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Surrexen

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Posts posted by Surrexen

  1. Operation Jupiter has been updated. It contains 3 missions:

    A template type mission for pre-invasion. Ground has radars and flak only. No set ground targets. Intended for dogfight mayhem.

    A template type mission for post-invasion (very similar to the old Operation Jupiter layout). Ground has radars and flak only. No set ground targets. Intended for dogfight mayhem.

    Adlertag an objective based mission that runs for about 3 hours loosely based on 'Eagle Day'

     

    Download is attached

    You will need Normandy 2.0 and WW2 Assets pack

     

    If some warbird pilots could give them a try and provide feedback that would be great. Hopefully you like them.

     

    Edit: All other missions have been removed from user files as they are broken

    Operation Jupiter.zip

    • Like 4
    • Thanks 2
  2. 9 hours ago, Blackhawk NC said:

    Surrexen, Do you maintain the 332nd Operation Jupiter server? If you do, could you turn the chevron labels back on?  We really liked having a server that was fun and you could see the targets. If you are the one who can do that, we would appreciate it. We already have several "realistic" servers that are very difficult to fly in. We need a good WWII server that is fun! Thanks! I know this is the wrong thread...Sorry!

    No I don't run any servers so unfortunately I can't help you with that, but if you like Operation Jupiter in it's current state (which is quite old), you're really going to love what's in the oven ...

    I have pre and post invasion mission templates completed and just sorting out some final tweaks before I add the objectives back into them. Both pre and post invasion templates contain sectors throughout the entire map so you can fly anywhere any get yourself into trouble 🙂 One of the objective based missions in the pre invasion template is based on Eagle Day to give you an idea of what's cooking.

    • Like 4
    • Thanks 1
  3. 4 hours ago, swartbyron said:

    I've tried my hand at some helicopter logistics on the latest version and it seem the problem with disappearing crates is still there.

    The engineers always have 0 crates, no mater how many you bring. 😪

     

    When you unload crates do they ever appear?

    Edit: Can confirm that unfortunately unloading crates got broken as a result of the various 2.9 and Moose changes. I would suggest waiting until the new versions of the missions are ready as this is working correctly in the new code.

    • Thanks 2
  4. 1 hour ago, Chicki said:

    Great mission.  Any tactical advice for a solo player?  Geeez, SAMS galore, roving bandits.  Seems impossible.  Thanks.

     

     

    Dismantle the SAMS first. Make full use of radio call-in's. I repeat, make FULL use of radio call in's, doing everything yourself was never the way this was supposed to work. Be patient and time your attacks to coordinate with your radio call-in's. If you fly like a goose, you'll get plucked.

    Edit: Things should also become a bit more manageable when the new versions are fully ready to go, but they aren't quite there yet.

    • Like 2
  5. 2 hours ago, cfrag said:

    I've tried that some time ago, but since the font that's used in DCS outText() isn't monospaced, and there is no way to position the insertion point, not even pre-processing the output will get you anywhere near a passable formatted table output. Or put different: my limited imagination currently fails, and I did think about off-screen image rendering per-column and then sending the result as imageToGroup.

     

    Oh well, I guess wonky donkey columns etc will have to do unless anyone else has some magic way of doing it. Thanks very much @cfrag for the responses.

  6. 34 minutes ago, cfrag said:

    If the question is "how do I remove control characters from a string", i.e. merely get rid of the squares, the answer is easy: use gsub on the "%c" pattern:

    str = str:gsub('[%c]', ' ')

    above will replace all control characters (including linefeeds, backspaces, tab, etc) with a blank " ".

    Now, if the question is "how can we do tabs in outText()", I really don't know, I don't think it's designed with positioning of text.

     

    It's the latter. The real reason behind the question is trying to output table data and line up columns and rows more precisely. So yes I guess that's a better way of putting it, how do we do tabs in outText() without getting the squares to display.

