Jump to content

JG52fldrms

Members
  • Posts

    28
  • Joined

  • Last visited

Everything posted by JG52fldrms

  1. Hi friends, I have 5 AI Planes each in 1 seperate group. The first 1 is told to be the "leader" so the 4 left are being told to follow him. They all have the same waypoints. Start from parking > fly from WP 1 to 6 and 7 is landing. Everyhting works fine till the last WP which is landing. All planes just circle after another and it takes A REALLY LONG time till the first 1 lands. First I thought it is the defintion (follow till last WP) so I defined > follow till the WP prior the landing. But that doesnt seem to be solution. It seems as if they cant decide which one of them should land first. Is there a solution to this? Thank and regards! f.
  2. yes absolutely! Unfortunately it seems as if the dead unit is kept somewhere "dead" although it has been respawned as "alive" in a new group. For instance: your plane group "bomber" consists of 4 planes plane1 to 4 If you check for plane 1 being dead > action message , nothing happens (which is ok at this step) If the plane is shot & dead the action triggers and says > message plane dead Now if you respawn the whole group (all planes are shot) with mist (respawngroup('bomber',true) the condition check for dead unit 1 (plane1) still triggers as > message dead although the new identical group "should" consist of new & alive "plane1 to 4) Would be nice to have a solution for that.
  3. @all guys who contributed into MOOSE Thank you for putting all the information together and presenting such a complete environment. It is quite complicated to follow due to the nature of OO but you guys have somehow achieved it to be noob friendly by presenting SO MANY examples to reuse in mission editor. I am really excited to use the framework for my own mission and "try" to learn how things are done the right way. cu in the air ;)
  4. "My guess is that the original units do not disappear from the data tables and since it is a continuous action, it is repeatedly seeing a dead unit. " > seems the horror comes true. If you don't mind my asking, why do you want a message when one plane dies? im working on a ww2 Mission and the message is intended as "one of our Bombers has been shot, enemy gains 5 Points" > increase flag 1 by 5 and so on.. at this Point im really giving up. would be a pitty if i dont find a workaround for that..
  5. i found a workaround with once + on take control + unit is alive + speed > 1
  6. hi doodenkoff, i tried that .. unfortunately it keeps looping. maybe a bug in 2.1? im very dissapointed with how the scripting is working in dcs 2.1. maybe i revert back to the late activation trick. not pretty ... but works
  7. developers fixed that bug today YAYYYY PAI. WW2 big formation. Death of leader will not cause groups to turn around and head to their first waypoint. Added Mission Task to transfer the formation control from dead wing leader to followers.
  8. Hi, hope someone knwos how to handle this: I have a group (plane group) consisting of 4 planes each named plane 1 plane 2 plane 3 plane 4 For each unit I configured > continous action > condition unit dead (plane 1) dead > action = message out (unit dead) My respawn is configured as: > continous action > condition group dead (plane group) > action = if not Group.getByName('plan group') then mist.respawnGroup('plane group', true) end If all planes (the whole group) dies & is respawned it keeps saying (unit dead) each second. I dont get it because everything has respawned right?! So nothing should be dead anymore?! im using latest mist in dcs 2.1 Thanks for any reply! regards f
  9. Hi friends, is it possible to play a sound to a client and mute all other sounds that "might" be triggered through action > play sound? example: sound is played to a specific player through trigger > actions. If a new sound is played for the entire coalltion while the first sound is being played, the first sound is stopped and instead the second sound is played only. How do you prevent the first sound beeing stopped while its not finished yet? Is there another way instead settings flags etc?!? Seems not to be the best way to me .. :( Any ideas? regards f.
  10. Ok I noticed an unwanted behaviour once one of the AI in a group is shot. The group consists of 4 planes with takeoff, waypoint 1 -3 bombing and landing again. All 4 members have formation = 4 finger close, dont engage, reaction on threat = off, DONT abort mission. If one of the 4 AIs gets shot all 3 or 2 remaining members return and land. The Anti Air is placed right behind the airfield. Is that the reason? Is it possible to force them to continue their mission no matter what? I am using the mission editor with DCS 2.1 on normandy map. Thanks for any comments! regards f.
