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Mirknir

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Everything posted by Mirknir

  1. After offering aerobatic flights in the MiG29 to the public, Russia has found a new use for another fantastic jet fighter: Su27 Express. Supersonic Shipping Services :pilotfly: You've never crossed the sound barrier? Now your freight can! Those screenshots were taken during the developement of a script, many su27 were harmed
  2. Hello As I was starting to do missions for MP, I had the same problem. I recommend checking Automan (that uses mist) http://forums.eagle.ru/showthread.php?t=116968 Just load the scripts and call your respawning group __RESPAWN__SuperGroupOfDeath or something like that If you want to create your own script and not uses MIST or any other scripts, I can give you the 2 basic functions you need to clone a group Hope this help
  3. Hello! I am hosting a server and as my mission becomes more and more themed and war oriented, I would like to give my own scoring to unit destroyed. When you destroy something, the game is giving a score based, IIRC, on the unit type and sometimes don't even consider if it's static or active. For example, a static carrier will give like 5000 points. I would like my server or my mission to give the score of a unit given the actual relevance of the unit in the map senario. I search but didnt find any solution but there might be a secret way :) Thanks
  4. I managed to put a carrier on a lake (the one near tsibili) and it's working in single player :) However, in multiplayer, the carrier seems to be under the lake :megalol:
  5. Hello fellows mission designer and scripter, So I have a server and like every server, I disabled the nukes cause people just love dropping them on friendly airports :thumbup: Now, I want to restrict the nuke use to a set of zones to still allow the mig21 to use them. BUT whether it's AI or Player, dropping a nuke doesn't trigger S_EVENT_SHOT callback! So I can't really find out a nuke has been dropped and destroy it if outside allowed zone. Is it a bug? Is there a secret callback for nuke? Should I post it in Leatherneck forums? Thanks
  6. Even if it's a valid question, my concerns are more philosophical. I am pretty sure we will be able to activate the one purchase on 2 platforms. (I play on steam and host on web site version)
  7. I agree with you that it will be scattered a lot and that's what I fear. I don't think we can really compare DCS to Battlefield as I feel DCS online servers are in more modest numbers thus any division or scattering will have more impact. For example, even if it's a temporary situation, I can already feel that DCS 1.5 has divided the player base of my server with 50% of them playing on 1.5 and the rest on 1.2. As a server owner, I already feel I have to choose a side and let down the other. And because I feel a division now, I can kinda predict what the release of new maps will be like especially since, comparing to the 1.2 vs 1.5, money will be involved. As a passionate server owner, I feel torn. As a passionate player, I want the maximum content possible and fly all around the world and kill F15 ; everywhere ; all the time ; in every possible planes ; with my friend as RIO :)
  8. Hello server owners / players I am currently hosting a server on DCS 1.2 and soon 1.5. My server is designed like a place for everyone to come, experiment the game, practice and have fun. I have a lot of newcomers/free-to-play players and also a lot of DCS passionates. However, I am wondering how I will handle the new Nevada map and later the other theaters of war that will be released. I guess you won't be able to join a nevada server if you didn't buy the nevada. Thus, I fear it means I have to drop part of my players ; the newcomers/free-to-play players if I switch to Nevada or the DCS passionates if I stay with Georgia. I am also wondering if any public servers will remain for newcomers or free-to-play players to play on. So, that's pretty much my dilemma :cry: I would like to have your opinion, see what people thinks and also what server owners think they will do... I love the concept of having new maps, I am just wondering how it will affect the servers and the community.
