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Everything posted by Dino Might
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Here's the revised script, now working. I forgot that defining the variable for spawn does not actually spawn the aircraft (unless you are putting it in scheduler). This now works like a charm. My plan is to set the scheduler player/AI count checks every 5-6 minutes, and then respawn the difference in aircraft at that time. This does a few things: 1) updates the number of AI aircraft to accommodate new players who have joined 2) prevents immediate spawning of replacement AI in accordance with set timer 3) maintains the AI number cap that the normal spawn scheduler does (that this script does not take advantage of) Thanks for the help, Fargo!
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* DCS: F-14 Development Update! Scan, Lock, Fire! *
Dino Might replied to Cobra847's topic in DCS: F-14A & B
This "ex." needs a lot of clarification to be an answerable question. -
It's reading through the list of unit names in the table and counting how many are active to get a player count. This works, at least in my testing in single player. The F5 group count also works. All the clients are set to have unit names of Client #XXX in the ME. It breaks down at the spawn script portion, and that prevents it from repeating. When I comment out the spawn portion, it correctly counts and displays the appropriate messages every 5 seconds. My understanding is that local variables are accessible to the entire script. I may be wrong.
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I got it working with CTLD instead. Silly to be using only piece parts of both, but it works. Now I'm trying to do schedule spawning based on active player count. I set a scheduler up to count the number of clients every 2 minutes and reset a flag value. The I have a switched condition calling the spawn scheduler every time that flag has been reset. Is there a better way to do this? If I call the same spawn scheduler with different values for max number of units, will I run into a lot of problems? Ultimately, I want infinite waves of fighters equal to two times the number of connected clients. But I also want to have a "wait" timer between successive waves. So, scheduler is set to spawn them about 30 seconds apart, but I think I need another flag to kick off player count after a given fighter group has been destroyed. --- ETA: thought up something different. Run player count every X minutes. Check how many fighter groups are present, and spawn a corresponding number of new groups to fill whatever shortfall (e.g., if two players -> 4 fighter groups, and 1 fighter group is still active, then spawn 3 fighter groups). If no shortfall, spawn 1 additional fighter group. Here's my code, currently not working for probably a variety of reasons. Need help with syntax on tallying how many groups are active as well as guidance on whether the spawn for loop would work correctly: Occurring every 5 seconds is intentional for testing purposes. Right now, it gets through the messages and then chokes on the for loop to spawn new F5 groups. Not sure what's wrong there. I also tried putting all of this sans the spawn loop in a .lua file and running it as a script file, and the mission wasn't having any of that either.
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Been trying to figure this for a couple of days and unable to determine whether the following is doable. Spawn cargo static objects (e.g., uh1 cargo, container, ammo) that can be sling loaded, using similar methods to control total number of cargos available at once and redrawn or despawn in certain zones. I can get this working with regular ground units, but not with statics.
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That is in the SA342M forum. What if the variant is other than the M?
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With 9X and the Hornet ITR, it is far from equal. You can flare out his 73s with ease. Flanker is toast in WVR, but we are talking a decade or newer eqpt vs the venerable Flanker variant we have...
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Oh cool. Also makes sense because i was operating the script for people in my group, but I won't be able to make radio calls for hornets in other group. I like how this works. Definitely A new staple for all my missions. I had a blast with it tonight.
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How does this script deal with multiple groups (i.e., more than 4 aircraft in total)? I had two separate groups of Hornets, one airstart and one start on the CV catapults, and the CV catapults group could not get the LSO options on the radio menu.
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Please take a minute to read, maybe come to the discord to talk to me in real time, or heck, even ask around before you go assuming things.
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I was initially Red at the start of the new scrimmage round. I switched to Blue after Iran coast got taken by Red and Lar was taken. You see, I generally try to do my best to help balance the teams. Then Red just stopped their press, and now, if you check the discord, I have volunteered to go back to Red. I'm pretty much the last person you could accuse of for team stacking. 4 Su-27, huh. But I thought they were so much better than the F-15? And this was without GCI - again, check the tacviews. Often I was the only fighter in the area with multiple bandits. How many Su27s do you think there were? Or do you expect that I killed every single one that came a knockin'? Sorry, I'm not that good. And given that I've played blue again the past couple of weeks, don't you think I'm relatively qualified to discuss the strengths and weaknesses of each side? I've probably spent more time on either team in the Persian Gulf version of Blue Flag than you have in all of your Blue Flag time combined. Both sides have their pluses and minuses. There is no staggering materiel deficiency on Red that is to blame for any loss.
