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Everything posted by Case
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Could you disclose a bit more about the project?
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Airbase Templates for Lock On
Case replied to Lucas_From_Hell's topic in User Created Missions General
Unfortunately templates don't exist in LockOn Flaming Cliffs 1.12. This will only become possible in FC2.0. There are some 3rd party tools to make missions that may use templates, but it may just be better to wait for FC2.0. -
Hawk maybe overkill. Maybe a few Rolands, Vulcans and Avengers to make absolutely sure no plane can get within the no-fire zone of the Patriot and stay there for any period of time. And obviously the Patriot shouldn't have a deep six but at least two but preferably three STRs covering all bearings. But do your multiplayer clients a favour and use a S300 site instead. It doesn't have the annoying 'feature' of flooding your RWR by locking you from the moment you get into its detection range.
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You have checked the network.cfg file right? And is the port 10308?
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Instead you can give them away to people!
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Ugly as hell vs beautiful (aircraft photos)
Case replied to topol-m's topic in Military and Aviation
It did not fly in the air, but it is both a beautiful and ugly craft: -
Hi Spike, My post wasn't so much a reply to your question but more to Renato's remark about stats pages not being shared. To setup a stats page you there are essentially three things you need. First you need a program to read and parse the mp_log.txt files where events in the server are recorded. This program can then upload these events to a database (like MySQL), and this database can then be accessed through, for example php, to display the events onto the web. This is a simple approach and if you are familiar with programming it should not be too difficult to set up. If you want to make it more complex, then the best way to do that is in the program that reads and parses the mp_log files. I have found that it is better to not do too many complex things with php and in MySQL because that slows things down and has to be redone every time somebody accesses the website. Instead, I do the linking of events belonging to a single pilot at the beginning when reading and parsing the mp_log, and upload only finished data to the database.
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The reason for this is that for a squadron to host a dedicated Lock On server, one that is online 24/7, costs money, money the squadron members have to cough up. To not see that money go to waste on a server that is empty most of the time, they will try to get pilots in there by hosting good missions and having a good stats page. I spent over a month developing the 51st stats, and though I am willing to help anyone setting up their own, I am not going to hand out the code, for the reason I specified above.
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Thanks to all who participated! We had great fun acting as ground controllers for both coalitions! The server was packed on all evening, and 50-70% of the players in the server were on our TS being guided by the controllers. Special thanks to Sparrow from the 104th and Kuky from 3Sqn for being willing to act as a controller. Attached is a screenshot from the ATC software (LotATC2.1) and our teamspeak.
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The GCI Weekend will start in an hour!
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You might have mistaken realism for reality here ;)
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What do you mean by _our_ export.lua? You mean distributing the LEAVU export.lua among the server clients, or having the server distribute the export.lua among its clients? EDIT: Do you mean include it with the mission file when a player loads in? Just like MP3 files or images can be included? That would be pretty sweet if that would work.
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Indeed. The LOMAC AI will go haywire in a multiplayer environment with say half a dozen or more players. It is too bad, because sometimes they are useful if you want to defend an airbase with a GAI flight. But more than once have we seen these suckers chase down the first friendly that came too close to it :music_whistling:
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I meant that clients need to download it from the forums associated with the server. If it turns out that different servers use different setups it may mean that clients will have to move around files to be able to connect to a server.
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It will probably mean that multiplayer servers will either have to run the default version of the files or publish them somewhere so the clients can download the server versions.
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Thank you.
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I just made a post here asking how the LUA export works. The moderators made a separate thread of it which you can view here.
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For you it might be a simulator, but for many people flying on multiplayer servers LockOn is a game. So if for the sake of your realism there are multiplayer servers with a 4:1 ratio of MiG vs F-15 and you want to fly F-15 but it is already taken, then what do you do? Your comments about realism are very lopsided. On the one hand you want aircraft to be as realistic as possible, but on the other you are perfectly happy of flying lonewolf all the time without being on a Teamspeak or Ventrilo server to coordinate with others. If you really want realism, you should start working together with others, not complain that some things aren't modeled realistically.
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Can some one explain GG's post below and Yoda's comments in the LEAVU LUA code? While in Lua Export/Config/Export/Export.lua it says: -- Eagle Radar Improvements and LEAVU for LOP Beta. -- Author of ERI and LEAVU: Johan 'Yoda' Kjölhede -- Currently requires global script exports (EnableExportScript = true in config.lua) -- Correction : Apparently it doesnt.....LoGetObjectByID is not considered global in DCS :) !!!! and in Lua Export/Config/Export/Config.lua it says: -- enable export some cheatering functions LoGetWorldObjects() etc, other functions enabled by default EnableExportScript = false -- set true to enable Export.lua script, please -- LoGetWorldObjects() always available in single player game and on the server and finally in Lua Export/Config/Export/ERI_fcns.lua it says: -- =================================== -- Workaround since LOP LoGetObjectById doesnt want to work in MP.... -- Wrap and overload the function entirely and keep our own state of world objects, -- based on what our radar has seen or not seen -- =================================== Maybe I am missing something here, but I just want to make it clear whether or not LEAVU can be controlled on multiplayer servers. Maybe some of the ED developers are reading this and can shed some light on the issue. Keep this discussion specifically on how export works. -EtherealN
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But does this also stop clients from accessing their OWNSHIP data? Because this I think is the problem. Only if they do not have access to this data can you be sure that they cannot share it with others through LEAVU or some other piece of software.
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If this poll is in response to the development of LEAVU, then I see no reason why you could not satisfy both options at the same time. In this excellent post CyBerkut provides a possible way of giving server admins the control to decide if they want balanced gameplay or realistic gameplay. If implemented it would allow players to just pick the server that suits their type of gameplay best.
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These were exactly my thoughts as well. This way server admins can decide what they want to export and what not. Very good idea CyBerkut!
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Exactly, this is precisely the difference between sharing information over TeamSpeak or Ventrilo, compared to sharing information directly through software. Doing it over comms presents a great challenge for those willing to do so, whereas sharing it through software presents no challenge at all, all you need is a 2nd monitor and the software.