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Everything posted by Surrexen
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Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Yep just load the Snowfox mission and the scripts will do the rest. If you play through the entire list of missions, when you reach "Operation Snowfox Is Complete" it will write back the progress to 0 for you. Or you can just remove the created files whenever you like to start over. It does not create different .miz mission files. It only creates a pair of .lua files that contain the names of the units etc that have been killed. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Another update is coming shortly (probably tomorrow or the next day) that will increase the amount of available missions to 120 (20% more Snowfox). New targets are mostly things like power plants, missile bunkers, warehouses and military base buildings. Also some other changes due to the result of recent testing in multiplayer which will be detailed when the update is ready. Unfortunately the target report still occasionally will spit out the information twice to the player in multiplayer mode. Seems to happen sometimes after changing planes, and will usually sort itself out if you change planes again. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Yes. Whatever ground units/ships/static targets you destroy gets saved to file, and that file is loaded at mission start and whatever is in the list is removed. The actual mission objective might be different though. The mission selection part will figure out if one of the target groups is already dead etc and will select a different mission if need be. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Absolutely, I was meaning to post instructions for this. Inside your DCS installation there is a folder called Scripts. Inside that there is a file called MissionScripting.lua, if you want persistency to work, edit this file (make a backup first if you like) and make the bit that looks like this: do sanitizeModule('os') sanitizeModule('io') sanitizeModule('lfs') require = nil loadlib = nil end Look like this instead: do sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Once you have done that, start DCS and launch the mission. The mission will then write out a list of dead units and statics to a pair of lua files inside the DCS root folder (it will update this list periodically, every 2.5 minutes at the moment). Once these files exist, the mission will load those files when it starts up and remove the units and statics that were previously destroyed so you can pick up where you left off :thumbup: Note: MissionScripting.lua will need to be changed any time an update or repair is run. -
Operation Clear Field - Caucasus PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
v107 is up which now provides a persistent world environment. Changelog v107 - Persistent world for ground units, ships and static objects, this will require de-sanitization of 'lfs' and 'io' in MissionScripting.lua. On servers please ensure that the simulation is being run with sufficient privileges to write to the DCS World installation folder. - Train missions have been substituted for other targets due to issues with mission scripting - Recovery tanker for carrier group has been introduced, and rescue helo because why not. Big thanks to FunkyFranky for the script and the guys at =JAGTF= for pointing me at it! The recovery tanker frequencies and tacan have been added into the mission briefing - F/A-18's and F-14B's on the Stennis no longer have a pair that start with air to ground load-outs. The CAP groups for each have been increased to a group of 4. This is part of a re-organisation of tail numbers and callsign adjustments which I will explain in more detail when it is finalised. - A-10C group increased to 4 planes - AV/8B group increased to 4 planes - M-2000C group increased to 4 planes - A bug with the target report on server environments where the report would spit out twice for each player under certain conditions has been fixed - Radio channel adjustments for some planes Note: if you do not de-sanitize 'lfs' and 'io', then the script for persistent world will halt, but the rest of the scripts will run without it so if you don't want to enable this feature then you can still enjoy without it. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Ok here we go lads, over the top! Changelog v112 - Persistent world for ground units, ships and static objects, this will require de-sanitization of 'lfs' and 'io' in MissionScripting.lua. On servers please ensure that the simulation is being run with sufficient privileges to write to the DCS World installation folder. - Oil Platform's near Sirri Island have been removed as missions as they were breaking the mission scripting. Since there were 3 platforms, 3 substitute missions related to oil related things have been introduced. - Train at Havadarya has also been substituted with some AAA for the same reason as above - Recovery tanker for carrier group has been introduced, and rescue helo because why not. Big thanks to FunkyFranky for the script and the guys at =JAGTF= for pointing me at it! The recovery tanker frequencies and tacan have been added into the mission briefing - F/A-18's and F-14B's on the Stennis no longer have a pair that start with air to ground load-outs. The CAP groups for each have been increased to a group of 4. This is part of a re-organisation of tail numbers and callsign adjustments which I will explain in more detail when it is finalised. - A-10C group increased to 4 planes - AV/8B group increased to 4 planes - Lavan Island HAWK system has been re-introduced to the map, along with it's supplying trucks. No missions specifically to Lavan Island (yet). - A bug with the target report on server environments where the report would spit out twice for each player under certain conditions has been fixed - Some units minor adjustments to placings, nothing major - Mission start time is now 14:30 instead of 17:00 for those afraid of the dark - Radio channel adjustments for some planes Note: if you do not de-sanitize 'lfs' and 'io', then the script for persistent world will halt, but the rest of the scripts will run without it so if you don't want to enable this feature then you can still enjoy without it -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Ok so I'm still just testing this out but the update should go out soon. Here are some of the things that have been done: - Persistent world for ground units, ships and static objects, this will require de-sanitization of 'lfs' and 'io' in MissionScripting.lua. On servers please ensure that the simulation is being run with sufficient privileges to write to the DCS World installation folder. - Oil Platform's near Sirri Island have been removed as missions as they were breaking the mission scripting. Since there were 3 platforms, 3 substitute missions related to oil related things have been introduced. - Train at Havadarya has also been substituted with some AAA for the same reason as above - Recovery tanker for carrier group has been introduced, and rescue helo because why not. Big thanks to FunkyFranky for the script and the guys at =JAGTF= for pointing me at it! The recovery tanker frequencies and tacan have been added into the mission briefing - F/A-18's and F-14B's on the Stennis no longer have a pair that start with air to ground load-outs. The CAP groups for each have been increased to a group of 4. This is part of a re-organisation of tail numbers and callsign adjustments which I will explain in more detail when it is finalised. - A-10C group increased to 4 planes - AV/8B group increased to 4 planes - Lavan Island HAWK system has been re-introduced to the map, along with it's supplying trucks. No missions specifically to Lavan Island (yet). - A bug with the target report on server environments where the report would spit out twice for each player under certain conditions has been fixed I have also had several requests to expand this a little, and from I've seen on servers there is a bit of room to add some more missions in so I'll see what I can come up with. -
