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TEMPEST.114

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Everything posted by TEMPEST.114

  1. Sub set to depth 24ft Sub depth 0: Did you make sure to link it to the boat unit?
  2. In the mean time can you place it on a static boat?
  3. Hi. Thanks for your response. Not at the moment; they all use my Superscript that isn't quite ready for public release - and I'm still... concerned over that, but I do have a dedicated server box, so when the scripts are ready for primetime, I can publish my mod pack and then let people loose on my server.
  4. Okay, I've not heard from you, but I've put a few hours into this for poops and giggles. Without having to resort to Hooking the server or anything, just from the DCS Scripting Environment, I'm now able to identify the Games Master (or any of the controller) slots, and I am able to send a message to that player but it appears in the CHAT WINDOW. As I'm all by my lonesome, I'm not able to test with a group of people if that message ONLY appears *which it should* to the Games Master, or if it appears for everyone *which it shouldn't*. If you want to test this out, let me know. I have a dedicated server to test this with.
  5. At the moment the only commonality between the data extracted using the net singleton and the DCS Scripting Engine is the PLAYER NAME. This means, that unless the user / mission creator is keeping track of all player names, then it's impossible to link the data from the net singleton back into the DCS Scripting Engine. e.g. There is no way to link PLAYER NAME and SLOT data back to the UNITID in the DCS Scripting Engine.
  6. Even on the beefiest rigs, having a 'full and alive' deck on the Supercarrier in Multiplayer is a frame killer. When the new Supercarrier updates come, has there been any consideration on how to address this so, especially but not exclusively, in we can have a full and alive deck without compromise? Perhaps do something special with the aircraft models when AI or STATIC so they render faster?
  7. I’ve curated a mod pack that has NEVER caused a single issue for anyone from my squadron; never has updates unless I add something. I’ve never known a gaming community so mod resistant, especially when the base game is critically lacking entire categories of assets. The missions I’ve built have been so unique and interesting because of these talented mod makers. In the sub sim community, mods are used by almost every player; here, people complain about fictional problems and imaginary issues.
  8. I find it sad that so many mission types just can't be made without 3rd party mods and yet so few mission creators seem to make use of them. Certainly far less that the users heaping praise and gratitude in the mod channels and threads. I can think of a few missions I made that were so fun, challenging and realistic, that are just impossible with vanilla DCS and it's lack of civilian aircraft, ships, vehicles and non-military animated humans. It's just a real shame I seem to be alone in this.
  9. But if you provide a download link with the mod ready for OvGME to install, doesn't that negate this problem?
  10. Well... as you asked so nicely... I don't think you are using the right trigger zones. You do understand that a moving zone is linked TO a unit? It moves WITH the unit, and you can then test to see if OTHER units enter or leave that moving zone. From your description, at the top, that's not at all what you're trying to do. As I read it, you want an AI unit to fly into a zone, and when it does you want to then trigger a new waypoint on another unit, is that right? If so you don't need a moving trigger zone at all. ETA: Yeah, I've opened your miz file (note you have two fullstops before the extension) and this is a total misunderstanding of the zones and a completely incorrect use of the Moving Trigger Zone Condition. You can't get it to be linked to the same unit that you're testing it on. That doesn't make sense. You should just use a regular trigger zone test - UNIT INSIDE ZONE. For a Moving Zone - look again at my example. It's LINKED to the LEAD UNIT, and it produces events when the WING unit flies IN AND OUT of that moving zone that is attached to the LEAD unit. See attached .miz Normandy June 44 Test Map ME File.miz
  11. Create the TRIGGERED ACTIONS for search and engage on and off. Then when you want, use SET/PUSH TASK and choose the appropriate one.
  12. Since it's no longer possible to add files into the .miz file through Windows Explorer (due to them being 'offset in the resource file' I believe), please can you add a new menu feature to the Mission Editor to bulk add 'n' number of sound and image files into the mission, which can then be addressed as normal via scripting or the PICTURE TO xxxxx via the GUI (where instead of choosing a file, you can choose from a file OR an already included file - same for SOUND TO xxxxxx). This is a real pain, loading them at mission start, one by one using NEUTRALS and the output so people don't hear the cacophony. Thanks
  13. Are they?! I've not seen any mention of this. Do you have a source? And when? Two weeks?
  14. Infantry movement is a pita. Totally borked. They get stuck in the environment too often, too spread out and lose the plot. I’ve stopped using them.
  15. The information we need is here, but it's modal and a pain to use, necessitating multiple clicks just to see the data. However, it would be cleaner an faster to make use of the space either on the right of the menu bar or in the bottom bar like this: You could even remove the modal dialog completely by doing this.
  16. I've thought of a way around this limitation but it does require the mission designer to call a function in my Superscript. Instead, it would be wonderful if there was an official script command to requestEventToFire(eventID) that we could execute that would cause the core game to fire that world.event. For ALL SP/MP's but especially on the host/server. Please consider? @Flappie @Grimes
  17. It's a feature and not really a bug... Waypoint one, one the return loop has already been passed by the unit, so unless it has Advanced Waypoint Actions to process, the unit won't travel there again. However if when it reaches it, it has an AWA to process, then it WILL continue. OR You just make a loop using 5 waypoints, with the 5th going to the 2nd and that will keep looping too.
  18. I uploaded the mission with the fix. Did you try that?
  19. @Flappie Hi. Do you know if this has been reported/recorded? I feel like it's snuck under the radar for years...
  20. It's working for me as of today... MovingZoneTest.miz
  21. Indeed. This has LONG been missing... and is much needed. So much so I've built my own version.
  22. Add a 'Go To Waypoint 2' at Waypoint 1. That fixes it. or you can add a 5th waypoint where 1 is and say go to waypoint 2. Either works. Go to Waypoint BUG FIXED.miz
  23. There is so much broken and so much more missing in DCS with regards to handling ground units - both infantry and vehicles; starting with a total lack of civilian animated human models (diplomats, hostages, bystanders, local police, swat teams etc.), pathing, routing and collision avoidance/detection and other 'realistic' behaviours that you're never going to be able to do COIN ops well. It's why a map like Afghanistan over a more 'air-warfare' orientated map was a poor choice IMHO. And why the Kiowa will probably be little more than a novelty (like the Gazelle). Personally I can't wait for the Kola Peninsula map & the like.
  24. the 60min bug is due to the decimal seconds rounding up when displayed. If I remember correctly the time has about 8 decimal places (for some unknown reason) so when displayed here it's a rounding issue in the UI.
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