  11. update 18.06.17 Bombers shot down +5points Bombers landed safely gain you additional points As for now its a "bit" complicated to identify planes / ground units and actually see them. To compensate this and still keep labels deactivated I implemented the following idea: Ground units: Smokes when cities have been captures by ground units (red / blue) Message (with certain city captured) + sound Bombers: one Message + sound half way (with "bombers near city xy") one Message + sound when bombers are actually going to bomb run So hopefully you will always have an idea where Action might be :) Still open: - how to implement "intro speech :)" for clients connecting. Right now I could not bringt this to life other than once 15sec after mission start.. But thats not what im looking for.. - Briefing images still missing
  12. yes absolutey! Ive got the Normandy + Assets pack so everything will be added once released. The only reason I dont have included the B17 is because it has no loadout option. So its not possible to send it for a bombing run. I will wait till thats implemented too. Im pretty curious how the gameserver will perform once arranged. Until then im going for some mission debugging :P .. still a lot left to do :smartass:
  13. test today was "ok" on my 2nd pc but very dissapinting in terms of upload. I ordered a 4core 16gb Windows 2008 gameserver located in Germany / Frankfurt. that should help :)
  14. Hi friends, does the Mission Editor Support a condition like "on Client connect" ? Or has someone a Workaround on how to react to a connecting Player or a Player that chooses a side or a specific Group? The only thing that comes into my mind could be to react to the mission editor group like "check once for speed > 0" Anyone has another suggestion? thanks and regards f.
  15. ok Mission is online on my own rig. whoever likes to test ... you are welcome ;)
  16. polished the upcoming / planned implementations. Its no complicated task .. but very time consuming. I hope I can polish the scoring a bit, include the ground units with sounds / messages and setup a host for testing purposes till today early evening. update 16.06.17 ground Units score 5 additional Points for capturing cities ground Units have a set of path / waypoints. captured cities will be indicated with message & sound added (intro Music / ww2 speech :P) unfortunately I have not figured out how to stick that to a function like (on client connect).. Need to dig deeper
  17. First of all be assured you will get better the more you fly a specific plane. Skill (hopefully ) comes with time.. I would suggest to take a plane of your preference and test it out in every situation so you are familiar with its capabilities. How much is needed to turn, when does it stall etc. etc. The rest comes with muscle memory and automatically. I read the following in your initial post "I have X55 setup and perhaps I need to set curves and saturations." I know it is a personal preference but I would NEVER do any curve settings. In DCS its pretty simple, you are going to interfere with the internal simulation curves if you do that. Take the BF109 for instance. Like all other planes it has specific curves implemented already which intend to simulate how the real plane might have felt. By programming curves you completely ruin the behaviour of that type of plane. You also take away range where it needed to be. Just train yourself taking off and landing. Once you mastered this everything else will be much easier, because the planes take a lot of senstive handling at low speeds. Dogfighting is a special task which only works with training BFM mechanics. (youtube has a lot of vids on this) I am flying for years now and still far off from mastering any of the above. But it helped me a lot to let the curves as they are and trying to find the limits of the plane. My personal preference in terms of handling are: (easy to hard) Bf 109 > P51D > FW190 (dont have Spit yet) Btw. Are my piloting skills really such a disaster or is the Spit AI nearly impossible to kill? Even on the easiest setting the AI guy kicks my ass. It is CONSTANTLY on my tail. :joystick:
  18. @Roblex thats absolutey what I like to work on in the long run. Thanks for your encouragement!
