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TracerFacer

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  1. Here's a link. https://www.dropbox.com/s/oqj4gr28nx13ohd/F99TH_WWII-Blockade%20of%20Bayeux.miz?dl=0 Appreciate the help. I'm sure it's something stupid I missing..
  2. What is really weird, is I can create a new mission, and make it work every time. But when I try to do the same thing in the mission I want to actually use it in.. it just doesn't do anything.. no errors.. and no FLAK. Tried turning on the debug feature.. where does this get logged? I can't see that it does anything.
  3. I'm having the exact same issue! It's driving me nuts. I've wasted so many hours today starting and stopping DCS to test it. Nothing I do is working! I've used this script before. The example script in this thread works perfectly. And I even got it to work - ONE TIME - then it stopped and I haven't been able to get it to work the rest of the day. Crazy..
  4. Yes... I activate the "late activate" groups, then try to ctld extract them via ctld extract commands. This does not happen to groups not marked as late activation.
  5. With a bit of tweaking on the initial amounts, I have it working the way I want. Thanks for the help and the additional info.
  6. I am having an interesting little issue with the extratable groups.. I have a bunch of tank groups marked as Late Activation.. that are also "extratable" via CTLD.. I'm noticing some strange behavior. 1. When you extract them - the group doesn't disappear. 2. Deploy them right after you extract them - a NEW group of tanks pops up, with the original still there. 3. Extract again - the NEW group disappears - original group still there. 4. Deploy again - the NEW group re-appears - original group still there. * now the kicker * 5. Drive NEW group a distance away so that you can't extract them... 6. Extract again - you get a new group.. 7. Drive that NEW group a distance away.. 8. Extract again.. you get a new group.. 9. Drive them away.. 10. Extract again.. you get a new group.. Wash rinse repeat..
  7. I'm trying to setup a radio transmission trigger for a zone. I've done it before.. But recently the "Radio Transmission" Action item disappears from the trigger after you finish editing/saving. Open the trigger back up and the action is gone. But if you open the .miz file, the audio file that you attached earlier to the trigger is still part of the mission file, just not in the trigger. If that happened to be the only action item in the trigger, the entire trigger is not saved. If there were more action items in the trigger, they would all still be there.
  8. think that might have done the trick shadoh!
  9. So.. about 2 miles is as far as I can get away from the base. Past that.. I start getting messages about resources being sent / delivered - but I still can't rearm the plane.. From what I've been reading, the whole resource manager thing isn't even implemented. So not sure the speed thing even works. does it? Beyond 2-3 miles.. it doesn't matter what any of the settings are set at.. it don't work.
  10. even 5 miles away .. it's not working..
  11. Thanks for the reply.. I have 4 warehouses.. from 20-45 miles from the airfield. I've set the speed (didn't notice that before, thx ) to max.. 541... and the time to 5 mins.. how long should I have to wait after starting the mission .. so far after 30 mins.. I can't load the weapons that are in the warehouses..
  12. ahh..seems to be a distance thing.. It's got to be right on the airfield for this to work.. Put it to far away, and it breaks.. What are the rules surrounding the warehouse distances? I don't want them on the base. I want them somewhere else completely and I seem to be hitting some game mechanic...
  13. I have an airfield where I've taken away all of the guided bombs.. I've linked that to a warehouse that is unlimited.. how come I can't load guided bombs at the airfield? The idea being that at the beginning of the mission guided bombs are available. If the warehouse is destroyed, no more guided weapons.. Seems simple enough, but I can't seem to get this to work..
  14. no one else has tried to do this?
  15. thanks so much for this! Running on two instances and aside from what has already been reported, working great!
