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Case

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Everything posted by Case

  1. Check here: http://forums.eagle.ru/showthread.php?t=51220 This has been around for a good month already.
  2. Well, it may depend a bit on how the files are used when the game is running, because if they need to be reread from disk then WAV has the disadvantage that they are larger, but has the advantage that files do not need to be decompressed. If the files are stored in memory then WAV might might be better than ogg. However, since ogg is lossless I would expect the decompression would not take too many computation cycles.
  3. Smart fix! Gotta try it out.
  4. Great idea's Fahhh and Breakshot! I had thought a bit about implementing the same, but decided against it because the batch script doesn't wait for simulator.exe to end. Fahhh's pause option will work, but instead I just made two batch files that either copy the stock export.lua to export.lua or copy the tacview enabled export.lua to export.lua. Using shortcuts to these files on the desktop I can switch between configurations easily at anytime.
  5. It is not possible to trigger units or groups of units to activate on a random spot. What you can do is to create, for example, 10 copies of the same unit or group of units and place them on different locations. Then at mission start you can randomly activate only one or more of them. You would then have to make 10 triggers like: MISSION START(Activate Unit 1) // RANDOM(10) // ACTIVATE GROUP(Unit 1) MISSION START(Activate Unit 2) // RANDOM(10) // ACTIVATE GROUP(Unit 2) etc... The RANDOM(10) condition has a 10% chance of being true and activating the unit. This means there is a probability that more than 1 unit is activated for each mission. To circumvent this you could randomly set flags, for example like this: MISSION START(Set Flag 1) // RANDOM(50) // SET FLAG(1) MISSION START(Set Flag 2) // RANDOM(50) // SET FLAG(2) ONCE(1 True, 2 True) // FLAG TRUE(1) && FLAG TRUE(2) // ACTIVATE GROUP (Unit 1) ONCE(1 True, 2 False) // FLAG TRUE(1) && FLAG FALSE(2) // ACTIVATE GROUP (Unit 2) ONCE(1 False, 2 True) // FLAG FALSE(1) && FLAG TRUE(2) // ACTIVATE GROUP (Unit 3) ONCE(1 False, 2 False) // FLAG FALSE(1) && FLAG FALSE(2) // ACTIVATE GROUP (Unit 4) So at mission start you randomly set two flags and then do tests to see which of the four outcomes is true to activate only a single unit or group of units out of four. You can add more random flags to get more options, but it goes as factors of 2 (2 flags for 4 possibilities, 3 flags for 8, 4 for 16 etc).
  6. Great Promo! :thumbup:
  7. And ground units do not override this?
  8. For each unit or group of units, set the "Time hold" option to 23 hours. You can then activate units or groups of units with triggers, see here. I can't recall if this is a DCS:BS trigger or a FC2.0 trigger. FC2.0 has a SWITCHED CONDITION trigger, which is only executed if the condition switches state. Like a unit entering a zone, or exiting a zone, or passing an altitude. As far as I can tell they are, but so far I have not noticed that the order in which they are listed influences their executing. It may be they do. To keep Sukhumi neutral there shouldn't be any unit within a certain radius (I believe 1 km). If your blue tank group gets within that radius Sukhumi will become a blue airbase. Here you can use a SWITCHED CONDITION trigger using the HAS AIRDROME condition to do a SET FLAG. Then you can have an ONCE trigger using TIME SINCE FLAG with 300 seconds with ACTIVATE GROUP to start your shorad units and the second tank group. You can then use a ONCE trigger with UNIT INSIDE ZONE to check on the second group arriving at the airbase to activate the F-16's. Red must destroy all blue units that are within the radius mentioned above and get within that radius itself. You may want to test this, cause it might go neutral when each coalition is within that radius with alive units. The same as above but with blue units destroying the red ones. I hope this is enough information for you. If you can't get it to work I might be able to make you an example mission.
  9. Case

    MoGas!

