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Everything posted by Miguel21
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This is a multiplayer mission with client planes that spawn in the air (recovery) the options are badly done (ETA lock or Speed), but that does not prevent the mission from being launched, only from being modified by the mission editor. For that, don't do multiplayer missions, or disable the recovery option in the conf_mod
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Hello Which campaign and which version of DCE_Manager do you use? Because the last version is in my signature
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WWII_Normandy_Spitfire.zip And here is the Init folder of the campaign "WWII Normandy Spitfire" that we try to update (I voluntarily removed path.bat so that it does not overwrite yours) This is a test, tell me if it works or not ^^ (to be placed in a WWII Normandy Spitfire installation already done) (the updated files of ScriptsMod uploaded above, must be installed too) If this WWII campaign works, we can consider updating the others too. Translated with www.DeepL.com/Translator (free version)
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ScriptsMod_248.zip here are the last modified files of ScriptsMod. For those who want to test.
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for the moment, I suggest you deactivate the F18 CAP in oob_air Because you should know that DCE offers CAP and interception to the player, only if he "knows" that an enemy flight will pass in the range. This is to avoid frustrating the player if there is nothing... And since the task force is far from the front, well, nothing happens. Moreover, it's all or nothing, the CAP monopolizes 100% of a squadron. I add this problem in the todo list ^^ Translated with www.DeepL.com/Translator (free version)
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if, the Mig15 is in the data file. well, on the other hand I have just lost my hard disk with DCS, so, it may take a little more time...
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yes, bug confirmed
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in conf_mod file, test with StrikeOnlyWithEscorte = false,
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good news a priori, with the addition of the WW2 planes in the data file and the passage of the basemission in the mission editor, I managed to generate missions without crashing (I haven't tried the mission in DCS, I don't know if I have what it takes for that)
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tests with this: Well, I think this week I have to upload the last files ^^
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ok, first step: I have to add all the WW2 planes in the UTIL_Data.lua file
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but there are really people who play WW2?
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I would look into it occasionally, as Eagle_01 seems to have been demotivated by the flack. I think the first step is to re-register the base_mission.miz files with the current mission editor, so he can upgrade it
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yes, it's an Eagle campaign, but it's been a long time since we've seen @Eagle 01 here
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try with these files, to be installed on a 20.60.232 version This is the scriptsMod beta ^^ ScriptsMod_234.zip
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This is it, the fixes are finally available. - DCE_Manager V4-10-22 (available in my signature) - ScriptsMod 20.60.232 (in the update tab of DCE_Manager) ==:20.60.232:== 232 modified [loadout] Cobras missile, Hind, Apaches and Mi-8MT range, fixed F16, add L-39C, A-10C and C II, fixed F16 Cap in Crisis 231 fixed [mission] AI on small car parks can get stuck 230 modified [code] cleans up the debugging information
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this is a mission generated with a scriptsMod 20.47.105 So, these wingmen bugs that don't attack are "normally" fixed by the more recent scriptsMod. Wait a few days/hours, so I can release a DCE_Manager and ScriptsMod fix that downloads normally.
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ok, That said, I'm working on a fix for DCE_Manager AND ScriptsMod. So, in a few days, there will be another update.
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Hi RedEyes, First of all, update your ScriptsMod, yours is at version 20.47.105 And we are currently at version: 20.60.229
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Hi, Yes, I am having some problems downloading some files. For now, you can update your DCE_Manager (it must be at version 4.10.21) Then do a reset (scriptMod version) Then add yourself the 2 missing files in ScriptsMod.NG\Mission Scripts I'll see later to clean the code you see now ^^ AddFiles.zip
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Ha! we have to wait, a bug on the number of downloads has been discovered We expect a fix soon ^^
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Good day. We have a new version of DCE_Manager, based on download error correction, and a future campaign cloning system. And a new version of ScriptsMod based on multiplayer. Update via the update button of DCE_Manager or by downloading DCE_Manager in the link in my signature Good DCE ^^ V4.10.21 fix: various bug V4.10.20 add: Campaign clone button, for campaigns designed for this purpose (to come) add: delete campaign button mod: DCE_Manager is installed as an application to take advantage of future developments, such as lua support. On the other hand, you must install the lua54.dll file in the c:\windows\system32 folder V3.10.19 add: Notification of updates when you select the "upgrade" tab add: can download the whole scriptMod folder if needed add: add reset buton mod: the server is kept in memory add: automatically corrects path errors in the path.bat file mod: doesn't look for the presence of the scriptsMod in the campaign ZIP files, since the update scriptsmod button will upload it And here is the changelog of the scriptsMod
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haaa cool glad it works
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very strange story your first "failure" seems to use a very old version of scriptsMod You said that you managed to update ScriptsMod, so, normally, you should be in (NG)20.58.205, and... you say that it doesn't work either, but... It must not be the same failure, I would need a screen of this failure. Step 1: the screen of the actual failure Step 2: reinstall the campaign via DCE_Manager, via the "install Campaign" button Step 3: generate the first mission via the DCE_Manager and the "Start Campaign" button PS: in general, when we have to post several files, we put them in a zip file, it makes the upload and download easier ^^ ZipExample.zip Like this ^^
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Hi. No, not at the moment, but if you really want them, you have to motivate and lobby Cef In addition, we will certainly set up a new campaign system: we will no longer offer a campaign per aircraft type, but a single parent campaign, from which you will be able to clone the other campaigns per aircraft type.
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