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Everything posted by Mirknir
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In Skynet v2.1.3 Tweaked: Conflict Zone Feedback 'You are entering the conflict zone' popup will now be voiced by Skynet after the usual bip I hope this will put more emphasis of the potential danger ahead Automatic and manually-requested conflict zone reports will now use the same bip tone sound
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In Map v5.4.5 Removed: Tbilisi Infiltration Objective This objective was rarely played by people so it's gone Imperialist dawgs are thus retreating from Tbilisi creating the following new objective... Added: Tbilisi Evacuation Objective Under the might of motherland, the beer drinkers are evacuating their positions in Tbilisi The CIA has established a small base on the bank of Mtkvari river and are "covertly" extracting assets and materials using civilian ships Pack-up all the vodka you need and go ruin their foolish escape attempt!
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Your Dynamic Weather in Open Conflict Are you guys good at creating dynamic weather that doesn't suck or put a cloud ceiling at 500ft with random winds that don't match any runway global direction? Congratulations! You are better than me :thumbup: If you want, you can PM me your dynamic weather pattern so I can test them and integrate them in some OC session! The patterns are saved here: X:\Users\Su27Lover\Saved Games\DCS.server\MissionEditor\weather\dynamic Here is some guidelines I use for the server / the server's weather: It's a server for every aircrafts so helicopters need to be able to fly Extreme anything is usually a bad idea Red/Blue protected area is for training so the weather there needs to be new player friendly Stuff in conflict zone can be a bit more challenging in term of required player skills Snow precipitation is ok but too much seems to be bad for some player framerates Too low cloud ceiling can prevent attackers from having fun
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In Skynet v2.1.2 Skynet now tracks what missile is fired at whom, not anymore just friendly fired missiles. With this, I can add the concept of being attacked/engaged by someone and thus, the following features: Added: Combat log will now display player crashes while engaged If an unit crashes, ejects, disconnects or logs out while being fired upon with missiles, last attacker will get the kill credit (within a time limit) Log message will be something like this: Mirknir ◆ Crashed ◆ Engaged by Su27 AI Victim will receive a death message, something like that: You've crashed while engaged by: ◆ Attacker: AI ◆ Attacker Unit: Su27 ◆ Attacker Weapon: R27ER ◆ Your Unit: Su27 Added: Stat entries that count the number of missiles fired at you PvP and PvE missiles are in separate categories Stats popup text has been slightly reworked I will keep on monitoring the combat logs and check for missing or wrongly computed information!
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In Skynet v2.1.1 Fixed: Player could be considered killed when he disconnects, even after rejoining an airport Reported by Vyrtuoz When a player lands and parks on a home base, the registered hits he received will be reset. Without hit registered, if he logs out, goes spectator or change coalition, his unit will just be considered ended, not killed. Added: Green smoke added near safehouse in rescue point Suggested by LimaSierra In Map v5.4.3 Updated: Every rescue point now have a safehouse model Model used is 'outpost'
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Also Server has been updated to: DCS 1.5.3.52478 Also the server is not visible in the server list! Investigating... Ok should be fixed: My fault, bad options made the new map lua-crash
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In Skynet v2.1.0 Added: Stats Players now have stats that will be saved on server from one session to another Players can now use chat command to access their own stats: '-stats' Stats covers kill, loss, PvP, PvE, support mission and offenses (only for admins to see) STILL WORK IN PROGRESS Stats popup looks something like that for now: For Debug: Added more information in logs to track the scenery events There are still some edge cases where bridge destruction is not detected Updated: Player tracking & multiple seat planes Skynet now takes into account the seat pilot are joining Still some work to do with this Fixed: Some respawning Group stop respawning at some point Reported By mav1 This actually happens for groups with respawn variation like F16-Su27 CAPs Contrary to self respawn rules, the spawning variation rules didn't have infinite activation count. Fixed: Player won't be able to pickup downed pilots or cargo when outside the pick up zone Reported by LimaSierra Skynet wasn't properly checking the player position versus the pick-up zone Added message: 'You are not too far from <objectiveName> pick-up zone!' In Map v5.4.2 Tweaked: Pasanauri Bridge Detection Zone to better catch the destruction event Removed: All shelter B models cause they have bad hit boxes Reported by mav1 Replaced mostly by tech hangars Upgraded: Blue Sagarejo Spy base has been improved Requested by mav1 Spy outpost now includes an improvised airfield used by beer-drinking-imperial-dawgs to launch evil A10Cs and drones It should be more diverse and fun to attack for vodka-infused-communist-scum-pilots Tweaked: Civil Traffic is now enforce to off in map options Mysterious civil traffic reported by CEPEGA Changed: Helicopters spawn slots in Tsibili have been regrouped Requested by CEPEGA Still the MI8s can't be with ka50 and UH1 as they don't fit in the slots MI8s still got their own spot but separate from others Changed: Time of Day is now late afternoon
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True, I could add a feedback on the safehouse for now and later on the wreck was I add them.
