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OzDeaDMeaT

ED Closed Beta Testers Team
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Everything posted by OzDeaDMeaT

  1. Can we please have a complete UI overhaul for the Combined Arms User Interface. It is clunky, requires 'tricks' to get basic functionality to work and is very limited in working functionality. If feels like it has slipped into disrepair almost immediately after launch. Please give this module some love, it has so much potential to be awesome.
  2. Would love that option to be togglable as it is great for mission planning but looks terrible otherwise. +1
  3. I am trying to automate unit placement on DCS maps and I am continually met with the same issue across all of the terrains. I can check for buildings, etc when placing a unit, but I can not check for trees or bushes. Here is a basic run down of what I am trying to do. This is the location checklist executed every time a unit is going to be placed. 1. Is the terrain flat or near flat (i.e. not a cliff) 2. Is the location NOT in a building or object. (was hoping this element would work for trees etc) 3. Is the location surface land.SurfaceType.LAND What I am getting is units NOT spawning in buildings (good thing) but units spawning all throughout forested areas, sometimes HEAVILY forested areas. Now there is an element of realism to be found by parking tanks under trees etc, but it does negatively affect the userbase playing the missions as they need to look for hours to find a single target. What I am hoping for is for someone to tell me if there is a way at all to tell the game to not consider locations under tree cover as viable spawn locations. Ideally there would be a way to make other terrain SurfaceTypes like Forest, Heavy Forest, swamp etc etc like terrain developers have access to while generating terrains (I have some professional experience in Terrain development) and making those terrain types available to us scripters and mission makers through the Mission Scripting Environment API so we can better distinguish where we want units to spawn. Any help or clarification would be greatly appreciated and if there is no way to do this currently, I hope that we can start a discussion with ED to make the DCS API's more powerful for us scripters.
  4. Is there a way to transmit audio that isnt part of the miz file? Say through SRS? All good, found it here https://github.com/ciribob/DCS-SimpleTextToSpeech
  5. Hey mate, So definition of ports for your various instances of a DCS server are done via the server profile. When you run a server with a -w in your Saved Games it will create a folder of that name. So for your example, there should be a folder called "DCS.server1". You put your configuration into that folder for that instances ports. If you have any further questions hit me up on the ED Discord or the Hoggit Discord and I can hopefully clear up any additional questions you have.
  6. In all these years, it really hasnt changed that much.
  7. How many people need to be on the server for it to crash it? I have had 6 people on my server running the junk removal and it handled it fine.
  8. Awesome function mate. Is there a removeZone as well? Also, what is "SSE"?
  9. @Jakko For the stable version it is referred to as @dcs_server.release @BIGNEWY Can we also add that @dcs_server.release to the original post? Also, might be worth mentioning the --quiet option as its quite handy for people to be able to script automated updates. I got that info from the ED Discord when I was asking about the modular server install.
  10. Dead link
  11. Github link appears to be dead. Would love to take a look at that script.
  12. Does the terrain module below do the Normandy 2 terrain or just the Original Normandy map? Normandy 1944 NORMANDY_terrain
  13. In the latest patch (2.8.8.43704) getCallsign no longer returns the callsign for UAV's, Tankers or AI Air units. AWACS still seem to return a callsign Open the mission file Look at logs, script runs after 1 second after mission start and shows player, AWACS callsigns but not Tanker and UAV callsigns as well as an AI F117. getCallsignBugged.miz
  14. Almost 2 years on, has anyone actually gotten clarity if the Voice Port is the same for all instances of DCS running on a server?
  15. I get a crash when I select the Graphics Preset Editor
  16. Its a MASSIVE addition to the game. Complete game changer to the logistics of DCS.
  17. Can we refer to FARPs with these commands as well?
  18. This code does not appear to work any longer.
  19. The new updater looks awesome. Is there a beta we can get involved in to provide bug reports and feedback?
  20. Is there a set of instructions on how to get a Varjo Aero working with DCS. I tried OpenXR (following the instructions above) and i end up with a white screen and no picture in the VR headset (with the --force_OpenXR switch on the bin-mt\dcs.exe shortcut). When I try and use SteamVR it feels like I am looking at a computer screen in VR and if I look at it for too long i feel violently ill. 1. Do I need to install anything specific for OpenXR to work? 2. I have installed OpenXR Toolkit, is there anything it can do to get rid of the white screen? 3. If I am forced to use SteamVR, how do I disable the flatscreen effect as the headset is unusable with the display working in its default configuration. FYI, trying to use Option C listed in the first Post, without the wrapper with the Multi-threading dcs.exe
  21. It is coming up to 3 years since this was announced. Can we get a definitive update please ED?
  22. @GrimesHow do I pass a flag a string value?
  23. It is so annoying that they didnt implement the ability to load a mission file from the Mission Scripting Environment.
  24. Opening up the API can ONLY be a good thing for DCS. I dont agree with the make the mission editor stand alone, sounds like more code that would need to be managed to me. But I am 100% behind making more features from the Mission Editor more accessible from the Mission Scripting Environment (MSE) API. They did some good work recently adding a bunch of the Net API stuff to the MSE.
  25. Could we please have all the available actions in the DCS Mission Editor be available in the MSE API please? Specifically I would like the load_mission and the ability to update the briefing as a mission evolves without the need to have 100's of triggers that could easily be done programmatically from a script.
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