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fargo007

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Everything posted by fargo007

  1. You can set the limit with :initLimit(n,n), use a SpawnScheduler(2400,1) and STILL spawn that group manually in between with :Spawn(). Another possible way to handle this is to take a count of the alive groups by defining another SET_GROUP with a filter based on that groups name and use the iterator function to collect a count. Then compare the count of alive clients to alive groups and spawn according to the desired ratio. Or, you could put the entire declaration of the enemy (and the numbers in :InitLimit(n,n) ) inside your loop so you are defining what n, and n are based on your counts of clients and then let the SpawnScheduler populate the enemies accordingly. The existing ones may disappear and reappear somewhere else though. Not sure how that behavior will shake out but it may work for you.
  2. Why must it matter what the group name is, so long as the correct number of them are alive at any particular event window? Have you looked at :InitLimit() and :SpawnScheduled() ? That's a vehicle to guarantee you have a certain amount of assets alive at one time.
  3. Thanks, I'll give that a try.
  4. Very cool Dino Might! It occurs - Maybe a SET_CLIENT would be a cleaner way to come at this. A client set is updated automatically. SET_CLIENT:FilterActive(Active) start the filter: SET_CLIENT:_FilterStart() Then you can step through the alive clients with a user-defined function and do whatever you want. SET_CLIENT:ForEachClient(IteratorFunction, ...) Hey it's a two way street. I got some good ideas from looking at what you are up to here as well.
  5. With the sidearm selected, and a target locked up, the gun still fires instead of launching the sidearm. Selecting it via the stores menu and/or the buttons on the top row. When will this be fixed once and for all?
  6. Mine's getting hung repeatedly, but only on our dedicated server. Log attached. 00010.996 INFO : DELTA_DECODE_BEGIN: Bazar/Textures/mig-29a.zip 00011.813 ERROR: DELTA_DECODE_FAIL: Bazar/Textures/mig-29a.zip :(23): Failed writing received data to disk/application 00011.826 INFO : DELTA_DECODE_RETRY(1): Bazar/Textures/mig-29a.zip 00012.795 ERROR: DELTA_DECODE_FAIL: Bazar/Textures/mig-29a.zip :(23): Failed writing received data to disk/application 00012.807 INFO : DELTA_DECODE_RETRY(2): Bazar/Textures/mig-29a.zip I did work around it. I moved mig-29a.zip elsewhere, conducted a repair (successfully) then ran the update again and it went right through just like butta. autoupdate_log.txt
  7. I believe this has to do with the Build Path that is set up in eclipse. It probably has the old MOOSE.lua in it, but there may be other steps involved.
  8. See the docs here: https://github.com/ciribob/DCS-CTLD
  9. They are not accessible to the entire script by default. It depends a lot on how it's written. Local variables are local to the code block, not the entire script. My next move would be to examine and debug the Client portion of this. This, since you are reporting that there's a difference between SP and MP. e.g. if Unit.getByName(clientTbl) then (message or log out some debugging input as to what it received) end Another point is that in the loop, you are repeatedly calling the same declaration. F5 = SPAWN:New("F5") This isn't going to give you (n) of them. You'll only get one since you're reassigning the same var each time in the loop. In the loop, you could do something like: F5name = "F5" .. k F5name = SPAWN:New("F5") So you don't keep overwriting/reassigning the same variable name.
  10. I don't think the tables should be local. Are those values being carried down? Also, what's it reading, the group or unit name to arrive at 'Client #002' ?
  11. It's far past a longshot that the level of improvement in this technology (for now) will be linear with the price point. I'm pretty sure you know that going in. Even so, this is coming in at $150 over the rift, so we'd be looking for $150 worth of improvement. It kinda seems like it's there from the initial reports so far.
  12. More detail and look at it:
  13. Notionally it keeps them from being detected and destroyed by a rogue AI moving past them for some reason. I've also been able to prove that the AI vehicle spawn hourglass does NOT appear in Caucasus. There's a blink but that's it. It's something specific to PG.
