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omskTransmash

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Everything posted by omskTransmash

  1. Any news on update? I cannot get group of dead unit so I came here.. but it's already more than 6 month old.. Any workaround or fix?
  2. For example in Hoggit Syran 3.0 server, if player loads more weapons than he is allowed, soon the player cannot control the aircraft and it crashes. How can I do that in my server? it says Object.Destroy() doesn't work on player client slot, and slmod only has "Kick" command, (I never used slmod before though) I have some experience in programming so just point me to the right direction and I can do it from there. Any help would be appreciated. Thank you!
  3. I'm so sorry that I have overstated "dynamics" of listed campaigns. Hope your dream realized sooner than later. Until then some of us will enjoy these "not-really-dynamic" campaigns fully. Hind is a very new addition and liberation (and its required components) need some time to follow up. Check with liberation 4.1.1 which is the newest as of 2021.08.31. Wish your problems are solved by now.
  4. Most of the "persistent" missions requires editing stock MissionScripts.lua file, to gain access to the OS filesystem. Although technically it induces more security risks, but if one can edit lua file with notepad, one usually knows what this means and how much risks are involved. Hope you are having fun with perisistent missions!
  5. Great Mod, loving it from the bottom of the heart! Make the reds great again! Need a little help here: 1. mapping left / right break axis with my ruder pedal don't not do anything. ctrl-enter input display shows nothing. pressing "w" works though.. 2. hiding pilot body RSHIFT-P does nothing 3. can brought up kneeboard, but prev/next kneeboard page does not work I am a dev, I know some lua but these input mappings are beyond me .. can you point me to the right direction? Thanks!!
  6. It's good to know it doesn't actually matter playing the mission! Thanks!
  7. CEF, Always Great Thanks! I Just tried your new version, it now has more squadrons across 2 carriers and I can select them as I see fit!! But I see "Recovery Pack .. Route has no waypoints with locked time" error more often. I mean "more often" because it also happens with original version. I suspected if there are a lot of aircraft in the deck this error happens, so I tweaked conf_mod.lua to remove static aircraft, reduce the size of F14 flight etc. It does reduces the chance of making this error. If you can share it's normal or not, it may help other people like us a lot. Thank you as always. This is only reason why we play DCS these days.
  8. Hello Guys! Thank you for the great dynamic campaign, as always! I am trying to run latest campaign with my friends, some of them doesn't have Supercarrier. And I saw this line of description in Tomcat over PG : But however I run firstmission.bat with multiplayer options, all the flights are from Supercarrier. I tried to modify base of the "oob_air_init.lua" or swap the carrier units in "db_airbases.lua" but then the mission fails with "no route with timeline" How do I run multiplayer with friends dont have SC? Thanks!
  9. I dont quite understand what you mean and im sure you already solved it, but it rarely matter each other basically they are all just mission files only runs when you select it. So no, it doesnt conflict, unless you are developing a mission with lua script or something..
  10. every STABLE updates (including today, and im not even complaining about openbeta) makes different (and more ) clouds and other obejcts appear only one eye. im old and my eye really hurts please ED this is barbaric..
