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MarcosR

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About MarcosR

  • Birthday 08/15/1984

Personal Information

  • Flight Simulators
    dcs
  • Location
    Calgary, AB, Canada
  • Interests
    Welding, Programming, 3d Printing, DCSing..

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  1. Can someone confirm is working? I can't make it work in rotorheads.. Can execute, but cant receive any data.
  2. Just to clarify we don't get any result.. script gets ran on the mission side but the return value doesn't arrive back... any idea @Flappie?
  3. I was using this in my server and now i can't see any returned values ... is there any other way i should be using this sentence? local safeScript = escape_lua_string(script) local result = net.dostring_in("mission", " return a_do_script( \"" .. safeScript .. "\" )" ) This was working before the update..
  4. I finally was able to check this on my server and your solution worked excellent. thanks a lot for that..
  5. Hi all.. Not sure if I test correctly. it seems that the SETITEM function and ADDITEM only works for players that are online at the moment that was executed.
  6. damn,.. i saw what you mean needzwd40.. there is a lot of weapons that doesn't bring a wstype and the add item function doesn't work. @BIGNEWY Do you know if this will be solved in the near future? ( To add missing weapons like the oh58 gunpods as it was mention here)
  7. THanks for sharing @Dangerzone and @NeedzWD40, was testing the functions a few days ago, and was able to use the setStock with the weapon name "Weapon.misile.xxxx" I believe I was abla to extract that list once using the get ammo function.. I'm trying that today.. the get a permanent list of ammo at least and avoid changing it every update.. Dangerzone.. that change is only on the serverside though right? the clientes doesn't have to have it or do they?
  8. I think is relevant again... now the dynamic farps have nothing.. do we know if we will have a way to make dynamic faprs work again?
  9. Bumping this thread to avoid creating one. Some issues from the past are fixed but still see a few sync issues. Using a script to spawn a train works fine in MP. but when they are removed (group:destroy()) they don't disappear in MP, they stay in the map... if you go out of the server and get back in the train disappears.. Another issue is, if another units destroys it entirely, if you go out of the server and go back again in, the train will looks like new, doesn't look destroyed. Thanks for the help!
  10. Same.. never updated to the modular thing..
  11. Hi @Grimes i spawn a farp dynamically on my server.. I understand the payload can be send on creation is that the warehouse info? Or will spawned farps will always be unlimited weapons? Would be great been able to modify the stock of weapons and planes even if it’s unlimited…
  12. Just here to say "Thank you".. I had a very very long and buggy code working around this that now I can remove.. now persistence of airbases will work like a dream...
  13. I own the Rotorheads server, Helicopter oriented PVE server, so Creating Farps is quite a common task.. But sometimes due to the enemy position it brings some issues in these farps, I believe (not 100% sure) the distance of a red unit to a farp to change it to contested is 1 nm or so... also a single soldier seems to change this against many tanks etc... so any helicopter can rearm or refuel from those places... So I'd wish there were a way to config the distance or other parameters, to change this bases coalition.... or even have an option to force a coalition and prevent the change in the first place. Thanks!
  14. Hey Fargo! has been a long time.... Good to see you.. Have the same issue in my servers too, comes and goes, there was another post saying something to remove some debugging tool... I haven't tried yet, since at least for me is only happens a few time most of them during the night,
  15. Same issue here, in my Singpore server... not in the North America one. the server run the same scripts etc. no other difference. Seems the server gets stuck before log in in to DCS, not sure if this could be a reason somehow?
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