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Coug4r

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Everything posted by Coug4r

  1. It's with the dynamic weather that this occurs, i don't think it was like this before and probably shouldn't happen. High pressure area -> Good weather, few or no clouds etc. Could be a WIP or a bug, just reporting it. E: Trying this in a new mission and now it seems fine, investigating... E2: Looks like something got messed up, kill-delete thread!
  2. How about some options for the IC, personally i don't care if a player has some visual adjustments/enhancements (starway mod e.g.) locally but putting an ICBM on a P-51 is something else. Maybe it can be split up into audio, visual, weapons for example.
  3. Damn, another week full of bugs :|
  4. Nice! I'll give it a try then..
  5. DCS doesn't really run in full screen mode unless you press alt-Enter so it shouldn't matter i think. I got a question: Previous installs needed TS to be completely removed before installing and maybe some more stuff, does this still apply?
  6. There were some players reporting it, didn't see it myself. I did notice the SLMod 'errors' were logged at that point matching the amount of missiles disappearing. I commented out a part of that script and now they no longer disappear, i'd have to check what's going on.. maybe it's DCS itself causing issues.
  7. Good idea to wait for the 2.5 merge. Apart from the players aircraft i am using mostly dynamicly spawned units so that makes some sense. The weirdest is/was that missiles would disappear in 4-5 seconds, there's nothing in the script with that interval that would destroy them and SLMod is the only other script running. Will investigate some more.
  8. Running a slightly modified ARM defense script by mbot which gets some info in the shot event like: local wep = event.weapon --Get the weapon of the launch event local tgt = wep:getTarget() --Get the target of the weapon local desc = wep:getDesc() local tgt_cat=tgt:getCategory() I'm getting similar info from the hit event as well. These are some errors i get from SLMod: 34432.750 INFO LuaNET: SLMOD ERROR: error in stats, could not match target unit in hit event with a mission editor unit name. Could it be a map object? Event Index: 9064 34432.750 INFO LuaNET: SLMOD ERROR: SlmodStats error- either tgtSide or initSide does not exist for hit event! 34433.814 INFO LuaNET: SLMOD ERROR: error in stats, could not match target unit in hit event with a mission editor unit name. Could it be a map object? Event Index: 9065 34433.814 INFO LuaNET: SLMOD ERROR: SlmodStats error- either tgtSide or initSide does not exist for hit event! 34739.146 INFO LuaNET: SLMOD ERROR: error in stats, could not match target unit in hit event with a mission editor unit name. Could it be a map object? Event Index: 9218 34739.146 INFO LuaNET: SLMOD ERROR: SlmodStats error- either tgtSide or initSide does not exist for hit event!
  9. Seems that when i get some info in the EVENT_SHOT event, target, weapon and type, that SLMod gets confused and even worse some missiles seem to disappear. Is this a known issue?
  10. The unit:destroy() function does something other than not work, the unit gets removed from the world but the player can continue flying. It doesn't get shot at by AI and unit:isExist() returns false. In some cases this function was very useful, check a player for idle and boot him from the aircraft. Some servers have taxi speed restrictions and you would be removed from the A/C when speeding, guess that no longer works either.
  11. Good idea to revert back to that version, ground units fire again and can be controlled. Thank you!
  12. I seem to suffer from a similar issue, every ground unit in my mission is spawned dynamicly and they used to fire on enemy aircraft just fine. Now they won't fire at all, even if you're 50 feet from a tank in your aircraft. I've checked an earlier version of this mission and they still don't fire, something changed here in DCS. Attached mission to show the problem. When i order one of these ground units to drive somewhere (CA) they nicely drive in circles.. going nowhere. Red is able to command blue vehicles. This is all multiplayer. Another issue, unit:destroy() doesn't work anymore on clients, although stated on hoggit that it doesn't work it used to work. See attached (exciting) mission, works fine locally but if you join when hosted it doesn't do anything to the client. What's the alternative for this function? RemovePlayers1-1.miz DynamicGroundUnit1-1.miz
  13. Yes but as a new mission, i only want to save some data from a table with data from dynamicly spawned units and load it on the next mission start. Would that be easy to change/create?