    Alles gute zum Geburtstag MoGas! Have a great day! :holiday::drunk::beer::yay::drink:
  10. You can change payloads in scripts\aircraft\_common\rearm.lua. If you want to adapt the reload menus you will have to change other files. I recall one is called wingmencommand.lua (not sure where it is located) and *.res files in FIU/resources.
  11. No, unfortunately not. Boberros, Grimes and I looked into this and were told by the ED developers that that is not possible. Maybe in the patch, but no one knows.
  12. And the next day you'll have to navigate a manpad under bridges infested terrain to top that feat...
  13. Ok, glad to hear it works.
  14. Hi Lulac, Here's some screenshots to explain where what should go: On the top underlined in red is the full path to the LockOn root directory. This is the path you should use in replay.bat. The two crooked arrows show where the replay.bat file should go, and where the replay folder should go, they both should be placed in the LockOn root directory. The replay directory then contains the following files: So if your full path is C:\Program Files (x86)\Eagle Dynamics\LockOn Flaming Cliffs 2 then replay.bat should have: @start /d "C:\Program Files (x86)\Eagle Dynamics\LockOn Flaming Cliffs 2\replay" zip %1 options @start /d "C:\Program Files (x86)\Eagle Dynamics\LockOn Flaming Cliffs 2" bin\x86\stable\simulator.exe --nopause %1
  15. What is the full path to LockOn on your machine?
  16. In that case the replay.bat should have the following lines: @start /d "C:\Program Files x86\Eagle Dynamics\LockOn Flaming Cliffs 2\replay" zip %1 options @start /d "C:\Program Files x86\Eagle Dynamics\LockOn Flaming Cliffs 2" bin\x86\stable\simulator.exe --nopause %1
  17. No, unfortunately there is no such file. I would suggest you reinstall FC2.0 again and keep it as a clean installation where you have not changed any files. Then, if you need to get the original files again you can get them from the second installation. An other thing you could try is to download the 51st Server Integrity Files ModMan pack. This pack contains several of the original files, so the FC2.0 default files, like rearm.lua. With ModMan you can install these default files while ModMan also creates a backup of the files that you changed. Then you can easily uninstall the 51st ModMan pack to revert to your own changed files. Let us know if this works.
  18. From the RAR archive you should have extracted a zip.exe located in the replay folder. So, for example, if your LockOn root is located at C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\ then you should have the files on the following places: C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\replay.bat C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\replay\zip.exe C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\replay\options The replay.bat file should then have the following lines: @start /d "C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\replay" zip %1 options @start /d "C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2" bin\x86\stable\simulator.exe --nopause %1 So is zip.exe located in the replay folder?
  19. Yeah, I noticed this too, but it appears LockOn does this, also when you replay a track using the normal replay button.
  20. Here is a method to make replaying tracks easier, using a single click to enable labels in the track, to enable external views in the track and to load and replay the track. The method works by inserting a new options file with labels and externals enabled into the track, which is an ordinary zip file. Then FC2.0 is started with command line arguments to load and replay the track. The --nopause option in the batch file further minimizes user input. Step 1: Install the batch, zip and options file Download the attachment and extract it in the LockOn FC2.0 root directory. Most likely this is C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2.0. The rar archive contains 3 files: replay.bat: Batch file that changes the track and loads FC2.0 to replay it replay\zip.exe: DOS zip utility to add the options file to the track (see here) replay\options: options file with labels and externals enabled Step 2: Check the batch file The replay.bat needs to know the location of LockOn FC2.0. If it is not C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2.0, adapt the three lines in the replay.bat file (see the example below) to the correct location. @start /d "C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\replay" zip -d %1 Config\Export\Config.lua @start /d "C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\replay" zip %1 options @start /d "C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2" bin\x86\stable\simulator.exe --nopause %1 Step 3: Associate replay.bat with FC2.0 tracks To open a track with replay.bat, right click on a FC2.0 track and select "Open with", then select "Choose program...", then click "Browse..." and select the replay.bat batch file. This associates the .trk extension with replay.bat. For more information about the "Open with" feature, check here. If you have any questions or problems getting this to work, let me know. replay.rar
  21. This is exactly what I was looking for! Thanks!
  22. The simplest concept would be to run a LUA script to use the exported data to write all the unit positions for the frist frame and a given frame, either selected by a keypress, or the last frame before the mission was ended. Those positions could then be used to update the mission, both figure out which units are dead, which are still alive and where they are. Triggers will be a nightmare to change, so I expect you'd just copy what was present in the original mission.
  23. Great work and ideas guys!
  24. For FC2.0 we found that due to the clipping some buttons weren't accessible, and the scoreboard was very hard to read. In the end it's just a matter of preference, but since we wanted to have both the game and parts of the desktop visible we settled for running it at 1024x768 with the desktop at 1280x1024.
  25. Hi Panzer, I would opt for writing the events to text file just like the mp_log.txt file did in FC1.12. Preferentially, each line should contain the following: UTC timestamp in game timestamp player name player coalition player aircraft event Where the events would be the following: joined the server (would not have a plane/coalition selected) enter the game (on selecting plane/coalition) take off from airfield (also display airfield coalition) land at airfield (also display airfield coalition) crash eject exit the game exited the server joined as spectator kill plane kill vehicle kill ship kill static The plane kill events should then give: player name (or AI name) coalition aircraft weapon The vehicle, ship and static kill events would have: name (BTR-80, Kuznetsov, Bridge) coalition weapon It would be very very cool if it could log all weapons fired by humans, sort of like the debrief.log shows, but I don't think there is a LUA callback that does this. S! Case
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