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Ok so that was bug on my part that resulted in a confusion. I forgot to check that the rescuer is in the safehouse rescue zone so you could pick up pilots from far away. So basically, you landed next to your friend and picked up downed pilots, not from the wreck but from the safehouse 18km away Nice catch! :thumbup:
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Flare/smoke are a tool I already use for A2G destruction objectives and they are a great tool. However, they are not enough as they are a short to medium guidance tool depending on your aircraft, speed, altitude... When you spawn at your FARP/Airport, you will most likely never know the general area to go search for those random crash sites even with flare. That's why I use/designed more tools for the objective system: - The briefing - The Map F10 on which FARP, safehouse and spotters can be seen - The intel report that will give you heading / distance like so (► Dst: 015km/008nm ▬ HDG: 339° ▬ [LEN] Leningori FARP) Like I posted before, I intend to use these new tools to upgrade the rescue system...... (at some point :music_whistling:)
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What's the name of your friend, I will check the logs, see if there is a bug or some confusion somwhere? Thanks
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My first implementation was more like you said: create a rescue point at crash sites, making it more realistic. Here are some of the problem I ran into if it can help you: - When a player crashes, usually he dies with the aircraft - When a player ejects, I didn't find a way to track the position of the pilot in multiplayer and couldn't know where he hit the ground So I projected the in air ejection position on the terrain and considered this a crash site but then: - Players on the server are all over the place :) - In this case, random was bad - I realized that players' crash sites are usually too far behind enemy lines or too far from a heli spawn point, or too close from a defended base or, in some of my previous map, too high in the mountains - There was also some feedback problem to give information to the players where all the crash site were So I opted to create Safehouses to control the flow and destination of the mission One of the upgrades to my transport/rescue missions I want to do: - Track player helicopter crashes - Generate a crash site that will contain the downed pilot AS WELL as the cargo the helicopter had if he was on a transport mission - Add this crash site in the objective system to have direction/heading - Make it so another helicopter or the same player can rescue the pilots or loot the cargo to finish the transport mission - Of course, control the number of crash site generated to avoid flooding the system But my TODO list is huge!! So I don't know when I will be able to do this.
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:thumbup:
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The rescue system works as follow: When an AI or player ejects or survives their crash and they are near enough from a safehouse, they will rejoin it and wait for rescue, increasing the downed pilot count. But why not generate a downed pilot where the wreck is? Because, it would be too random, hard to track and often impossible in time or geography for heli to reach the wreck. The way I chose, I can control where are the safehouses and thus the distances I asked player to cover and the danger level of where I send them. Usually, I also combine safe house with other objective FARP like delivery so helicopters can also refuel during the rescue. Also, helis can then combine transport mission to the objective and rescue mission back to home base. Creating rescue spots each time and position where someone crash all over the map would also be to hard to keep track of and guide players to. To come back to your situation: If the huey crashed in a safehouse zone and you landed next to the wreck, you were able to rescue them because you were in a safehouse zone, not because you were near their wreck if you get what I mean. Knowing the principles, if you still find something fishy in a situation you encounter, it is possible there are some bugs and in this case, mark the situation with -report command. I will have the report marked in my logs so I can investigate faster.
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Well, DCS won't lemme do this. I think the MI8 requires a specific or bigger slot. I can still move them to their own specific spot but not the one your want. :(
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hum hum I think I see what you mean. Still, can you please link this google map thingy so I am sure of what to do? Thanks
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I saw it but couldn't really understand what you mean with the small info you typed, sorry about that. I investigate in priority report with clear information as it's very hard and take too much time to play detective when information is missing. You just said 'team-rammed' so I don't know: - If you were trying to just tell me you were rammed into (which I know from the log) - I don't kick people over one offense. - If you were repeatedly rammed into by a clear offender player (in this case, add the name a the player) - If you were reporting a collision that the script misinterpreted into a false team ram... - Or something else. I know you guys are usually in the heat of the action but remember that I will only have small context when I read the report. The more precise you are, the faster I can understand and act on the report if needed.
