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Speed

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Everything posted by Speed

  1. It should work just fine- I am 95% sure there weren't any modifications to ./Scripts/net/events.lua with World. If in doubt, just find the lines of Lua that output these events messages in ./Scripts/net/events.lua, and put -- in front of them to comment them out yourself.
  2. Ok, is there any chance someone could have used a -admin command to attempt a mission restart? The DCS crash occurs when the server is already running a mission, and you try to load a new mission- either manually or with mods, it doesn't matter- and that new mission is sufficiently complicated. Anyway, yea, see if you can collect more info on the crash. I cannot test this mission myself, unfortunately, I do not currently have access to DCS, just my laptop.
  3. Today, due to multiple requests, I added the "slmod_pause_when_empty" variable. If you set this variable true in \Saved Games\DCS\Slmod\config.lua, then your server will pause itself automatically if no clients are connected. When a client connects, it will unpause. However, even if this option is enabled, the server can be forced to pause if you are an admin and you use the "-admin pause" command. I also added another option to \Saved Games\DCS\Slmod\config.lua, "slmod_admin_register_password". This allows you to set a password that allows players to register themselves as admins on the server by typing "-reg <password>" in chat. Finally, I put the stats system aside (at least until I think of a solution for the UCIDs-changing problem, or it's fixed) for now. Started work on the AFAC functionality which will allow you to call in AI air strikes via chat messages. I'll try to get Slmod version 6.2, which will include the admin tools (but no stats keeping and probably no AFAC functions) released within two weeks or so. Actually, there are so many changes to the internal guts I might be justified in calling it Slmod version 7.0. Who cares, just semantics.
  4. I never watched that carefully... there's an actual overhead hatch? And it stays closed? And the pilot just sails right through it? If so, that's a problem, otherwise- maybe the rocket exhaust from the ejection seat is literally blowing the door open. You never know- ED has been guilty of modeling more irrelevant details :D
  5. Are you sure that the crash isn't happening when the server tries to reload the mission or something? I don't know if you have Slmod or Servman set up on this server to do mission reloads; you didn't specify. Anyway, this mission is one of the "fairly complex" missions I was talking about in the Slmod thread. If you try to load this mission after your server has already run a mission, it will crash the server. The issue has been reported to the ED devs, I think it might have to do with the number of units in a mission. Who knows, maybe we will see the fix pushed our way in an auto-update, whenever the problem is fixed.
  6. Speed

    DCS: The Future

    Actually, everyone knew (at least, everyone "educated" at the time knew) that the Earth was round in 1500 AD. The ancient Greeks (Erastosthenes)had even measured the circumference of the Earth (in like, a few hundred B.C.) to within a few percent accuracy. Also, the ancients weren't stupid- they figured out that it was the shadow of the Earth on the moon during Lunar eclipses- guess what- the shadow is round. Christopher Columbus for some reason argued that the ancient Greeks had overestimated the value for the circumference of the earth and that a voyage west to get to the Orient would be practical. But yes, returning to topic- DCS uses a flat geometry (gnomonic projection, I believe). You have no idea (or maybe you do) how much this simplifies all sorts of calculations. The size of the detailed DCS terrain is much smaller than the size where the projection starts to cause a problem.
  7. Actually, as far as I know, the only pilots ever shot down by the SA-11 were Russian.
  8. Sure, it might be. ED has stated a "real time command module for runtime mission modification is under development" (http://www.thebattlesim.com/index.php?scr=list&end_pos=44&lang=en&page=2, "Mission Creation and Editing"). It's said that for a quite a while though, and that's for their military side, not commercial. But it does seem that ED has the desire for developing some method to truly spawn units- so hopefully, someday, they are able to act on this desire. However, I would note that runtime spawned units do NOT mesh at all with the game's code very well. There is lots of code (that I know of, on the Lua side, at least) that is dependent on the fact that all units that will ever be active are specified in the mission file. So it would probably be a major investment of development time to do something like this.
  9. No. Who knows- maybe in the future.
  10. Speed

    Book Club!

    Don't use Amazon much? As with cars, buy used :thumbup: I have a paperback version which has a price of $6.99 on the back.
  11. Speed

    Book Club!