  16. I have a simple trigger to block slots at bases that I do not own.. i.e. CONTINUOUS ACTION --> RED OWNS CREECH --> DEACTIVATE GROUP (blue plane at creech) This works perfectly in both SP and MP modes - UNTIL - I load the mission on a dedicated server. Once I do that, and connect remotely as the client.. the slot is no longer blocked. The trigger conditions are still met, but the actual DEACTIVATE GROUP function doesn't work for the player. Am I doing something wrong? I also have a script (not mine) that blocked slots on airfields you do not own, but it also no longer works. It blows up on line 13 and I haven't been able to figure out why or contact the original author.
  17. We keep losing the ability to interact with the CTLD menu. After the game has been running for awhile and there are a lot of players, the CTLD menu stops responding. Getting stuck on the last menu item. Weather it's picking up or dropping troops, crates, etc. doesn't matter. The last menu item doesn't work after awhile. Sometimes restarting your client will fix it for awhile.. but tonight, no matter what I did.. the menu stopped working and would not start again until the server was restarted. Any ideas?
  18. Wow, that was it! thank you so much! :thumbup:
  19. attachments attached this time ;) DCS-Crash-20150811-023526.zip
  20. After tonight's patch, my game crashes when starting. Log and crash dumps attached. I can't play single or multiplayer. Crashes almost immediately. === Log opened UTC 2015-08-21 02:45:50 00000.000 INFO EDCORE: createSerialQueue IOQueue 00000.061 INFO VFS: Using 'Saved Games': "Z:\Users\Saved Games" 00000.061 INFO DCS: DCS/1.2.16.43180 (x86_64; Windows/6.2.9200) 00000.065 INFO EDCORE: (dDispatcher)enterToState_:0 00000.068 INFO Dispatcher: 2015/8/20 21:45 V1411061313 00000.077 INFO INPUT: Device created Mouse 00000.077 INFO INPUT: Device created Keyboard 00000.078 INFO INPUT: Device created Saitek Pro Flight Rudder Pedals {8E848730-B2F1-11e4-8008-444553540000} 00000.078 INFO INPUT: Joystick created[saitek Pro Flight Rudder Pedals {8E848730-B2F1-11e4-8008-444553540000}], ForceFeedBack: no 00000.086 INFO INPUT: Device created Saitek Pro Flight X-55 Rhino Throttle {8E7DD070-B2F1-11e4-8004-444553540000} 00000.086 INFO INPUT: Joystick created[saitek Pro Flight X-55 Rhino Throttle {8E7DD070-B2F1-11e4-8004-444553540000}], ForceFeedBack: no 00000.096 INFO INPUT: Device created Saitek Pro Flight X-55 Rhino Stick {8E848730-B2F1-11e4-800E-444553540000} 00000.096 INFO INPUT: Joystick created[saitek Pro Flight X-55 Rhino Stick {8E848730-B2F1-11e4-800E-444553540000}], ForceFeedBack: no 00000.115 INFO NET: events.lua loaded 00000.116 WARNING LOG: 1 duplicate message(s) skipped. 00000.116 INFO NET: loading ./Scripts/net/default.cfg : OK 00000.116 INFO NET: loading Z:\Users\Saved Games\DCS\Config/network.cfg : OK 00000.116 INFO NET: loading ./Scripts/net/net_types.lua : OK 00000.116 INFO NET: default_conn is 4 00000.155 INFO SOUND: loaded 944 sdefs from "sounds\sdef" 00000.157 INFO SOUND: XAudio2: Using device ID:'{0.0.0.00000000}.{57d5a4e5-0d77-409d-82a6-9bbba0fc490a}' Name:'Speakers (3- Logitech G930 Headset)', channels: 8 00000.157 INFO SOUND: XAudio2: channel layout: FrontLeft FrontRight FrontCenter LowFrequency BackLeft BackRight SideLeft SideRight 00000.161 INFO SOUND: Using SSE FTZ/DAZ mode. 00000.262 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/C-101/entry.lua 00000.263 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/C-101/C-101.lua 00000.263 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/C-101/Views.lua 00000.263 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/F-86/entry.lua 00000.264 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/F-86/F-86.lua 