  11. Thanks! i will try it right away. hope it is compatible with moose ..
  12. Hello. I was pretty sure this was asked and answered, and tried my best to search the forum and internet but was no good. What I am trying to do is spawn a group then set the groups route (set of waypoints) to follow a route, which must be set dynamically from the script (not in the ME) From what i gather, The route is copied and set when spawned from pre-defined template(group) in ME which the group spawned from. : But it's fixed so i cannot change them during the mission, from the script) I can copy route from some other template and group on the fly: Route( .. GetTaskRoute)) : But it's also fixed since other template's route is fixed from the ME. But how can I build route (set of waypoints) on the fly? Searched through MOOSE manual many times but cannot find functions like Route.Add, Route.Remove, TaskRoute.Add .. I think it's fundamentally possible as Ex1) I found manually setting / adding waypoint without MOOSE https://forums.eagle.ru/showthread.php?t=188936 Ex2) with MIST https://forums.eagle.ru/showthread.php?t=203315 But could not find how to do it with MOOSE. I found Group:Route gets table Route as paramter. but could not find what a table (variable) Route is.. is it the same with Ex2)? then how to build it with MOOSE? any help would be greatly appreciated! EDIT: I just found a good example in the MOOSE.lua itself, so sharing it here for the future reference. -- ## Example 14: Strategic Bombing -- -- This example shows how to employ strategic bombers in a mission. Three B-52s are launched at Kobuleti with the assignment to wipe out the enemy warehouse at Sukhumi. -- The bombers will get a flight path and make their approach from the South at an altitude of 5000 m ASL. After their bombing run, they will return to Kobuleti and -- added back to stock. -- -- -- Start warehouses -- warehouse.Kobuleti:Start() -- warehouse.Sukhumi:Start() -- -- -- Add a strategic bomber assets -- warehouse.Kobuleti:AddAsset("B-52H", 3) -- -- -- Request bombers for specific task of bombing Sukhumi warehouse. -- warehouse.Kobuleti:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_BOMBER, WAREHOUSE.Quantity.ALL, nil, nil, nil, "Bomb Sukhumi") -- -- -- Specify assignment after bombers have been spawned. -- function warehouse.Kobuleti:OnAfterSelfRequest(From, Event, To, groupset, request) -- local groupset=groupset --Core.Set#SET_GROUP -- -- -- Get assignment of this request. -- local assignment=warehouse.Kobuleti:GetAssignment(request) -- -- if assignment=="Bomb Sukhumi" then -- -- for _,_group in pairs(groupset:GetSet()) do -- local group=_group --Wrapper.Group#GROUP -- -- -- Start uncontrolled aircraft. -- group:StartUncontrolled() -- -- -- Target coordinate! -- local ToCoord=warehouse.Sukhumi:GetCoordinate():SetAltitude(5000) -- -- -- Home coordinate. -- local HomeCoord=warehouse.Kobuleti:GetCoordinate():SetAltitude(3000) -- -- -- Task bomb Sukhumi warehouse using all bombs (2032) from direction 180 at altitude 5000 m. -- local task=group:TaskBombing(warehouse.Sukhumi:GetCoordinate():GetVec2(), false, "All", nil , 180, 5000, 2032) -- -- -- Define waypoints. -- local WayPoints={} -- -- -- Take off position. -- WayPoints[1]=warehouse.Kobuleti:GetCoordinate():WaypointAirTakeOffParking() -- -- Begin bombing run 20 km south of target. -- WayPoints[2]=ToCoord:Translate(20*1000, 180):WaypointAirTurningPoint(nil, 600, {task}, "Bombing Run") -- -- Return to base. -- WayPoints[3]=HomeCoord:WaypointAirTurningPoint() -- -- Land at homebase. Bombers are added back to stock and can be employed in later assignments. -- WayPoints[4]=warehouse.Kobuleti:GetCoordinate():WaypointAirLanding() -- -- -- Route bombers. -- group:Route(WayPoints) -- end -- -- end -- end
  13. Again, great thanks Grimes! So maybe there is a way, albeit not so beautiful one :smilewink: I will try that and find out! You are the best!
  14. Hello, I am new to mission scripting, but I searched the forum for hours and still has no solution. I am trying to restrict giving a player TGP or Jammer modules, however, getAmmo() only returns weapons and somehow getSensors() doesnt return anything.. Any help or workaround would be useful. I mean, TGP is a big deal, and nobody should take it for granted! :lol:
  15. Alright! Great thanks for the answer and hope this canbe fixed somehow..
  16. Thanks! I needed a modern testing ground, looks very promising!
  17. Great thanks for the comment, it became a lot more clear. :thumbup: But now I have a very important question, and it critically affects my mission making project! 1. Can different DCS install (a friend's machine) have different (set of) wsType? if i set a warehouse to have 10 AIM-120, then send the miz file to my friend, he will see something like 10 AIM-7F instead of 120, because he and I has different modules installed even if we have same DCS version? 2. Does it mean wsType can change, (1) every time the game launches, (2) only change when game updates? (3) only when the game update include new modules? (4) only when the user installs a new module? This is very important to me because it decides how long my mission would survive :cry: Thank you again for your time and knowledge, and please help me (again)!
