-
Posts
1724 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by TEMPEST.114
-
It was already in this list. People don't search and upvote, they just keep adding it again...and again...
-
I'd added the hold task to try and get lead to stop going off on it's own. And I needed to set a high speed for timing purposes for the rest of the units. Sure, I could add a very close by initial 1 waypoint at 20mps and then go 'full throttle'. If it was that difficult and the vagaries of DCS AI are such that it's unreliable - that itself is a bug/reason it needs a *serious* re-write and fix.
- 13 replies
-
- 2
-
-
- on road
- ground units
-
(and 3 more)
Tagged with:
-
I misspoke (typed?) I mean I had them set to INITIAL west but the lead still turns EAST for no good reason. Here is the mission file with all the liveries / mods / scripting removed. AndTheHorseYouRodeInOn.miz IT DOES THE SAME STUFF; just lke I said - the liveries and the civilian car models vs ED military vehicles have NO EFFECT on the broken pathing. Nor the stupid behaviour of the first unit in ground units. I don't have a 'track' file, but if you run this multiple times you'll see it does something different every time, but always stupid (blowing up parked cars by turning away from INTIAL heading when not instructed to move) and Infantry going for walkabouts for no reason.
- 13 replies
-
- 1
-
-
- on road
- ground units
-
(and 3 more)
Tagged with:
-
You can see the single lead infantry unit spinning on its own broken away from the rest of it's stationary group, in the video at 01:46+ Yes, these are mods (liveries actually for the M4 soldiers) because DCS doesn't have civilian or police uniforms, nor does it have civilian aircraft/cars/police/unarmed units from which to build a CAS style / Rescue mission. Perhaps if DCS did, people wouldn't need mods so much to make missions that aren't just blow X up or shoot Red Y? But as they're just liveries and not anything more than that, that shouldn't discount them. I'm happy to send you the miz, but as you require all the mods to be removed then it would be pointless. I'd hoped a video capture would suffice. Although I have a convoy in another mission that uses standard DCS assets and it's doing the same craziness. And I can make another to show that the initial heading is due East along the road and yet the LEAD UNITS of both the vehicles and infantry STILL TURN AROUND AND DO STUPID STUFF by themselves, like crash into and explode DCS AI parked cars or crash into Unit 2 and 3 before facing the wrong way and stopping or walk for miles before returning and spinning on the spot... Would that help, or could you trust me on that? There is no scripting going on that's affecting these, except for the STOP and GO commands in the ME Trigger system. Why is it that the spacing we can't change for a convoy (to make them closer or further apart) but when you issues a HOLD action, then the spacing reduces a great deal? Is that a separate bug or part of the broken pathing algorithm that's already known? Because the whole thing about convoys is that for some strange reason ED forces a spacing that we have no control over and it almost always sticks to that - unless given the hold command...
- 13 replies
-
- 1
-
-
- on road
- ground units
-
(and 3 more)
Tagged with:
-
This seems to be working as of the latest beta ONLY if the trigger zone has an 'ACTION' of some kind in the mission editor e.g. set a flag or send a message etc.
-
INITIAL didn't work. Unit 1 of group still turned around drove (walked) circles around and ended up out of position and facing the wrong way (car) or walking in circles perpetually (infantry).
- 13 replies
-
- 1
-
-
- on road
- ground units
-
(and 3 more)
Tagged with:
-
What about the first unit doing stupid things? In my video you can see the first infantry goes for a walk bout and then later stands on the other side of the helo and spins in a small circle forever. That’s clearly a crazy bug. same for lead car which turns around, goes off road and drives around car 2 neither of your explanations account for this new issue since 2.8 And regardless, they shouldn’t cut across country - it’s clearly not working as not all manage it and get lost/stuck, but if they are set to 'on road', they should STAY on road.
- 13 replies
-
- 1
-
-
- on road
- ground units
-
(and 3 more)
Tagged with:
-
I have a convoy sent to ON ROAD. I am using two flags and the radio menu to stop and start them, using an advanced Trigger Action of HOLD /? with a STOP CONDITION of the GO flag being true. Nearby this convoy I have a CLIENT helo with 14 infantry spawned stationary right next to the helo for boarding. As soon as the mission starts the first unit in both groups goes for an extended walk / drive about - despite the infantry having no waypoint to go to prior to embarkation and the front car of the convoy going in circles in the opposite direction of the first waypoint. The first infantry stands on the opposite side of the helo from the stationary other 13 members of the group and runs around in a small circle forever - at least until instructed to embark. The car eventually drives towards waypoint one and the ones behind eventually get the idea to follow, but then when I issue the stop command, instead of them all stopping, they drive OFF ROAD through gardens, across railway lines and other roads that weren't on the waypoint list in order to 'stack closer' to the lead vehicle, but then they screw that up and break into about 3 groups, some not moving, some getting stuck in the scenery and some eventually getting closer to the lead vehicle than the default starting spacing forced upon us all. When you send GO again, the front ones follow the waypoint on road (mostly) but the back ones don't know what to do or where to go, eventually the start moving and then when you say stop again they cross country, through buildings, gardens, car parks and everything and again, get stuck. HOW is this correct and acceptable? If they were all set to OFF ROAD, whilst still utterly awful, going direct to 'stack up' (which they still shouldn't do) would be slightly more acceptable, but when they are constrained to 'ON ROAD' this type of behaviour shouldn't even be possible. Here is a video of it on YouTube showing just how broken and screwed up the pathing is: https://youtu.be/8H3vcy--B-g And how unreliable it is when you have a convoy and need it to stay together as it moves into the target zone. You can't even trust your units will make it there to be fighting efficient!
