold data so that other trigger conditions can use them to see if they should do something or not. e.g. flag called 'RedAirIsDead' is false (0). But when player kills that unit, you set that variable to true (1). Then another trigger condition is continually looking at 'RedAirIsDead' so that when it's true it can add a value of '1' to another flag/variable called 'BluePlayerScore'. It's just that simple. Hope this helps. There are AMAZING mods (free) and you only need OvGME to install them and they work flawlessly.
  20. Okay, if that's true, and I have no reason to disbelieve you, then it reinforces my opinion that players of DCS and people in this community are massive outliers when it comes to mods - even perfectly seasoned and benign mods like CAW/CVM/MAM... this 'resistance' is unreasonable and on top of that just reinforces that ED need to bring those mods into the game themselves. In two years of using these mods they've NEVER caused a single issue, and the benefits of them far, far outweighs the download and installation of the trivially easy OvGME. But, it sounds like you're running a large, open MP server (something I've considered but not done yet) and you have more real-world experience of getting people to be open to this issue. In that case, do you have any positive suggestions on how to 'win them over'?!
  21. No offence but that seems like a cognitive bias rather than evidence. It sounds like you're imagining issues without them actually ever having been raised by others. There seems to be a huge amount of that problem in this community.
  22. The way that DCS works is that everything exists in a huge table. That table was created in the M.E. You can't CHANGE anything that is already in the table. You can ADD to the table (i.e. spawn units) and those units/groups etc ALREADY IN the table can die etc, but you cannot change anything in the table. You can't change your livery once you're in the air, you can't change weapons once you're in the air etc. The only exceptions are the special ED screens - eg Rearm/Refuel but ED have sole control over that and nothing about it is exposed to the M.E or scripting environment. You can't add another aircraft to your group when you're on the ground via the ME or the scripting environment because the table is fixed. So, like @Tippis said; the only option is setting infinite on in the M.E or game settings BEFORE you fly, but you can't change that once the game is loaded. Or do like @Exorcet and have Air Start aircraft waiting on other slots ready to jump into after you've done with a round. That works. I had a mission in mind where you dogfight with your wing for about 30mins and you shoot real weapons at each other, but you don't die and don't lose weapons, and then after that you get tasking to a 'real' mission and then you're no longer invincible and weapons don't respawn; but it's impossible with the sim as it is. You can't toggle that stuff on and off.
  23. See my recent post. Let me know if that fixes it or I can take a look at your mission.
  24. All up to date with updates on headset and DCS. In the previous DCS releases (before the Quest 3 break from Oculus) I randomly experienced a laggy and very blocky right eye. Hard rebooting the headset did nothing; only quitting and restarting DCS fixed the issue. Now, today, I've had it happen twice. Could this please get investigated? I'm happy to help in any way, but it **is** intermittent - no idea what is causing it. It's happened in multiple aircraft, on multiple servers...
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