  18. I am new to ME and missionscripting but I am eager to learn, and I need your help. Im trying to figure out what wsType and attribute means and more importantly does it changes somehow. Lots of mods and missions uses clsid but warehouses use wsType instead. and i looked into db weapons data some of them has wstype others have attribute some have both (with different value) and some have none. also i changed quantities of some equipments and aircrafts in an airport. but next time i loaded it in a different computer, there are many dupilcated items in inventory, like 2 items of s-13 rockets have different quantities. and i found some artice the mod makers set last wstype as wsType.PLACEHOLDER and it seems like dcs generates one for the mod? then how a mission can be shared with others if 3rd party modules habe actually different wstype value because dcs randomly gave different numbers for wstype.PLACEHOLDER? days of searching the forum yield no good result. please help me!
  19. I dont have any experience in mission scripting, but maybe writing the savefile in user directory (like Saved Games/DCS) may solve the future cases regarding permission writing in system drive/directory like C: If I can make some time I will try it and let you guys know
  20. Mission designers are the only ones who are making it as a "Video Game." They are true heroes who finally added "war" to the war"plane" simulator.
  21. Thank you and I wish you enjoy them! Let's hope there will be many more like these !
  22. Thats a relly great news for me. I play persian power almost everyday and from what you just shared, i think the next one will be even greater! Thanks for sharing and hoping it to be completed soon!
  23. I modified Georgian Power a little bit as someone asked me if it's possible to play with Su-25T. 1. Added Su-25T and TF-51D slots 2. Spawn type changed to Air, for better compatibility with unpredictable DCS patch Georgian Power v008 for Su-25T.miz
  24. It seems the campaign searches for "Saved Games \ DCS",not "Saved Games \DCS.openbeta". Short term solution would be make a shortcut (better with symbolic link from mklink command) which symbolically links physical "Saved Games \ DCS" folder to virtual "Saved Games \DCS.openbeta" https://docs.microsoft.com/en-us/windows-server/administration/windows-commands/mklink BE SURE TO BACKUP your saved games folder just in case in the long term the campaign would be able to choose or prioritize which version to use eventually!
  25. Hello fellow cyber pilots. I am compiling a list of campaigns which have the elements of Dynamic, Persistent, Progressive. Dynamic : Generates uncertain or random events and missions, non-linear campaign progress, as an opposite concept with a scripted campaign. Persistent : Saves campaign progress so far, thus a user can "resume" the campaign the next time plays. This is easy for a scripted campaign as it just needs single digit mission number in the logbook. However, for dynamic campaign, the campaign status unpredictably changes so there should be some other way to write down what exactly was happening. Progressive : There is a goal which can a user can achieve and thus win the campaign. As unpredictable by nature, there must be a way to progress the campaign towards to the winning condition and some codes that can evaluate the winning condition. Otherwise, it may be a mission but not a traditional meaning of a campaign. Anyway, here we go. 1. Mbot's Dynamic Campaign Engine and its derivative works by various authors (notably CEF) This is the closest thing to a traditional "dynamic campaign", which we always had in Microprose simulation games. I don't know who was before Mbot, but it certainly looks like this is what started everything. Over the years many users (Mbot himself and CEF mostly) contributed many great elements and now it feels like almost complete. If you haven't, just do it. Worth it. If you are starting now, start with CEF's post here. Supported Planes / Maps: Newer fidelity modules mostly, older campaigns made for older planes but not vigorously maintained. Most maps are supported. Multiplayer: Mbot's DCE Engine now generates missions in multiplayer. See here for more info. 2. The Abkahazian war. AV-8 PERSISTENT campaign (and it's F18 + Supercarrier versions) This is like an open world adventure game (like GTA or Skyrim) , if Mbot's DCE is more like traditional dynamic campaign. Different but very important new addtion to the dynamic campaign scene. Mbot's