- 13 replies
-
- 2
-
-
- on road
- ground units
-
(and 3 more)
Tagged with:
-
Trigger when player tuned to a specific frequency?
TEMPEST.114 replied to ScopeDope's topic in Mission Editor
It's really limiting for MP Campaign / Mission designers... Grrrrr -
IC fail: /textures/ground @ d:/saved games/dcs.openbeta/mods/tech/tents/textures/tents.zip IC fail: /textures/grass @ d:/saved games/dcs.openbeta/mods/tech/mg_bunker/textures/mg_bunker.zip IC fail: /textures/white @ d:/saved games/dcs.openbeta/mods/tech/o_reis/textures Is this something that can be fixed in lau or is it a model/texture issue the mod makers have to fix?
-
Here's the crash point - does any experienced modder have any clues what TYPE of unit it's crashing on? i.e helos, ground units, aircraft etc... 022-12-19 02:37:33.686 INFO APP (Main): MissionSpawn:initScript 2022-12-19 02:37:33.686 INFO APP (Main): MissionSpawn:spawnCoalition neutrals 2022-12-19 02:37:33.686 INFO APP (Main): MissionSpawn:spawnCoalition red 2022-12-19 02:37:33.686 INFO APP (Main): MissionSpawn:spawnPlanes 81 2022-12-19 02:37:33.686 ERROR APP (Main): Error: Unit [Cessna_210N]: Corrupt damage model. 2022-12-19 02:37:33.712 INFO APP (Main): MissionSpawn:spawnHelicopters 81 2022-12-19 02:37:33.713 ERROR APP (Main): Error: Unit [UH-1H]: Corrupt damage model. 2022-12-19 02:37:33.713 INFO APP (Main): MissionSpawn:spawnVehicles 81 2022-12-19 02:37:33.860 INFO APP (Main): MissionSpawn:spawnCoalition blue 2022-12-19 02:37:33.860 INFO APP (Main): MissionSpawn:spawnPlanes 2 2022-12-19 02:37:33.860 INFO APP (Main): MissionSpawn:spawnHelicopters 2 2022-12-19 02:37:33.860 INFO APP (Main): MissionSpawn:spawnVehicles 2 2022-12-19 02:37:33.867 INFO APP (Main): MissionSpawn:spawnVehicles 80 2022-12-19 02:37:33.904 INFO EDCORE (Main): try to write dump information 2022-12-19 02:37:33.905 INFO EDCORE (Main): # -------------- 20221219-023734 -------------- 2022-12-19 02:37:33.905 INFO EDCORE (Main): DCS/2.8.1.34437 (x86_64; Windows NT 10.0.22621) 2022-12-19 02:37:33.906 INFO EDCORE (Main): D:\DCS World OpenBeta\bin\DCS.exe 2022-12-19 02:37:33.906 INFO EDCORE (Main): # C0000005 ACCESS_VIOLATION at C380434B 00:00000000 2022-12-19 02:37:33.907 INFO EDCORE (Main): SymInit: Symbol-SearchPath: '.;D:\DCS World OpenBeta;D:\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*https://msdl.microsoft.com/download/symbols;', symOptions: 528, UserName: 'elphaba' 2022-12-19 02:37:33.907 INFO EDCORE (Main): OS-Version: 10.0.22621 () 0x100-0x1 2022-12-19 02:37:34.316 INFO EDCORE (Main): 0x000000000079434B (DCS): SW + 0x35472B 2022-12-19 02:37:34.316 INFO EDCORE (Main): 0x00000000008E627D (DCS): SW + 0x4A665D 2022-12-19 02:37:34.316 INFO EDCORE (Main): 0x0000000000831FBF (DCS): SW + 0x3F239F 2022-12-19 02:37:34.317 INFO EDCORE (Main): 0x0000000000833EEA (DCS): SW + 0x3F42CA 2022-12-19 02:37:34.317 INFO EDCORE (Main): 0x0000000000810BA7 (DCS): SW + 0x3D0F87 2022-12-19 02:37:34.321 INFO EDCORE (Main): 0x00000000000892AA (edCore): Common::FSM::sendOutputSymbol_ + 0x2A 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x0000000000088C12 (edCore): Common::FSM::enterToState_ + 0xC2 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x000000000008914B (edCore): Common::FSM::onSymbol_ + 0x1FB 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x0000000000831AB5 (DCS): SW + 0x3F1E95 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x00000000007F11A4 (DCS): SW + 0x3B1584 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x00000000007F2074 (DCS): SW + 0x3B2454 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x000000000228326A (DCS): AmdPowerXpressRequestHighPerformance + 0xF56266 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x0000000000BDF652 (DCS): SW + 0x79FA32 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x000000000001244D (KERNEL32): BaseThreadInitThunk + 0x1D 2022-12-19 02:37:34.322 INFO EDCORE (Main): 0x000000000005DFB8 (ntdll): RtlUserThreadStart + 0x28 2022-12-19 02:37:34.546 INFO EDCORE (Main): Minidump created. 2022-12-19 02:37:34.546 INFO Lua::Config (Main): stack traceback: 2022-12-19 02:37:34.546 WARNING LOG (26164): 2 duplicate message(s) skipped. 2022-12-19 02:37:34.546 INFO APP (Main): enumerating loaded modules there are two corrupt damage models but one is a DCS module and the other a mod. But both errors have allegedly been there since 2.7. Seems it's crashing either during or just after spawning 80 vehicles. If it's not one of those, what does it usually spawn next?
