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Everything posted by Miguel21
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Hello, and no, I haven't forgotten about that bug. And I'm trying to stabilize the next update. (this week maybe...) Here's a non-exhaustive list of what we've changed since then (it's definitely not up to date ^^) if you can't wait, yes, you'll have to modify the Active/targetlist file .... mmmm no, actually no . You'll need to zip your campaign (the Active folder if it's a CEF campaign, the whole campaign if it's a customized campaign). 509 fixed [callsign] callsign for wingman doesn't make sense 508 modified [loadout][consumption] many loadouts updated to take fuel consumption into account. Consumption found thanks to new tool 507 fixed [code_loadout] loadout code is sometimes incorrectly recognized 506 fixed [debriefing][stats] stats for your own package are rarely displayed 505 fixed [inter] interceptors and CAPs ordered to leave a SAM zone no longer return to combat 504 fixed [inter] campaigns with dates prior to 1970 can freeze. Because of UNIX time
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just disable tacview. Let's just say there's no problem when the missions are light or moderately loaded. However, we've noticed that even on a dedicated server, during heavy missions, the load is immense (let's say exponential to the number of units in the air and on the ground). You have to understand that tacview interrogates the parameters of all these units 10 times a second. (including missiles and shells). Next, I don't know when a version of DCE is compatible with a version of DCS, it's impossible to keep track. Sorry about that. We adjust DCE on a daily basis to keep it compatible with the current DCS. Translated with DeepL.com (free version)
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we recently discovered that Tacview eats up 50% of fps (as do certain exports such as Helios). So if you've got all this, deactivate them and yes, you'll need to come back to a recent version of DCS, for DCE. If FPS still aren't there, disable half the squads or reduce their size.
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do you have the Persian Gulf map?
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incorrect functioning of getGroups() [only dedicated server]
Miguel21 replied to Miguel21's topic in Multiplayer Bugs
thanks for the confirmation ^^ And yes, if you take away the AI in the player training, it goes back to normal. That said (and this is what made me look for this error), if N Client (unit) plays in a player's group, this creates N more group. And that's not normal ^^. and it makes our scripts work in unexpected ways -
Hello programmers ^^ I think I've found a little bug that can be quite annoying if you're not careful: The getGroups() function does not return the same thing between a “normal” server and a dedicated server On a dedicated server, it “invents” as many groups as there are units in a Client's group. Example with 3 red groups : 1 group of 3 Mig21 (including one client) 1 group of 2 Mig23 1 group of 2 Mig29 Here's what the function returns on a “normal” server: and here's what the function returns on a dedicated server: I'm attaching the script file I used and a test mission. @f-18hornet bug_getGroups_in_dedicatedServer.lua bug_getGroups_dedicatedServeur.miz
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ok, thanks for the feedback
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here's the latest version of Scriptsmod, it's not yet finalized, so save everything before using it ^^. It fixes a few bugs, notably that of non-compatible targets. (cf UTIL_changelog.lua) ScriptsMod_503.zip
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there must be another module (integrated into DCE or not) like mist or something else, which reactive env.setErrorMessageBoxEnabled() In the future version, I'll activate it 2 times, one with a delay (30 or 60s) for the destruction on the ground, I have to test, it will be a little longer ^^.
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it's boring ^^ can you push me your mission?
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the last error message is probably because you have enabled conf_mod : debugInGamePopup = false, it must be set to false, otherwise the slightest bug (and there are some, as it's sometimes difficult to know when an object can or cannot be queried) will block the game.
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I didn't understand. Do you mean that the destruction of bases and bridges is not counted? In the next mission, in the game (DCS), do they appear destroyed or not? Which version of scriptsMod are you using?
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OK, thanks, I'll look into it. In the meantime, I think you can force a SEAD if you designate a target yourself for option D, it was necessary to be able to play solo on a dedicated server. In MP, the parameters are already implemented
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For those who don't see DCE_Manager updates: DCE_Manager_V6_12_39_126.zip . and for those who haven't seen the latest ScriptsMod update, we're moving to version 483 (20.79.483). However, this should update correctly via DCE_Manager (let me know if it doesn't, in which case I'll post the scriptsMod 483 zip here)
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following the download problem you had, I tried to correct it. Here is the latest version DCE_Manager_V6_12_39_126.zip
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@PB0_CEF ? ^^
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Hi, there, What exactly is the name of the zip? And which server are you connected to? thank you In the meantime, here's the latest version: DCE_Manager_V6.12.38.125.zip null
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nullBefore / after Yes, I think it's a bug DCE_Manager\ASTI The program needs to be able to put back the same number of backslashes but I'm working on it ^^
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the post above has been resolved by updating the version of DCE_Manager. Try it with this one: If the bug persists, can you post me the original files (miz and template) and the final mission (.miz)? thanks
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NG = New generation we've changed the system a bit, but it must be 2 years or more now ^^
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ha, interesting can you push me your basic mission (with the asti prefixes already added) and the template(s)? If possible?
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thanks for these tests, they're great We hadn't thought about the vehicle routes either ^^. So it's normal for there to be inconsistencies, because it's trying to stick its path (certainly) on an existing road. There, I could only put ‘offroad’, I don't see any other solution. The paths are written ‘hard’ in the DCS code, we won't have access to them, apart from the ME.
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Cloning a campaign means you can play the same campaign with several different types of aircraft. Previously, Cef had to offer as many campaigns as aircraft types: Hornet over Caucasus Harrier over Caucasus Tomcat over Caucasus etc... But, basically, it's the same campaign. With this cloning system, Cef offers you 2 variants of the same campaign: WOC-Blue WOC-Red It's then up to you to clone the campaign if you want to WOC-Blue-F-14 WOC-Blue-F18 and so on. It's simpler for us, and more flexible for you.
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Well, we're taking it one step at a time ^^ (sorry) I haven't had time to test it properly, but here's the latest ScriptsMod which should fix that (hopefully it won't break anything else) 481.zip
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