  7. If I have a string that contains horizontal tabs in it such as "Cats\t\tDogs" and print it out, it prints out with square symbols so the output looks like:

    Cats [] [] Dogs

    Is there a way to print out a string containing horizontal tabs without it outputting the symbols? If I do it in a regular lua compiler the output is fine.

    Thanks in advance

  8. 6 hours ago, EndersGame said:

    I was asking because for the generals file I still see calls to the old method of doing it:

                local KillerUnit                 = Event.initiator
                local KillerUnitName             = Event.initiator:getName()
                local KillerUnitTypeName        = Event.initiator:getTypeName()    
                local KillerUnitCategory         = Event.initiator:getDesc().category            -- 0 AIRPLANE / 1 HELICOPTER / 2 GROUND_UNIT / 3 SHIP / 4 STRUCTURE
                
                local TargetUnit                = Event.target
                local TargetUnitName            = Event.target:getName()            
                local TargetUnitTypeName        = Event.target:getTypeName()
                local TargetUnitCategory         = Event.initiator:getDesc().category            -- 0 AIRPLANE / 1 HELICOPTER / 2 GROUND_UNIT / 3 SHIP / 4 STRUCTURE    

    Errors I get under a debug log are: 7388: attempt to concatenate local 'TargetUnitTypeName' (a nil value)

    trigger.action.outText("A "..KillerUnitTypeName.." Has Killed An "..TargetUnitTypeName, 15)

    Should it be updated too:

        if Event.id == world.event.S_EVENT_DEAD then
            if Event.initiator then            
                if ( Object.getCategory(Event.initiator) == 1 or Object.getCategory(Event.initiator) == 3 ) then         -- UNIT or STATIC
                    if ( Event.initiator:getCoalition() ~= nil ) then
                    
                        local DeadUnit                  = Event.initiator                                    
                        local DeadUnitObjectCategory = Object.getCategory(Event.initiator)                        -- 1 UNIT / 2 WEAPON / 3 STATIC / 4 BASE / 5 SCENERY / 6 CARGO
                        local DeadUnitCategory          = Object.getCategory(Event.initiator)                    -- 0 AIRPLANE / 1 HELICOPTER / 2 GROUND_UNIT / 3 SHIP / 4 STRUCTURE
                        local DeadUnitCoalition      = Event.initiator:getCoalition()
                        local DeadUnitName             = Event.initiator:getName()

     

     

    I'll get onto it as soon as I can, thanks.

    • Thanks 1
  9. 6 hours ago, EndersGame said:

    Any idea on when your uploads to these missions be applied to the dcswebsite? Ie still show the old versions on the site.

    I don't know why it does this but it's been like that for ages. It never changes to the dates etc. But the files are updated.

     

    5 hours ago, Gebirgsjäger said:

    Thank you for the update.
    I think the Persistens is broken. The units from the Helo Script are persistent and work normaly. But the killed enemy groundvehicles are not persistent.

     

    Persistence has been fairly unreliable for some time now. Hence it's going away soon. I will take a look at it though.

  10. Operations Snowfox/Clear Field/Scarlet Dawn/Sea Slug have been updated to provide (hopefully) support for the latest open beta patch, which caused some scripting issues due to a fix that was rolled out to the API. I anticipate this will be the last time theses missions get updated in their current form, but of course you never know. Please let me know if any issues come up.

    I was aiming to replace Operation Jupiter with what would been the first mission in a series for it, but it isn't quite ready yet and unfortunately will also be awaiting a fix for the new Biggin Hill airfield.

    • Thanks 5
  11. Unfortunately slot block doesn't work in single player unless you self-host as a multiplayer server which is a headache. Since the whole purpose of what I'm doing right now is to remove the common headaches/barriers/problems etc from the missions, it is something that will continue to be left on the cutting room floor. If I can figure this all out just right, you won't need slot block anyway.

    • Like 1
  12. 13 minutes ago, Mistermann said:

    Thanks!  I wasn't starting the server as administrator.  Once I did that, those files started getting written.

    Wow, rewriting this has to be a massive undertaking.  As a community member who benefits from your labor of love, THANK YOU!