    In time for UH-1, get your copy of Dustoff, the Memoir of an Army Aviator by medal of honor recipient Mike Novosel: http://www.amazon.com/Dustoff-The-Memoir-Army-Aviator/dp/0891418024/ref=sr_1_3?ie=UTF8&qid=1350061487&sr=8-3&keywords=dustoff+in+books It's a very good read. Novosel chronicles his service career, starting with being a B-29 pilot in WWII to, after retiring from the USAF, joining the Army and becoming a UH-1 pilot during Vietnam. In Vietnam, he won the Congressional Medal of Honor, and, if memory serves me correctly, he ended up being a UH-1 pilot in the same unit as his son. Anyway, it's got a 4.5 star rating on Amazon, pretty much the highest rating anything ever gets, so it's not just me that thinks this is an excellent read.
  12. I asked the same question internally before 1.2.1 release as I also had noticed the new SA-11 behavior. The official answer is- no answer yet. Hopefully I will get an answer that I can share eventually. Use SA-6s for now, if you need a decently capable missile system that becomes disabled with the destruction of its search/track radar.
  13. You forgot to use the pairs table iterator function. Your for loop should start like I have it below. Note the bolded function. ... for k, v in pairs(Alarm) do ...
  14. Slmod is not installed on your computer. Be aware that every time you do an auto-update, any modified files are moved to a _backup folder in the main DCS World directory. Thus, after an auto-update, you will need to select all files inside the _backup folder, then copy them back into the DCS World directory, merging all folders and copying and replacing (overwriting) all duplicate file names. It takes about five seconds. Once I get back to my flying machine, I'll see if I can work out a proposed method with c0ff for making net mods more compatible with the auto-updater- but for now, you need to do this extra step after you do an auto-update.
  15. Wait, so you're having a problem? If you give me more info on the problem, I'll try to help. As always- dcs.log (after an attempted use of Slmod) is the most valuable piece of info you can possibly provide- indeed, one of the most valuable pieces of info you can provide for any 3D world/multiplayer DCS problem. If the problem is limited to a mission, then I need the mission. Right now, I do not have access to DCS, but I can still unzip the mission file and read it/edit it manually. And WTF... why does it provide a link to the weapons_impacting_in_zones demo mission when I quote you? Odd.
  16. Sorry. 6_1 is also for 1.2.1- I should update all the posts. I don't know what that is (I've seen it before though) but it has nothing to do with Slmod.
  17. I'm not at my computer right now, so I can't test anything I make, but I can still make them- what exactly are you looking for though? Well, here's one example, something you can't do with the mission editor, at least without creating lots of annoying zones and triggers to detect units in zone. Create signal flare on a group of units: --in a doscript trigger action local units = Group.getByName('convoy1'):getUnits() -- "convoy1" is the name of the group in the ME if #units > 0 then local unit1pos = units[1]:getPosition().p trigger.action.illuminationBomb({x = unit1pos.x, y = unit1pos.y + 1000, z = unit1pos.z}) end
  18. One can use the new scripting engine to automatically find the "highest" aircraft, then have all the "wingmen" follow it. This is a good idea for a canned script- a "virtual" flight. I'll think about the best way to implement this. You could use triggers for the same effect, but it would be harder.
  19. Lua does not cause server crashes, and will not illuminate the cause of them. Errors in C++, which is what the majority of the game is programmed in, causes server crashes. ED has their own internal debugging versions. Best thing to do is to find a way to duplicate your crash, then report this crash, in detail with the method to duplicate, to an ED tester, who will then forward the bug to an ED dev for fixing.
  20. Not sure I'd use the word "compatibility" when Servman causes constant Lua errors to be reported to dcs.log. But does Servman mostly work with DCS 1.2.1? Probably.
  21. The version with the admin tools is version v042. The presence of the older v6.1 files will not cause any problems. The reason for the different version numbering mechanisms is I use one numbering system for the "official" releases, and another numbering system for my "internal" versions (which I sometimes release a little early). Slmod does not change the server pause/unpause status when a client enters. I have yet to start work on the public server administration tools- unpause on client join will be one of those features. --------------------------------------------------- Now that the simulator scripting engine is officially released, I can begin work on the AFAC functionality! That is where you can order AI aircraft to do tasks via chat messages. Previously, I was hesitant to release any mod that used Lua to order AI aircraft around, as I was not aware of the Lua functionality (the "Mission" AI task) that most efficiently allows one to do this until I accessed the unreleased scripting engine documentation. So it wouldn't have been right for me to make a mod out of it.
  22. SSE functions currently do not include many of the actual trigger actions- (such as activate group, stop and deploy to template, etc). For now, use trigger.action.setUserFlag to make your Lua interface with trigger logic. Starting options cannot be modified by Lua. You can, however, assign AI aircraft a brand new mission (complete with new waypoints, etc) while in the air. Edit: Though... that said... I've never tried assigning a "Mission" task to an unactivated aircraft group. The thought of doing so simply never crossed my mind. Unfortunately, I am away from the flying machine this week, and only have my laptop with me.
  23. Assuming that this goes off without a hitch, it will be a while. Sometime after 6.2 release. Stats will slowly improve over time- perhaps the first version will record flight time, deaths, kills, ejects, etc, then the next version will add weapons fired, hits, friendly fire, etc. Something like that. We're also confronted with a major bug I found- UCIDs are not dependable- they can change randomly. If that is not fixed soon, it will inhibit development of stats, as it will be impossible to distinguish between clients. This is already causing problems with the server administration tools.
  24. Very true- and some of the auto-upates may have touched graphics.cfg, I think, in order to improve frame rates. For most mods though, you shouldn't have to worry.
  25. No, all you need to do is copy all of the files out of the latest _backup folder in the main DCS directory, and then just paste the files back into the main DCS directory, merging all folders and over-writing all files. That will re-install all your mods.
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