00000.264 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/F-86/Views.lua 00000.264 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/Hawk/entry.lua 00000.265 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/Hawk/Hawk.lua 00000.265 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/Hawk/Views.lua 00000.265 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/MiG-15bis/entry.lua 00000.266 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/MiG-15bis/MiG-15bis.lua 00000.267 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/MiG-21BIS/entry.lua 00000.267 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/MiG-21BIS/Entry/Aw 00000.269 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/MiG-21BIS/Entry/Am 00000.270 UNKNOWN WinMain: MOD loading: ./CoreMods/aircraft/MQ-9 Reaper/entry.lua 00000.270 UNKNOWN WinMain: MOD loading: ./CoreMods/WWII Units/entry.lua 00000.270 UNKNOWN WinMain: MOD loading: ./CoreMods/WWII Units/Weapons.lua 00000.271 UNKNOWN WinMain: MOD loading: ./CoreMods/WWII Units/FW-190D9.lua 00000.271 UNKNOWN WinMain: MOD loading: ./CoreMods/WWII Units/Views.lua 00000.272 UNKNOWN WinMain: MOD loading: ./CoreMods/WWII Units/Bf-109K-4.lua 00000.272 UNKNOWN WinMain: MOD loading: ./CoreMods/WWII Units/Views.lua 00000.272 UNKNOWN WinMain: MOD loading: ./mods/tech/CombinedArms/entry.lua 00000.272 UNKNOWN WinMain: MOD loading: ./mods/aircraft/A-10C/entry.lua 00000.272 UNKNOWN WinMain: MOD loading: ./mods/aircraft/C-101/entry.lua 00000.272 UNKNOWN WinMain: MOD loading: ./mods/aircraft/C-101/Views.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/F-15C/entry.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/F-15C/FM/F15/config.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/F-86/entry.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/F-86/FM/config.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Flaming Cliffs/entry.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Flaming Cliffs/FM/F15/config.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Hawk/entry.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Hawk/Views.lua 00000.273 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Ka-50/entry.lua 00000.274 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Mi-8MTV2/entry.lua 00000.274 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Mi-8MTV2/Views.lua 00000.274 UNKNOWN WinMain: MOD loading: ./mods/aircraft/MiG-15bis/entry.lua 00000.274 UNKNOWN WinMain: MOD loading: ./mods/aircraft/MiG-15bis/FM/config.lua 00000.274 UNKNOWN WinMain: MOD loading: ./mods/aircraft/MiG-15bis/Views.lua 00000.274 UNKNOWN WinMain: MOD loading: ./mods/aircraft/MIG-21bis/entry.lua 00000.274 UNKNOWN WinMain: MOD loading: ./mods/aircraft/MIG-21bis/Entry/Hs 00000.274 UNKNOWN WinMain: MOD loading: ./mods/aircraft/MIG-21bis/Entry/03_Views.lua 00000.275 UNKNOWN WinMain: MOD loading: ./mods/aircraft/P-51D/entry.lua 00000.275 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Su-25T/entry.lua 00000.275 UNKNOWN WinMain: MOD loading: ./mods/aircraft/TF-51D/entry.lua 00000.275 UNKNOWN WinMain: MOD loading: ./mods/aircraft/TF-51D/TF-51D.lua 00000.276 UNKNOWN WinMain: MOD loading: ./mods/aircraft/TF-51D/Views.lua 00000.276 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Uh-1H/entry.lua 00000.276 UNKNOWN WinMain: MOD loading: ./mods/aircraft/Uh-1H/Views.lua 00000.276 UNKNOWN WinMain: MOD loading: ./DemoMods/tech/CombinedArms/entry.lua 00000.276 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/A-10A/entry.lua 00000.276 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/A-10C/entry.lua 00000.276 