  19. Hi friends, just want to present you a Normandy multiplayer-mission I am currently working on. I think we need more mission maps which tend to bond the players together with "coop" in mind instead of degenerating into another Team Deathmatch. The idea is to fly together with a main mission in mind. No more single flying and asking "where is the enemy? or what am i supposed to do?" But I am aware of the tension that makes DCS so much fun when you are confronted with another player. So my mission will be focussing on "repetitive" mission parameters but consist of inevitable PVP confrontations. Gameplay Settings & Goal: Each sides goal is to reach 100points. The side with 100points will be declared winner and the map will restart. Scoring is done by the AI ONLY. So keep in mind that you need to defend your attacking AI (bombers & armored ground units) as well as protect key positions on the map from the enemy. PVP cant be avoided as both sides need to support their own AI. Allies & Axis bombing squads consist of 4x P51 / 4x FW190 and will respawn after successfull landing / being shot down. Their mission takes ~15min from takeoff to bombing & ~15min back to the airbase. Allies & Axis armored vehicles consist of 8x Sherman / 8x Jagdpanzer and will respawn after reaching their destination / being destroyed. Their mission is a one way route & takes ~1h from start to destination. You will get visual & audio notifications once gameplay key elements have changed such as: -Scoring -air sirens once AI bombers are near cities -AI bombers & ground units start their route, reach certain cities, are successfull or shot down. -cities captured by the AI will be indicated by a smoke (RED / BLUE) Scoring: - Scoring is done "mainly" by the AI. So protect your AI Bombers & Ground Units! - Each bomber will gain you 10points for each successfull attack (total of 40 if all 4 succeed) - Each bomber returning and landing safely will gain you 5 additional points - Each AI bomber shot by you will gain 5 points for your coalition - Your ground units will gain you 25points if at least one of them reaches the objective - Destroying enemy ground units gains your coalition 15 points - each City taken by the ground units gains you 5 points tasks #1 Defend the the Bombers to the obejctive #2 Defend the armored ground vehicles on their path #3 Dont let the enemy bombers reach your airbase / city #4 Dont let the enemy ground units reach a certain city future / ongoing implementations: - additional "mini" sidemissions which can be activated as soon as certain key elements have been captured / destroyed etc. - maybe some elements where RL players can contribute more actively in the scoring system (still coop in mind) - implementing of loosing score points if "tasks" fail is being implemented little by little. right now the side that fails in protecting its bombers will loose ~20points. more to come... - players should / will be able to gain a certain amount of points by shooting other players - definitely more WW2 audio elements ;) - once enough sidemissions have been added, AI respawning will be deactivated completely > as a positive sideeffect in regards of performance, scripting will be minimized to a minimum. each AI task will be a one way mission. the outcome will decide the next steps. (e.g. winning provides additional ground units etc.) As long as the mission is in its early stages mission restart after 100points has been deactivated. The mission is already in a playable condition.. server will be online asap.. See you in the air and be nice ;) ( Im just trying to bring more joy into the game we love)
  20. Hi Predattak, many thx for your nice tut! Im definitely going to test it! I already knew about editing the lua file but not how to implement it into my "forced labels" multiplayer mission. I am not a big fan of too many customizations so I always aim to keep the game as vanilla as possible. I only use the MIST for scripting AI behaviour, respawn etc. The forced "soft" labels are unfortunately a necessity because DCS visibilty with & above FULLHD is really complicated. I tried most of the time without Labels and the frustation just kept increasing. I never had these problems in IL2 BOS or IL2 COD. So it must be the way DCS draws a planes outline. Unfortunately the ingame-option for drawing Objects (small to big) does not seem to be the ideal way... at least not for me. Anyhow thx for your assistance! Hopefully I can polish my PVE Mission to an extend that makes it play-worthy. Still waiting for the dedicated server ;) thx guys! =JG52=fldrms
  21. Alles klar, Dank Dir für den Tipp mit der Graka. Das erklärt wohl auch wieso der Server unbedingt Directx braucht und eben nicht auf Linux laufen wird. Also.. warten und Tee trinken ;) Gruß =JG52=fldrms
  22. Moin Freunde, der Titel sagts aus.. Was nutzt Ihr denn so? / könnt empfehlen? Gibts da schon fertige Konstrukte oder werft Ihr einfach eine DCS Installation auf nen Win Host und startet den Dedicated? Gruß :pilotfly: =JG52=fldrms
×
×
  • Create New...