  9. Server Updated Server has been updated!! There is now a new map. The goal of the new map is to have more pvp space and a more convincing war: More space between red and blue protected zones More objectives outside protected zones for more pvp More planes, objectives and love for Reds Each objectives has a theme instead of just being a random pack of static objects Skins are now in the player unit name (Ex: Plr Ka50 @ Central FARP #1 (USM1)) As much as possible, aggressors, russian and ukraines skins are reserved for Red side As much as possible, red side AIs will use russian materials and blue side AIs will use nato's materials Server management is now done with ServMan instead of SLMOD. ServMan has everything I need (kick and ban trolls) and is less complex than SLMOD. Also, ED has officially said they will support ServMan for 1.5 so it's also a step toward the future. (See: http://forums.eagle.ru/showthread.php?p=2487386#post2487386) Have fun and check the new map!! | V
  10. Update Hello Guys Just wanted to do a little update about the server: Here are some stuff happening on the current server (DCS 1.2): New scripts that add more features for the server (check screenshot) Custom radio menu Objective tracking Death information ... [*]A new map is in preparation! [*]Cargo system in preparation! But what about 1.5? It's so pretty! I've done some private tests on a 1.5 version of the server and so far, it's worrking well and stuff are promising. However, I am still waiting on some fixes/feature to bring the server to the same level it is in 1.2 like: Looking at F10 map on my current mission is making DCS 1.5 slow down to like 5 FPS and causing you to teleport around. It has been reported: http://forums.eagle.ru/showthread.php?p=2549665#post2549665 Client groups are not accessible in multiplayer so half of my script features aren't working. It has been reported: http://forums.eagle.ru/showthread.php?t=147792 I am still looking for a server management tool like SLMOD or ServMan that works in 1.5 to keep trolls at bay :) I haven't looked since the first open beta release so I welcome any information on that!!! Have a good day!
  11. After more tests, this is confirmed. The exact map I am using on my 1.2 server will cause the slow down in F10 map on 1.5. If I host the server on my computer, I won't have the problem but Vyrtuoz, as client, will. So it's not a 3D problem. If I host the server on a separate machine, both of us will have the problem. Reducing the number of statics will help so it's def. the number of objects and in particular statics that is the caused. I wonder if some optimizations might be missing because statics are simple and will not move, will not attack, will not do anything so just the HP seems to be needed. Thanks
  12. I understand your point but the fact is that F10 is the easiest tool for new players. DCS is a great game but we can't say it's the most intuitive one in terms of User Interface. A lot of new players comes on the server and are already confused about joining planes because 'Fly' is hidden behind 'Briefing' and often they don't even know about F10 map. I am trying to make information easier to get, not deeper to retreive. If you remove the labels like I did, F10 is the easiest tool for new players to find where to go, check for runway clearance, how to navigate and even locate targets when they can't find them visually. I already have other tools in place but each have their limitations: - Briefing and briefing map - Custom scripts, radio menu and text popup I coded in lua to guide players and monitors objectives (Broken in 1.5 for now: http://forums.eagle.ru/showthread.php?t=149708) Kneeboard would be nice to add for sure but they will never replace the F10 map for new players especially to find moving targets like planes and convoys. Trust me, I am trying other tools but F10 is still the best one. The problem is the number of static objects which are, by definition, non moving, non attacking, without AI and with just a life bar so I think the number should not be a problem as it was not one in DCS 1.2.
  13. To be absolutly sure, Vyrtuoz and I will perform more tests with more maps later and I will report the findings.
  14. My server on 1.2 has this amount of units and even more on the F10 map and the F10 map is working properly so it's definetly a 1.5 problem. In addition to client, I also have the problem while being at 2 meters from the server with a ping of 5ms so there's that too. Hiding units on the F10 map is not really a solution as my server is a public one, here to welcome new players and for people to train. Not showing units on F10 map is against the goal of this kind of server. Also, Fog of War just delays the problem as the worse case scenario is still every units are displayed because they are all discovered and I am pretty sure it involves more network transfer to actually replicate the visibility state of the units. I think this issue is definetly a 1.5 issue and needs to be fixed to help public trainee servers to still run properly. Thanks
  15. Hello I have the same problem as Vyrtuoz even if my computer is faster than his. We play in multiplayer, on a private 1.5 version of my Open Conflict server. The map may be bigger than normal as it is designed for a 20 players server. In addition to player units, the map has: - Around 20 planes - Around 700 statics - Around 20 ships - Around 140 vehicles All are visible on F10 map. Everything goes well until we press F10 and the framerate drops making the other clients see us teleport around like we lagging. I hope it will help solving the issue. Thanks