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/Bf-109K-4/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/C-101/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/F-15C/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/F-86/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/Flaming Cliffs/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/FW-190D9/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/Hawk/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/Ka-50/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/Mi-8MTV2/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/MiG-15bis/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/MiG-21BIS/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/P-51D/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/Su-25A/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/Su-27/entry.lua 00000.277 UNKNOWN WinMain: MOD loading: ./DemoMods/aircraft/Uh-1H/entry.lua 00000.277 UNKNOWN WinMain: PLUGINS START------------------------------------------------- 00000.277 UNKNOWN WinMain: plugin: C-101 Aviojet by AvioDev applied 00000.278 UNKNOWN WinMain: plugin: F-86F Sabre AI by Eagle Dynamics applied 00000.278 UNKNOWN WinMain: plugin: Hawk T.1A AI by VEAO Simulations applied 00000.278 UNKNOWN WinMain: plugin: MiG-15bis AI by Eagle Dynamics applied 00000.278 UNKNOWN WinMain: plugin: MiG-21Bis AI by Leatherneck Simulations applied 00000.280 UNKNOWN WinMain: plugin: World War II AI Units by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: Combined Arms by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: A-10C Warthog by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: C-101 Aviojet applied 00000.280 UNKNOWN WinMain: plugin: F-15C skipped, not authorized 00000.280 UNKNOWN WinMain: plugin: F-86F Sabre by Belsimtek applied 00000.280 UNKNOWN WinMain: plugin: Flaming Cliffs by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: Hawk T.1A by VEAO Simulations applied 00000.280 UNKNOWN WinMain: plugin: Ka-50 Black Shark by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: Mi-8MTV2 Hip by Belsimtek applied 00000.280 UNKNOWN WinMain: plugin: MiG-15bis by Belsimtek applied 00000.280 UNKNOWN WinMain: plugin: MiG-21Bis by Leatherneck Simulations applied 00000.280 UNKNOWN WinMain: plugin: P-51D Mustang by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: Su-25T by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: TF-51D Mustang by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: UH-1H Huey by Belsimtek applied 00000.280 UNKNOWN WinMain: plugin: A-10A by Eagle Dynamics disabled by Flaming Cliffs by Eagle Dynamics 00000.280 UNKNOWN WinMain: plugin: Bf 109 K-4 by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: FW-190D9 Dora by Eagle Dynamics applied 00000.280 UNKNOWN WinMain: plugin: Su-25A by Eagle Dynamics disabled by Flaming Cliffs by Eagle Dynamics 00000.280 UNKNOWN WinMain: plugin: Su-27 Flanker by Eagle Dynamics disabled by Flaming Cliffs by Eagle Dynamics 00000.280 UNKNOWN WinMain: PLUGINS DONE-------------------------------------------------- 00000.282 UNKNOWN WinMain: ./MissionEditor/data/scripts/unitsclasses.lua loaded 00000.283 UNKNOWN WinMain: ./MissionEditor/data/NewMap/classifier.lua loaded 00025.402 INFO SOUND: loaded 0 sdefs from "z:\users\saved games\dcs\sounds\sdef" 00025.402 INFO DXRENDERER: Creating Resource "Unicode" of type 5
  21. Yeah, I can't get it to duplicate alone. When on a MP server, it seems that it's a combination of having troops on board, and the sling load.. Logs attached. s77th-ctld-crash.zip
  22. New Crash Report: 1. Pick up any sling load in either helo. 2. Lift off... 3. Crash the helo on purpose.. 4. Server crashes. Basically anytime a helo player crashes/gets killed AND he is carrying a sling load (does not matter type) - the server will crash. Using newest version at the time of this post.