     

     

    Yeah it's taking some time that's for sure. About 2/3rds of the way through Snowfox as it stands, whilst simultaneously working on Normandy for what will replace my old Operation Jupiter stuff. So after a long hiatus, there are some things being moulded into shape on the forge.

    • Like 3
    • Thanks 1
  13. 5 hours ago, Mistermann said:

    I have enabled persistency by updating the MissionScripting.lua file in the OB Scripts folder.

    What are these two files called?  I don't see them where I am looking and am concerned that they are not being written properly.  Can I see where they are written in the server log somewhere?

    Thanks.

    ScarletDawnAirbases.lua

    ScarletDawnConstructions.lua

    ScarletDawnStaticInterment.lua

    ScarletDawnUnitInterment.lua

     

    They get written to the DCS World directory by default, not the saved games.

     

    That said, I'm in the process of a total re-write of the code to drop persistence and to get rid of Moose.

    • Like 1
    • Thanks 1
  14. 8 hours ago, Oberst Struppi said:

    @Surrexen

    Hey m8,

    me and all the pilots in our squadron are really enjoying your dynamic missions in PG, Caucasus and Syria.

    We‘ve been flying these missions in rotation. Starting with the first conflict in PG and working up trough caucasus.

    We added different weather settings, custom kneeboards and did some adjustments for our squadron. We even had a cold war version of one of your missions. 🙂

    Now i‘am asking you if there is going to be a similar mission for the new Sinai Map?

     

     

     

    Highly unlikely. Too many bugs.

  15. On 7/23/2023 at 3:11 AM, Appocalypsebr said:

    Hi after last updates of DCS AWACS its not working and all units start from turning point.

    Tried to change the slots to TAKE OFF FROM RAMP but give me ERROR.

    Had to change all to TAKEOFF FROM GROUND.

    Still trying to fix the AWACS script someway, please help!

     

    2023-07-22 16:52:37.476 INFO    SCRIPTING (Main):  27522(  5536)/E:                         SPAWN06464.SpawnAtParkingSpot(ERROR: Could not find enough free parking spots!)

     

     

    I have just checked and this is not happening for me, everything is working as expected. Did you modify the mission in any way?

    Screen_230724_073724.jpg

    Screen_230724_073949.jpg

    Screen_230724_074022.jpg

  16. 6 hours ago, hlfritz said:

    false alarm!  apologies.  i did not realize that the mission does not seem to create the files until after a player takes off or after the first kill is made.  can you confirm this?

    we had someone test and he killed an SA-2, and the files are created and the SA-2 is listed.

     

    If there are no files are present when the mission starts, then by default it will be 5 minutes after mission start when they are created. It then updates those files every 5 minutes by default.

    I assume there are still some units that are not creating dead events (like the speedboats), although I have not checked in the latest beta. 

  17. 2 hours ago, LeCuvier said:

    So if I don't want to use the script, I have to put the sound file into the mission folder in order to open it from the ME. And when the ME has swallowed it into the .MIZ, I can delete the file from the folder. A weird process! I can live with a weird process but at least ED should document it in the user guide!

    Thank you so much!

    No that's not how it works. If you are not going to do it via script, you set up the trigger in the mission editor, and select the sound that the trigger will play and it will embed the sound file into the mission when you save it. I'll post some screenshots of how it will look in the editor shortly.

     

     

    Screen_230421_204153.jpg

     

    In the example above, a trigger of 'once' type is used to play the sound file 10 seconds after the start of the mission. When you select the sound file and then save the mission, the sound file will be embedded into the .miz. The trigger will not require any further change as it will know that the file is part of the mission. Hopefully that explains it a bit better.

     

     

  18. When you select a sound file to open from the mission editor, it will package that sound file into the .miz for you when you save the mission. You don't need to then tell it where to look internally from the .miz

    Alternatively, if you are packaging the sound files into the .miz manually outside of the editor, then you will want to trigger the sounds via script.

    trigger.action.outSound('SoundName.ogg')

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