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In Skynet v2.0.3 Fixed: Air Tanker immunity to team-ram is properly working Player won't get offense score if they fail their refueling Added: Looping Ground Patrol Unlike air patrol, ground group can not be set to loop back to first waypoint at the end of their route I've added this feature in Skynet using as starting point the code sample Grimes provided here I hope this will provide some challenge and randomness to some bases For now, only Red Khashuri base will have a defense patrolling group to see how it goes For Debug: Player info will now be dumped in log when some event occurs to help debug the situations: Info will be about the same as -me command Events are, for now, when an offence or a report happens In Map v5.4.1 Fixed: AI CAPS won't spawn inside protected zone anymore Their route were also tweaked to maintain them further from protected zone Requested by mav1 Fixed: F15 AI unable to maintain proper formation They are replaced temporary by F16 Fixed: Red Ka-50's AI not engaging Tskhinvali base Reported By CEPEGA Once they get the order to engage, they can turned around to attack another nearby target like a convoy Their CAS is now restricted by a zone Also, their path have been modified to avoid the blue convoy's route Added: A ground defense group patrolling around Red Khashuri base
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Release Notes So, this new release was not bug free! What a shocker :music_whistling: Quick! Some fixes! In Skynet Masterscript v2.0.2 Added: More weapons in database Fixed: Message bug in rescue drop off Reported by CEPEGA & Liranoc The drop-off was successful but the on-screen message was wrong: 'The objective didn't need what you transport' Fixed: Missing function in the mission environment Was causing some script critical failures Changed: Server time popup sound Requested RightStuff Sound is now less violent as the message is not that critical to get In Map v5.4.0 Fix Attempt: AI CAPs attacking static helicopters They would engage static helis contained in some A2G objectives under their CAP path I am trying the new 'Restrict Air to Ground attack' see if it works Fixed: Gori FARP not dispensing fuel Reported by Noma Fixed by putting FARP auxiliary installations closer from FARP position Could not reproduce: Surami FARP not repairing Reported by UrbanG I managed to repair my Ka50 there (once it was shutdown) I've still moved the FARP auxiliary installations closer from FARP position to make sure Fixed: Su33s incorrectly marked as FLEET Reported by SuBDivisions23 Added: Ka50 black-er skins Requested by CEPEGA For blue side, I will use: http://forums.eagle.ru/attachment.php?attachmentid=86963&d=1378156548 For red side, I will use: http://forums.eagle.ru/attachment.php?attachmentid=86974&d=1378156629
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I've redone a lot of sounds in Skynet 2.0, I could put a less violent sound :smilewink:
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I want to see how the new script does with performance, may be better but I don't know yet.
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I sadly can't put can't integrate 86Mo of sounds into my 0.9Mo missions :lol: It would be too heavy for people when they join and have to download the goods. At some point, I might check if I can start sounds that are not in the mission but, if you have locally, good for you and if you don't, it's ok too.
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DCS hit/kill events are often without weapon info when you run in server mode. Thus whether it's SLMOD or my own script Skynet 2.0, we often need to 'guess' what weapon had been used to do the kill by monitoring weapons dropped/launched by players and/or timing and/or position. We both use different methods but at the end of the day: Tacview is right :lol: Skynet 2.0 will now enforce some rules and destroy more illegal missile on launch. Later on, more and more illegal weapons will be detected when I build up the main database over time. Also, illegal payload launch now contributes to your offense score like team hit, kill and ram do. A big enough offense score will get you kicked for some time. The penalty is like any offense, temporary ban first then perma ban if it keeps repeating... Conclusion is: I can't wait for ED to bring back the file integrity check.... :lol:
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There we go, the deed is done! The entirely new masterscript Skynet 2.0 has been released with the updated map. More info on this new script: More Info Of course, I don't expect this first version to be bug free! That's why you can now report problems when they happen with chat command -report With this command, I will have a time reference in my logs and recordings for better and faster debug. Example of good uses: -report I planted 3 explosives and they failed to detonate -report Gori FARP doesn't provide me fuel -report Goose is killing players with AIM54 in a A10C Example of bad uses: -report I don't like clouds -report The central Tors are killing more players than me, they must be cheating -report Protected Zones are discriminating against innocent F15 that just want to deliver AIM120 to trainees Thanks to everyone that participated in the play tests of this version :thumbup:
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Soon, I will release the new masterscript 'Skynet 2.0' and it will come with a new version of the map: In Map version 5.3.9 FARPs and Power Added GPU APA-80 or M818 transport to every FARP to add electrical power From this post: http://forums.eagle.ru/showthread.php?t=115047 Positions of FARPs: FARP position have been adjusted a bit for two main reasons: Provide more protection, away from plains and a bit more behind hills Free some roads to have more possible routes for convoy without adding danger to nearby FARP The affected FARP are: Blue Zestafoni FARP (spawn point) has been moved away from the main road to the hill south Blue Surami FARP (delivery objective) has been moved west, away from a main crossroad Red Gori FARP (spawn point) has been moved south, away from the planes, a bit more up south Red Agara FARP (delivery objective) has been moved south, away from the planes, a bit more up south Red Leningori oupost is now a FARP and a delivery objective in addition to being a safe out for rescue Convoys tweaks: Blue convoy from Dusheti to Tskhinvali now stay futher from the red protected zone Red Retaliation Convoy has changed route a bit Red artillery convoy departing from Ambrolauri is now heading to Khashuri instead of Lanchutti (to stay in conflcit area) 'Disarm bombs' missions: GONE! Now replaced by 'infiltration' to squash. Like bombs, infiltrators will be scattered in a small region and more or less well hidden Unlike bombs, infiltrators won't be able to be defused but will come in different shape and durability (truck, helis, light armored...) 'Railway Hideout' scenery objectives: GONE! Gone! They are hard to properly defined and more often than not, make player confused about what to destroy Other more specific scenery objectives will stay like killing bridges New A2G Objective for Red: Sagarejo Spy Hideout, inside the red protected zone Tbilisi Blue Infiltration, inside the protected zone New A2G Objective for Blue: Kobuleti Abandonned Red Airfield, inside the protected zone New Delivery Objective for Red: Leningori Leningori FARP needs helicopter pilots and supply When resupplied, it will then send an helicopter attack flight to Tskhinvali