This recovery tanker script is brilliant, thanks FunkyFranky :)
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Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Didn't get any flight plan waypoints? Or didn't get any target information coordinates? Waypoints you need to plan yourself. But target coordinates should be available to make it easy to punch a waypoint in. There are some really massive changes coming to this mission very shortly. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Small progress update here, I've written a totally different method for unit persistence which works for both ground units and ships. Hooray! It is much more efficient. I will tomorrow see if I can adapt it for static objects. The other neat thing now is that if you get to the 'end', it will automatically scrub the progress so nobody will need to manually remove anything, just relaunch and it will start over completely from scratch. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Ground units in my missions are not dynamically spawned so I would be interested in taking a look at how you are doing it. My code for this particular function is not pretty haha. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
So ... after smooshing my head over the keyboard all day messing with this persistent units thing and nearly going postal at my cat because of it, I've come up with a heavily heavily modified version of Pikey's simple group saving mechanism. Pikey's code removes all units from the map and spawns replacements based on a list of what was still alive in the saved file. Problem with that was it was not putting the replacement units in with the correct headings/orientation so things looked not how I wanted them. I spent a lot of time facing things to the exact degrees so you know ... My version does nearly the opposite, it pulls a list of all the mission specific units then matches that against the list of saved units. If it finds a match, then the unit still existed and nothing is done. Otherwise if a match is not found it removes the unit from the map. Anyway, it's working for ground units at this stage. Pikey had run into issues with his code and ships. I too am having issues with ships. I had issues with ships before when writing other functions. I will see if I can work that out next, but perhaps the persistence will end up being ground units only, no ships and perhaps no static objects. Edit: Oh yeah, thanks Pikey wherever you are. If it wasn't for the SGS script you gave us I wouldn't have had a clue where to start on this. -
Question, I am playing around with this and it is working except for the orientation of the units is not correct after it loads the save. Is this normal?
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Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Ok so here is the deal. Persistence is very possible, but it would require people to de-sanitize 'lfs' and 'io' which is part of MissionScripting.lua in their installations. This allows for the exporting of data from the mission into a file that can then be loaded at mission start. I imagine some people may already do this to get things like TacView to load? Anyway ... it is very possible to add it in. I figure if people are comfortable with this then I can implement it for a future version. The downside to this is that if you want to start the mission again 'from scratch' you would need to delete the exported data before starting up the mission. How do people feel about this? Feedback is definitely required for this one. -
I will be picking up the Super-carrier module whenever it comes out, I don't see any reason not to. I am also very much looking forward to the Forrestal coming out. The more variety and detail we can get for these naval vessels the better!
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Do we have a list of all airbases that will be in this map yet? I know a few have been listed but it would be nice to have a complete list to help with some planning.
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Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
I have tried a few different methods of removing the background music for the magnum sound to no avail. Another user has sent me sounds for magnum launches but they are taken from another simulation that shall not be named and as a result I cannot use them without causing grief and mass hysteria. Unless an adequate substitute can be found, then I may just take out the magnum sound in the next build. Meanwhile, thank you daarseth for having my back it's appreciated! -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
I have no idea how to do that yet haha. I know in theory it can be done though. Currently I'm finalising plans on paper for Syria ... for whenever the map comes out! It's a good question though because I think that would be very useful. Today I actually flew a CAS mission on Snowfox to learn the A-10C (I don't normally fly CAS). I took out the SA-15 at Tunb Island on route to Bandar Lengeh and had SEAD support take care of the SA-11, whilst a fighter screen kept me in the clear. Managed to wipe out the targets and complete a mission. Didn't think I had it in me! Anyway I will add the request to the list for later and will investigate. Can't promise anything at this stage. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Haha no the magnum sound is from a natops video someone else linked to another post I made asking if anyone had any sounds with a magnum call. It's the only one I can find so far so it had to do. I want to find a way to remove the music from it, but I haven't had time yet. In your travels, if you find a better one let me know! Edit: It was navair, not natops ... here is the post https://forums.eagle.ru/showthread.php?t=248770 -
Operation Clear Field - Caucasus PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Version v106 is up. Changelog v106 - Improvements to the way AI support flights go RTB when told to abort mission, they should fly home at the correct speeds now - Notification about enemy bombers incoming has been removed -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Version v111 is up. Changelog v111 - Improvements to the way AI support flights go RTB when told to abort mission, they should fly home at the correct speeds now - Extra Ka-50 and Mi-8MTV2 added to Khasab - Carrier Group set back to weapons hold by default (I was testing something and had forgot to change it back) - Notification about enemy bombers incoming has been removed -
Additional functionality for ground/naval units...
Surrexen replied to Ironwulf's topic in DCS Core Wish List
We desperately need 'designated only' type targeting for naval vessels at the very least if we can't have what Ironwulf has suggested. -
Operation Snowfox - Persian Gulf PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
I think I've found a fix for when support flights are told to abort mission, so that they don't fly back super mega slowly. Got a few other ideas which I am going to try to implement before pushing the next versions of this and Clear Field out. Has anyone checked out the new sounds I added? What did you think? -
Operation Clear Field - Caucasus PvE Playground
Surrexen replied to Surrexen's topic in User Created Missions General
Version 105 is up. Changelog v105 - Soundscape has been expanded to include a bunch of new sounds for weapon firing events, you can toggle this on/off via the radio menu under Clear Field Sound Options. New sounds are enabled by default.