  23. Sling Load Cargo and Trigger Zones Hello.. thank you for the CTLD script. Awesome Job! It's making a huge difference already in how we make our maps and it really gives the Helo's a reason to use the sling loads! After digging through the script to see how things worked.. I was inspired.. I've managed to create 2 functions based off of 2 functions that were present in the CTLD script, that when used in combination with a couple ME triggers & zones ... we can get the sling loads to know they are in a trigger zone.. and react accordingly. For example.. we want to activate a group of artillery units after the 4 sling loads have been dropped off in a zone. Something that used to work, but has been broke for a long time.. There is probably a more graceful way of doing this. But my skills/time are limited. I submit to you all for review/comments/someone takes the ball and runs with it. Things I've noted and would like to change.. but I'm dumb and can't figure it out :) It does not care if cargo is damaged It does not care if the cargo is on the ground or in the air still.. if it's in the zone.. bam.. it counts. It does not care about coalition. Red cargo could flip a blue trigger. Here is the mission I've been using this in. You can extract the lua file from it or use the code snippet below: https://dl.dropboxusercontent.com/u/41059597/S77TH_Ticket%20to%20the%20Dam-CTLD.miz Here it is.. -- Load after CTLD -- You will need several triggers to get this to work. -- A Trigger with - Multiple Actions - for every zone you want to monitor. Pass 3 values. Zone Name. Number of Crates to bring to zone. User Flag to set to 1) --CONTINOUSE ACTION --> TIME MORE 30 --> DO SCRIPT --> ctld.CheckZone4Crates("MyZoneName-1", 4, 567) ---------------------------------------> DO SCRIPT --> ctld.CheckZone4Crates("MyZoneName-2", 6, 568) -- Another Trigger for each flag that gets flipped.. --ONCE --> FLAG 567 = 1 --> ACTIVATE GROUP xx --ONCE --> FLAG 568 = 1 --> ACTIVATE GROUP xx function ctld.checkZone4Crates(_ZoneName,_cratesWanted,_userFlag) --trigger.action.outText(_ZoneName .. " " .. _cratesWanted .. " " .. _userFlag, 1) local _crateCount = 0 --How many crates have we found in the zone. local _ZonePos = mist.utils.zoneToVec3(_ZoneName) local _crates = ctld.getCratesAndDistance4Zone(_ZonePos) for _, _crate in pairs(_crates) do if _crate.dist < 1000 then _crateCount = _crateCount + 1 end end -- If we found enough crates set the user flag from the ME to 1 if _crateCount >= _cratesWanted then trigger.action.setUserFlag(_userFlag, 1) end end function ctld.getCratesAndDistance4Zone(_ZonePos) local _crates = {} function merge(t1, t2) for k, v in pairs(t2) do if (type(v) == "table") and (type(t1[k] or false) == "table") then merge(t1[k], t2[k]) else t1[k] = v end end return t1 end local _allCrates = merge(ctld.spawnedCratesBLUE, ctld.spawnedCratesRED) --local _allCrates = ctld.spawnedCratesBLUE for _crateName, _details in pairs(_allCrates) do --get crate local _crate = StaticObject.getByName(_crateName) --in air seems buggy with crates so if in air is true, get the height above ground and the speed magnitude if _crate ~= nil and _crate:getLife() > 0 and (_crate:inAir() == false or (land.getHeight(_crate:getPoint()) < 200 and mist.vec.mag(_crate:getVelocity()) < 1.0 )) then local _dist = ctld.getDistance(_crate:getPoint(), _ZonePos) local _crateDetails = { crateUnit = _crate, dist = _dist, details = _details } table.insert(_crates, _crateDetails) end end return _crates end
  24. except now I actually can't get it to do anything in my own mission... do I have the entire script extracted from the mission file correctly? (attached).. I put it in a do script file instead, but it appears to do nothing. No errors, no ship, no messages.. AbandonShip.lua
  25. ED: Everything working nicely the past few days.. thanks for fixing this one! Jeffdude: no the cargo's do not respond to triggers anymore. They used to.. hope they get it fixed one day soon.. lots of fun to be had and tasks to be made for the huey's once this feature is working again.
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