  16. Thanks for the answer. I see a lot of DCS mission scripts using player name as a way to address players and they won't work properly with players with identical names. I think having an unique ID directly in Unit could be a real good idea to avoid having to transfer scripts to the net env. The game, map, mission and many scripts are already centered around players so having this unique ID easy to reach in Unit could really be nice. Also, this would work with the other APIs since: - Unit is already where we retreive the player name - Unit is already the argument for a lot of event callback like S_EVENT_PLAYER_ENTER_UNIT If the UCID is not supposed to be visible from there, maybe the CRC32 or CRC64 of it could suffice. I think I would try adding a seatIndex, maybe something like this: Unit.getSeatCount() Unit.getPlayerName(seatIndex) Unit.getSeatDesc(seatIndex) if we need more info like the seat type or category Events like S_EVENT_PILOT_DEAD, S_EVENT_PLAYER_ENTER_UNIT... would have an extra seatIndex param Thanks
  17. Hello fellow mission builders! I am making a map script for my server, a script centered around players. I want to keep info and data for each players over the duration of the map. The problem is: I don't have an unique identifier for players The information I have are: Unit.getPlayerName: Not unique Unit.getID: Unique but will not survive a player changing aircrafts and soon, there might be 2 players per unit (L39) Ideally, I would like to get the player Unique Client ID (UCID) or the Client IP address. Both of those would be unique for the session. Any idea of how to reach those information in the mission environnement? Is there a value I've overlooked that would do the job? As a side note, How will Unit.getPlayerName work with L39 kind of planes? I guess a seat and seat count will be added in script? Thanks
  18. Thanks for the answer. However, I am preparing a new map for 1.5 and beta testing this map on my public server is my goal, not just playing with a friend in an near-empty map. I wanted to test my full map with full assets and scripts and see how it behaves online. This being said, I manage to do private tests of said map using direct connection so it's not the full test I wanted to do but it's already giving me so much feedback on what's working and what's not. :thumbup: No biggie then, I will wait for a later DCS version to try to host public tests. As a side node, it's awesome to be able to host a 1.5 and a 1.2 server on the same computer. it's cool to have 2 different config directories in saved games! :thumbup:
  19. Ok ty for the quick answer. Since it's a bug, I will implement my workaround as a backup when I want to display something and I dont have group. When the version with the fix will be released, my workaround will be skipped. :thumbup:
  20. Hello guys, On the open beta, I've done a script that outputs text to players in certains conditions and everything is working fine in single player. However, in multiplayer, it fails because my players are units without associated groups. No associated group means no groupID and thus I can't use 'outTextForGroup' function trigger.action.outTextForGroup(GroupId groupId, string text, Time delay) outTextForUnit doesn't exist so I am wondering if I should use a completely different way to send text popup to players in MP. Anybody had the same problem? Is it a problem of the 1.5? -- More Information -- To be more precise, the unit is given to me by the world event world.event.S_EVENT_HIT and the unit is the target. Another feature of my script is actually parsing all the the groups of a coalition to find the players and at some point also outputs a message and a sound. This feature is working cause I have a proper group and thus a proper groupID. However, when the unit is given to me by the event, it has no group. Maybe it's a bug. I have a work-around as I can search all the groups to find the one with this unit ID or name but it seems pretty un-optimize;) ------------------------- Thanks
  21. I know but at the same time, mistaking friendly from foe is part of the game. Thats why the script will be active only in protected zone!
  22. No, I trigger an explosion killing the missile. It's the hand of god :megalol:
  23. Friendly Fire in Protected Zone So I've created a script to monitor weapon launch and destroy these said weapons if needed. At first, the idea was to allow nuke launch only over certain zones of the map. Now, the script is also capable of detecting friendly-fired-missiles and destroy them. I was wondering if activating this anti-friendly-fire system in the protected zones could be a good idea. What you guys thinking? SCRIPTING: OpenConflict:WTS: Friendly-fire detected with weapon: R-27ET from Mirknir to Blue_Tanker_Texaco SCRIPTING: OpenConflict:WTS: Weapon destroyed:R-27ET shot by Mirknir
  24. So yea, I did some tests. Even a stripped down version of the map didnt fix the problem. We did a private test with some friends using direct connection and stuff went well. I will wait for an updated version of the 1.5 to try to run more tests. I am glad to see I am not the only one :(
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