  14. Nice job! :) This thing does a little more or different than what i was looking for. Can't say i understand all code so would it be possible to adapt this so it would save a block of data (non-mist), ground units positions + coalition/country, to a file every 5 minutes or so and make the mission on next load check if the file exists and load the data if it exists? In short, can i create a backup of dynamicly spawned units' positions etc. and load the backup on next mission start? Would be very helpful when DCS crashes.
  15. When hosting DCS slowly eats the memory away as well, in the end it'll crash.
  16. Unless the last update broke it it does work, messed around with it already. Must be something you aint doing right but it's pretty straight forward so i can't think of anything. You can create the sequences yourself and save/load them but you don't have to use this to create some maneuvers. E: Just remembered, the first time i tried it it didn't work either. Had a MiG21 setup to do some maneuvers but it would only fly its waypoints. I think all i did was change the aircraft to a Su-33 then all of a sudden it worked. Maybe something didn't load at first or something.
  17. Well, you see it but retracted..
  18. Yesterday i was watching a fellow player, i asked him if his gear was up or down.. it was down although there was some problem with it. This is what i saw when he was taxiing:
  19. Did we see this one yet? Looks new to me.. 14889.418 INFO EDCORE: # -------------- 20160423-133010 -------------- 14889.418 INFO EDCORE: 14889.418 INFO EDCORE: # C0000005 ACCESS_VIOLATION at F2E10C21 00:00000000 14889.422 INFO EDCORE: 00000000 00000000 0000:00000000 14889.426 INFO EDCORE: F2E10C21 0017EE60 0000:00000000 ?fill_the_wind_table@cLauncherRocket@@IEAAXXZ()+34C1 14889.427 INFO EDCORE: F2E2BF94 0017EF60 0000:00000000 ?rotationLauncher@wWeaponSystem@@IEAAXAEAN@Z()+1D4 14889.427 INFO EDCORE: F2E09686 0017EF90 0000:00000000 ??1wRocket@@UEAA@XZ()+62B6 14889.428 INFO EDCORE: F80E6CEF 0017F010 0000:00000000 14889.429 INFO EDCORE: F80E7235 0017F060 0000:00000000 14889.429 INFO EDCORE: 3FB16E08 0017F0D0 0000:00000000 14889.429 INFO EDCORE: 3FB1B7D5 0017F130 0000:00000000 14889.430 INFO EDCORE: 3FB31464 0017F160 0000:00000000 14889.430 INFO EDCORE: 3FB313B4 0017F190 0000:00000000 14889.431 INFO EDCORE: 3FBD625C 0017F840 0000:00000000 14889.432 INFO EDCORE: 3FBD98B5 0017F880 0000:00000000 14889.435 INFO EDCORE: 7774652D 0017F8B0 0000:00000000 BaseThreadInitThunk()+D 14889.435 INFO EDCORE: 7787C521 0017F900 0000:00000000 RtlUserThreadStart()+21 14889.925 INFO EDCORE: Minidump created. Servercrash ~24 players flying at the time of the crash.
  20. Would it be possible to add some script function for an 'in the field' sound? I think the engine already supports it, a bomb exploding for example. Guess it could be something like: Sound(position, sound_file, volume) Thx!
  21. Some more functions and events would be nice for the gamegui.lua, my mission could really use a base captured event and some method to get the coalition of an airbase so i would be able to save the captured state of an airbase. Crashes occur, it's pretty frustrating for players when the mission completely resets to it's initial state. Thx!
  22. Some more functions and events would be nice for the gamegui.lua, my mission could really use a base captured event and some method to get the coalition of an airbase so i would be able to save the captured state of an airbase. Crashes occur, it's pretty frustrating for players when the mission completely resets to it's initial state.
  23. Ah! You found the server crasher! :)
  24. Maybe the client integrity check would also help here to prevent crashes, who knows what players are modding and perhaps crashing the server because of that.
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