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Drexx

ED Beta Testers
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Everything posted by Drexx

  1. -=16AGR=- US East Dynamic Caucacus doesn't have this issue. I export everything (for now, server is based on more casual play/fun), any questions let me know, I coded and made the mission. Still have integrity checks on though, you kind of have to.
  2. Is all the hotwar/coldwar stuff gone for this version of the script (lukrops), I have a fully dynamic campaign running right now and would like the bases to cap/gci defend themselves without creating a red and blue cap zone for each and every base, since any base can be captured by blue OR red side, so the fronts change dynamically
  3. The air balancer enables ALL of your slots, since I put all the airplanes in the mission to make it fun, the air balancer will crate that many planes, you'll have 100+ AI in the skys lol I use the spawn template randomizer, there is a lot of code behind it, many scripts. Each farp and base is takeable, it will turn on and off the slots depending on who owns it. cap and rnd plane spawns, heli AI spawns, convoys heading to each other - lots going on, makes it fun - ctld on top of it modified to include more items to deploy
  4. Maps need to be free, this just segregates the already small player base of DCS... (maybe make it free to those who have x hours, x money spent in store, a way to earn it) - or just flat out make the map cheap. As a mission designer/ script writer, 1 map is already driving me nutzs and I have been at it since july, not a long time
  5. It seems Mbot is working on more a of a single player dynamic campaign engine, I am more interested in the multiplayer aspect, both sides fighting and affecting each other by their actions. That is what Mazdov_VS_Vaziani is all about. Our group has been working more and more as a team, fight back the enemy CAP so that SEAD and CAS can happen. If the enemy needs to re-enforce they can by the slingloading aspect. and both sides have constant convoys pushing there respective fronts. (I coded it using MOOSE, MIST, CTLD and EWRS scripts + my own stuff, I modified and elaborated on my own, wish blue flag and others wouldnt obfuscate there code, making us other scripters start from scratch at times writing the same code over and over.....)
  6. This writeup showed up in our 16agr.com squadron forums when I asked what scripts/mission updates would I need to make the -=16agr=- US East server more fun and fullfilling and Pickle wrote up a long paragraph on Falcon BMS and DCS should implement from of its features I am working with many scripts to try to make this stuff happen and make the missions more fun. If you have any suggestions leave them here, or pop on our server and let us know -=16AGR=- US EAST , currently running Mazdok VS Vaziani map - lots of people like the dynamics of the convoys, takable bases + Farps, + AI + CTLD with real sling loading.
  7. Something I also found out and to maybe think of in the future, but I dont expect a fix because its between 2 scripts. I am running CTLD from ciribob, and it saves the spawned units that CTLD spawns through slingloading. but then I load the saved file and the units are there but its disconnected from ctld, If you spawn a new crate and place it down, and go back to spawn another of the same crate (like 2 crates for a avenger), the original one you placed dissappears, truely weird behavior lol - the previous unsaved mission this does not happen. Also CTLD script keeps tables on whats on the map, those dissappear, but I cant expect the save to save and reinstate those tables, dont worry about that, the one prob that stops me is the ctld, despawn crate thing.
  8. The autosave cant save a mission in use (file is locked), so ciribobs would need to copy the mission and load the copy.
  9. How do you set this up so that is saves the file, then if the server crashes or restarts on the same file name, it grabs the newest one. When I try this, it cant open the mission file to overwrite it since the mission is using the file at the time. Trying to have an automated recovery situation (if the mission crashes, it restarts and loads the mission automatically through a macro script)
  10. Is there anyway we can give ownership to the units that CTLD people drop so that SLmod can give them credit when they shoot people down, I know blueflag does it but there code is obfuscated...... Cant learn from that.
  11. Is there anyway we can give ownership to the units that CTLD people drop so that SLmod can give them credit when they shoot people down, I know blueflag does it but there code is obfuscated...... Cant learn from that.
  12. I am new to lua, have the whole environment setup including witchcraft running. How do you dump an object inside of witchcraft. I have used console.log() in javascript, and var_dump() in php, I need to see what is inside of these objects to understand them better and to see whats going on. If its not that simple, let me know how to proper debug whats going on in a script. Example, I am using the Moose library (have many things spawning btw, so the script works) blueClients = SET_CLIENT:New():FilterCoalitions("blue"):FilterStart() return blueClients witchcraft throws: [string "Scripts\JSON.lua"]:255: can't convert function to JSON (yes the default template 'list all unit IDs' works fine and displays all the unit ids Thanks, Drex
  13. I ran into the (BUG 4: Crashed air units cannot be destroyed using Group.destroy(AirGroup) or Unit.destroy(AirGroup) ) Bug, The workaround atm is when the planes come back to land, they immediately despawn when they touch the tarmac. If a player causes a crash on the runway, it will stay there, immediately shutting down all automated AI functions at that airport until reboot. completely kills off the airbase.... I wish we could look at parts of there code and put in pull request fixes if they don't have the time to do it atm.
  14. I figured it out, local US_PlanesClientSet = SET_CLIENT:New():FilterCountries( "USA" ):FilterCategories( "plane" ):FilterPrefixes( "F15" ):FilterStart() grabs all the F15 client slots (pilot name)
  15. Having a little trouble understanding SET_CLIENT. What would I have to do to only select a group name of clients for slots to track. Example: local US_PlanesClientSet = SET_CLIENT:New():FilterPrefixes( "F15" ):FilterStart() I thought this might select all groups with F15 prefix, but this does not work, I am guessing its prefixes of other client groups and not just links. I'm not the biggest lua guy here, but I code javascript for a living, just need some easy clarification on the SET_CLIENT system. I just need to know how to SET_CLIENT to a single or multiple group names Let me know, I sent you a PM so I can get into slack or discord type system to have my questions answered quicker. -Drex
  16. On Commit : https://github.com/mrSkortch/DCS-SLmod/commit/528f5e0b8f05131609ab120f968d1b57a2990de8 -req does not work, The message for entering your password never gets triggered. I cannot enter the admin options at all. Maybe if I got someones copy of the ServerAdmin.lua config file with a sample user in it, I can trick this out to get around this issue. Version of DCS: 1.5.4.55169
  17. Who's looking forward to recreating this, one of the most iconic movie openings of all time [ame] [/ame]
  18. ya, blocks a lot of things, I have to turn off the VR mouse icon to deal with it
  19. Same thing, kind of hard to correlate in a battle without seeing the terrain.
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