DCE excels at AI tactical planning (he calls it ATO). There is no such thing here in Abkahazian War, but this is much, much more like a video "game". Story, atmosphere, progression system, tasks and surprises, limited resources and units, different and unique achievement and a story-driven tutorial and even an endgame contents (final mission)! It's still new so the installation can be a little tricky but there is also a workaround. Invest around 5 minutes in install and fully enjoy tens and hundreds of hours. Forum Link Supported Planes / Maps: Harrier, Hornet and Caucasus only so far. Multiplayer: No official support yet. 3. Operation Enable Sky This campaign is like a Jason Bourne movie. Fight through limited resource and time, under the pressure of ultimate failure. You have only 12 turns / tries to win and aircraft lost is irreplaceable. It's not easy, the weight of time constraint is thrilling. It's really new and more for small team MP rather than singleplayer, but the uniqueness of this campaign alone is worth a try. Usually other dynamic persistent campaigns try to provide vast area of battlefield, even a whole map, and many types of aircrafts in the game as possible. But this campaign only focuses on very short range (Like the 1st SAM defence line and field HQ just behind the frontline) Supported Planes / Maps: F-5E, Gazelle, Mig-21, Ka-50, Caucasus only Multiplayer: Don't know the new MiG-21 only version supports multiplayer, yet. 4. DCS: Liberation (Khopa's latest version) / shdwp's original They say it's more like Enemy Engaged Comanche and Hokum Campaign: Another unique addition to the scene. It's been here since 2018, original work was from shdwp, reloaded by Wrycu, and recently heavily upgraded by Khopa, and getting a lot of attention and praises! It even looks and works like a standalone game! Install and play is very straight forward and intuitive thanks to the beautiful UI. just download and run the exe file! (It's very early so still not a lot of documents yet..) Wrycu maintained original and stable version: github repo Khopa's upgraded version: Khopa's post and his github fork Supported Planes / Maps: Almost all planes and maps, even WWII. Multiplayer: Legacy version supports with workaround, Khopa's version more explicitly supports it. 5. Persian Power This is an important step forward from a MOOSE based dynamic mission generator. It has constant fighting between 2 AI factions, and you will help one team to win the war. Very straightforward, always something is going on and you can play solo or help (babysitting) AI. The goal is simple (destroy enemy ground assets) but it's great when you feel like to play some hero Low entry barrier, definitive sense of progress and contribution. I finished it multiple times and I know I will return very often! Supported Planes / Maps: Supports all planes not already in the slot. You may need to manually add your plane with ME. / Georgia, Nevada, Persian Gulf (see forum post) Multiplayer: Native support. 6. Operation Snowfox Escalation This is the last but not the least. A very complex, has many many tasks and functions, you can forever play solo and with friends in this persistent world. Before it was too vast to "complete the campaign", but new Escalation version breaks down the campaign into several "phases" which gives a great rewarding sense of progression!! Nevertheless, it's a great dynamic playground, maybe the best there is. If you are interested, you wont be regret it. Supported Planes / Maps: Almost all planes, almost all maps (see Surrexen's campaign list) Multiplayer: Native support. Each campaign in the list can easily entertain you more than 50 hours as it turns DCS into a very different game. Imagine you bought XCOM or Civilization game but there was only the sandbox engine and no campaign (! what a strange game huh..) and years later the community made one for you. Notes: They are all greatly fun, but mind that they all are still user-made campaigns and it may not work out of the box for you. There are already a lot of questions about installation and running the thing, however as you can expect the author is one person and he cannot fix everybody's errors all by himself. I hope you dont have much frustrations and even it doesnt work for you right away, try search the forum first! Note2: Edited to reflect questions from the comments from hoggit post, such as supported aircraft, maps and multiplayer.
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