  14. Sunday, November 11 will be an open mission day! Guests of BSD are welcome! It's a great time and there's SO MUCH to do. The last one saw us in Caucasus and we teamed up on a short mission to recapture some oil fields: Time: 1500 EST (2000Z) Version: OpenBeta DCS (at latest version as of mission time) Server: [bSD] Blacksharkden 1 (104.137.108.73) Password: JOINBSD (all caps) Map: Persian Gulf Mods: None Airframes: All Helicopters are available in multiple quantities at multiple locations. Mission: BSD's "Hugh Jass" multi-mission, PG edition. Every possible aspect of enemy AI has been randomized. Type, location, route, disposition... all of it. Over one hundred possible mini-missions and tasks that you can perform from lift operations, CSAR, Hot Extracts, Search & Destroy, attacks on enemy strongpoints, lots and lots of stuff. Team up with a few pilots, pick an airfield to operate out of, select an objective and go for it! Then do another one. Gazelle M and Ka-50 drivers will find lots to keep them busy on Qeshm Island, and we're sure to need Huey's and Mi-8's for CSAR and other work there too. BSD Discord for voice comms, OPENCOMMS channel: PTT (PUSH TO TALK) is required in Discord. Voice activated comms are not accepted. Time: 1500 EST Version: OpenBeta DCS (at latest version as of mission time) Server: [bSD] Blacksharkden 1 (104.137.108.73) Password: JOINBSD (all caps) Map: Persian Gulf Mods: None Airframes: All Helicopters are available in multiple quantities at multiple locations. Mission: Over one hundred possible mini-missions and tasks that you can perform from lift operations, CSAR, Hot Extracts, Search & Destroy, attacks on enemy strongpoints, lots and lots of stuff. Team up with a few pilots, pick an objective and go for it! Then do another one. Gazelle M and Ka-50 drivers will find lots to keep them busy on Qeshm Island, and we're sure to need Huey's and Mi-8's for CSAR work there too. BSD Discord for voice comms, OPENCOMMS channel: PTT (PUSH TO TALK) is required in Discord. Voice activated comms are not accepted. https://discord.gg/6D24mQ
  15. Considering they were taken with a cell phone, I totally agree they look great. The instruments are immediately readable. Thanks! Looking forward to hearing the experiences when yours arrives guys!
  16. Pretty similar here. I'm using MOOSE with :InitLimit() and I'm getting a visible hourglass on every spawn. I'm also spawning in random zones like you are, via :InitRandomizeZones(). I have an entire farm of enemy "spawnstub" vehicles on the edge of the map set immortal/invisible, so the same unit at least is active. I am willing to help test against this. I will say this appears to be MUCH less of an issue on caucasus. I'm not sure how to explain why.
  17. This topic came up again last night for us. I tried it on the latest openbeta, PG map, and it appears to have zero effect. Looks like it's back to not working. ETA - Specifically ground units of all types.
  18. For me the startup sounds are extremely faint. Is this by design? I think they should be much louder. The sounds in the air are spot on.
  19. I'm not entirely clear on this - Do I need just the seat, or the seat plus simshaker for DCS?
  20. I realize it's only been out a short time, but we still need a thread to discuss. Thinking about the plus, but I really want to hear some reports from DCS pilots that have shaken it out a bit. I can't find anything DCS specific but some reviews I saw indicate that the anti SDE technology does work. If someone's already digging in to DCS with the Odyssey plus, please share your experiences & impressions.
  21. What's the difference between the 908 and FSE models in terms of motors/power/etc.? Trying to decide which one I want. My gaming chair is kind of narrow. Thanks!
  22. Thanks for the suggestion! That's actually working BEAUTIFULLY.
  23. Pointing out, a UH-60 could also include the DAP (guns 'n stuff). ;-) We really do need a more modern US lift helo. Everyone would buy this. And I mean:
  24. It works in VR, to the extent that you can sit in the co pilot's seat and look at it and use it. What doesn't work is the popup/overlay that exposes it in a larger way, as it does for non-VR. So you can still use it (and I do), but you have to sit on the right side, and VR-zoom in on it to do anything meaningful. I use a toggle switch secondarily for VR zoom which lets me remain zoomed in. I agree with Mr_Sukebe, this probably isn't a priority but we can hope!
  25. Are there skins out there for all/some of the DCS ground vehicles in tan/brown/desert? It seems out of place putting woodland camo vehicles on a desert. IMHO most of the skin choices for the vehicles are a wash. They can't be distinguished from each other in flight. A tan one would be a different story.
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