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I plan on using dumb bombs more often - can carry, what, 14 of them?
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Affirm - it was clear that the coordination factor was the predominant reason why blue won. Having flown blue flag for...how long has this been going on now, years?...I can say that the PG setup is one of my favorites, despite me HATING fox 3s. The equipment balance is about as close as one can get while still having distinct airframes on each side. The side with the most teamwork wins, which is exactly what happened and what should happen. Great round, great fights, hoping for more to come :pilotfly:
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Go check the tacviews from the official round. I was red, fighting 1v5 CAP, individual 1v2 or 1v3 at once most of the time with F15, and I got plenty of kills. Nightwolf, Jake, and I were the ones fighting after most/all of you gave up. If you want to talk about equipment balance, I'd be more than happy to explain to you why the F15 is still the best fighter in the current scenario. Ping me in the discord so we don't pollute this thread further.
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So, it's unfair because you lose in a 2v1 situation?
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Will server hosts be able to "ban" JESTER in MP?
Dino Might replied to QuiGon's topic in DCS: F-14A & B
Agreed, and I'm sure there are multiple reasons for doing so, bit I think a dev could make all controls available like in the gazelle if they chose to do so. Not sold on it being a DCS engine limitation vs a conscious dev decision to not build their module that way to prevent crosstalk between the seat controls. -
Will server hosts be able to "ban" JESTER in MP?
Dino Might replied to QuiGon's topic in DCS: F-14A & B
Not an issue in the gazelle. -
One of the only choices that deserves mere questioning looks rather than stoning. The lead sled is quite a great aircraft, and I am very much disappointed with no naval version on the horizon, but nothing takes precedence over the cat. Not now, not ever.
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Dang, sorry. I only opened it up for seat and console stuff. Never looked for the throttle.
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With these 3, you could do pretty much any mission set you wanted. I'd definitely like a scenario where BLUFOR has to deep strike an enemy airbase, with IAD all over the place and continuous waves of fighters and strikers trying to take out the carrier coming from that base. BLUFOR needs to maintain CAP to protect the carrier and strikers need to keep pushing further and further inland until it can take out the mission critical targets. Being able to get back aboard the carrier quickly to rearm would be important to not get overwhelmed.
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Check here - pg 14ish I think. Cobra posted one of the HB model files for our use to reference https://forums.eagle.ru/showthread.php?t=167971&page=14
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Turn off ASC in the Su-27 and you'll get all the "sense of fidelity" you desire. A lot of what you feel is lacking in the Su-27 is actually the flight control system keeping you alive in a very unstable (by design) aircraft.
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Thank you much, Wrench. Trying it out now. I was planning on trying to incorporate Alerax's LSO script eventually. I'm not sure if there were any plans for collaboration by you two in the near future. I think I'm messing something up with the spawns. There was an S-3 on the LHA, so I moved that back to the Stennis. The fighters kept respawning after I toggled the option to destroy them. So they'd spawn, fly 5 seconds, then explode. I think I see how the triggers are doing everything with regards to the spawns, so I'm going to try and move some of those functions to MOOSE scripting; however, I don't know what the functionality of the tankers is. Are they supposed to adjust their routes based on the carrier route (e.g., if carrier steams 30 nmi to the north, they will fly with it 30 nmi to the north)? I think there's a good way to do the helicopters with MOOSE as well - was going to take a crack at that this week.
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I must be missing something, but is there a clear delineation on what is the latest version? Is each file listed in the OP a standalone version?
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A6B would be my choice, but any A6 would be a day one buy. Such a great aircraft that could fit well in so many varied scenarios. And now with the SA2, one could make a fantastic SAM city homage mission in the Caucasus.