-
as title says. There are times when debugging or just getting rid of mods when you need to open a mission and no longer have that mod anymore. Being unable to open them, even if it just flags those units as 'invalid' and wont allow the ME to save the mission until you've addressed each of the conflicting units/groups, means you're preventing us from fixing old missions or from correcting current missions when taking out certain mods.
- 3 replies
-
- 1
-
-
- missioneditor
- open
-
(and 1 more)
Tagged with:
-
as title says. Was working prior to latest 'patch'.
-
Trigger when player tuned to a specific frequency?
TEMPEST.114 replied to ScopeDope's topic in Mission Editor
What is the technical reason this won't work in CLIENT or MP servers? -
If I have a script that is loaded on mission start, can I address it directly in the messageHistory.lua with a function call to pass in the message as it's added? Or do I have to de-sanitise 'os_execute' so I can write out to a file that my script can read?
-
I have made a 'SuperMod' out of many, many individual mods. Everything was working perfectly until a) DCS 2.8 b) Civilian Navy Mod 2.0 (possibly) and c) UH-1H attachments So everyone in my sqn has been using my supermod pack and is up to date. I know the 'easy' answer is uninstall it, and create (in OVGME) each individual mod as it's own atomic mod and install them one at a time and run them for about a week before installing the next etc... BUT a) that will take until summer to get them all tested and b) almost every mission we have made uses some or all of these mods - in some cases the entire missions are based around units only available in these mods. So neither case is really optimal. So is there another way, that's perhaps a little harder, but quicker, to try and find out where the offending mod(s) is? Here's the CTD's we've been getting since 2.8 1. Entering a HUEY for the 2nd time (mission restart or die and respawn) gives an instant CTD. 2. After about 90 mins of flight time, some individual players 'hang' in multiplayer and then drop out with connection errors - this never happened before on the same servers with the same hardware and group TeamSpeak doesn't drop so it's not a connection issue. Here's a rough list of the mods: Civilian Aircraft Mod Civilian Assets Pack Nautical 2.1 Civilian Objects CLP_FSF_1_Sea_Fighter_0.9.1030 Infantry-Pilot Insurgent Pack LeRedoutable Military Aircraft Mod Supercarrier Deck Upgrade V1.0 Tech_Com_V1 Turkish Research Vessel US Infantry Pack VSN Yak-40 Liveries Atlantic Conveyor SS TicTacUFO O_reis Spec Msn Acft and Ops AI Mode v1.5.4 US-1_USCG-Kit UH1H Attachments AddOnTex Ambulance Flexcam Fuchs_WASP Helipads Hummer IX514 Landing_Truck lifeboat M16_HalfTrack M45_Quadmount Mantis MG_Bunker MG-Next Milan_Gazelle powerline_worker SAR supply_ship TANGO Tents UH-1_ext_FuelTank UH1WaterTankSystem Wolf Static_Objects European Sedan Nissan Pickup Old Generic Van UAZ-452 v1.1 ( and lots and lots of 'liveries' ) Please understand I know mods are 'buyer beware' and I'm also not laying **ANY** blame at the mod makers feet, but **IF** any or a combination of these mods are at fault because of changes ED has made to 2.8+ then I just am asking how to find that out as quickly and efficiently as possible, because testing the individual combinations of all these mods will take a lifetime.
-
As title says
-
Make the 'Do Script' window much larger in width and height.
TEMPEST.114 posted a topic in Wish List
It's a virtual text-box, why does it have to be so small that it's almost unusable for writing a short script?