Jump to content

Miguel21

Members
  • Posts

    939
  • Joined

  • Last visited

Posts posted by Miguel21

  1. 5 minutes ago, R-Born said:

    Hi Miguel21
    After testing, I can confirm the problem.
    and to be more precise, if you remove the AI from the group there is the human, the result is correct on the dedicated server.

    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 😛

  2. 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:

    Screen_241227_231250.jpg



    and here's what the function returns on a dedicated server:

     

    Screen_241227_231517.jpg

    I'm attaching the script file I used and a test mission.

    @f-18hornet

    bug_getGroups_in_dedicatedServer.lua bug_getGroups_dedicatedServeur.miz

  3. On 12/16/2024 at 8:26 AM, Jara4 said:

    Thank you for looking into it. The hornet campaign (TF80s - blue) is that one causing problems - destruction of ground objects (airbases, bridges) is not updated to campaign target list(?). However, destruction of SAM sites and EWR installations is correct.

    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

  4. 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 ^^.

  5. 6 minutes ago, Jara4 said:

    Something must be bad:

     

    Mission script error.jpg

    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.

     

  6. 17 hours ago, jojo said:

    It's constantly looping generating the mission ant tells me "Not enough ready aircraft for all clients.."

    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

  7. For those who don't see DCE_Manager updates:

    Quote

     

    V6.12.39
    fix: downloading an update to DCE_Manager creates an empty ZIP with a certain type of server

    V6.12.38
    mod: configuration management revisited
    mod: different display of bug windows
    mod: robustification of campaign installations, either full (all files available) or light (only the campaign folder and .miz and .cmp files)

     

    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)

    Quote

     

    known issues:
    - [pedro]    lands on another ship instead of CV or LHA
    - [target]    a squadron is assigned to a target while another squadron (identical type&task) is based closer to it.
    - [stats]    stats for your own package are rarely displayed

    ==:20.79.483:==
    483 added    [release]    merging files for publication
    482 fixed    [generator]    -nan(ind) bug again ...
    481 fixed    [generator][MP]    no selection possible in PM when requesting an escort type task only (Sead etc...)
    480 fixed    [generator]    -nan(ind) bug
    479 fixed    [CLSID]        add the new parameters for bombs and GBUs if they exist (M79)
    478 added    [LatLon]    add GPS-type information (latitude, longitude) for targets.  (M78)
                            This will allow CampaignMaker to completely hide the units on the F10 map.
                            (because before, this was the only way of recovering precise positions for GBU missions and the like).
                            It's still an archaic method (which requires live reception in the DCS game), but I hope to add an autonomous LatLon information function in DCE_Manager (later... ^^)
    477 modified    [loadout][restricted]    the prohibited items can now evolve over the course of the campaign. CampaignMaker must add them to a Loadouts folder, then activate them in the camp_triggers_init.lua file with the new function: Action.RestrictedLoadout(file)
    476 fixed    [weather]    clouds are always lower than airports at altitude
    475 fixed    [VSN_F105]    the required module name is not correct
    474 added    [dataMap]    marianaislands locationForEphemeris
    473 fixed    [country]    new countries in templates are not added automatically
    472 fixed    [ejectedPilot]    borders were no longer calculated, so ejected pilots no longer appeared
    471 modified    [loadout]    WOB Mirage F1 Strike (correction)
    470 modified    [Spotter]    we continue to integrate it (border, fireBase, only the marker, impact time, add smoke etc...)

    ==:20.76.469:==
    469 fixed    [loadout]    WOB Mirage F1 Strike
    468 fixed    [generator]    very few or no red flights
    467 modified    [Spotter]    modified CG_ArtySpotter script (merge Solo&MP), from Don Rudi
    466 fixed    [loadout]    an error display problem
    465 added    [DCE_Manager]    new DCEM_Function file to link with DCE_Manager
    464 added    [loadout]    V166 - F-4E for WOB - OH-58D
    463 added    [Spotter]    add CG_ArtySpotter script, from Don Rudi (M77 testing...) thanks again for the permission to use his script 🙂
    462 fixed    [frequency] SA342 frequency outside authorized ranges (again ^^)

     

     

  8. 15 minutes ago, Thomas_GER said:

    As mentioned before - to clarify - it is not the bug of the ASTI tool - it is a bug in the mission file due to several scripts running there and colliding.

    Without those the ASTI tool works great.

    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

    image.png

    image.png

    but I'm working on it ^^

    • Thanks 1
  9. 3 hours ago, Thomas_GER said:

    After installing the DCS Manager I got the message that DCS Manager has no access to an options file that is in my documents folder cause another process is using it?!

    When I use the ASTI tool (which is great - really) I can process everything as described in the manual. But when I return back to ME and want to load the miz-File I get an error message.

    I can see also that the file seems not to get closed properly by the ASTI tool.

    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

     

     

    • Like 1
  10. 1 hour ago, Lt.Turbo said:

    I was testing this morning and noticed that when trying to add multiple static templates (using the same template) at the same time I am getting several templates, one on top of the other. I tried adding 3 templates to one mission. Each marker had the correct ASTI_ prefix and were numbered -1, -2, and -3. For each marker, it added the template, plus the suffix number so I ended up with 2, 3, and 4 templates at each of the markers.

    ha, interesting
    can you push me your basic mission (with the asti prefixes already added) and the template(s)?
    If possible?

  11. 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.

    • Like 2
  12. 15 hours ago, Scotch75 said:

    G'day Folks,

    A quick question: What is the "Clone Campaign" function for? When would you use it?

    Many thanks.


    Sent from my SM-G998B using Tapatalk
     

    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.

  13. 12 hours ago, Spartan111sqn said:

    And still like that with no stop.

    Any idea what the problem is?

    Thanks in advance.

    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

    • Thanks 1
  14. 3 hours ago, RedeyeStorm said:

    Hi @Miguel21, yes I do. I always follow the flightplan. Jester reports every waypoint and switches to the next just fine. On the F10 map it is just not recognised.

    Update: I just flew a Strike mission and here to my wingmen returned to waypoint 1. When engaged by SAM they ditched there payload as well. I believe they should not do that either.

    so, in SEAD, I suppose the only order they should be given is to attack the SAMs.

    In Strike, whether or not to jettison the stores is a discussion I've had several times with CEF, and ... we don't agree 🙂
    From his point of view: a Strike flight that is intercepted ‘must’ jettison its stores.
    The emergency jettison is therefore activated, and I suppose they have the same logic for SAMs.

    • Like 1
  15. 2 hours ago, Spartan111sqn said:

    Hi @Miguel21 after downloading the last update when I run the DCE manager appears this message

    image.png

    Any idea what to do?

    Hello
    access to the Documents\DCE_Manager\log.txt file is blocked or locked by another or old process.

    so... restart the computer
    and if it still doesn't work, delete this file, see the DCE_Managere directory

    • Thanks 1
  16. 2 hours ago, RedeyeStorm said:

    Yes, I can’t hit anything with the Shrike so no surprise there. The issue is more that the wingmen return to waypoint 1 when you give the command to ‘attack primary and rejoin’.

    I did find a workaround by ordering to attack air defenses.

    in SEAD, the package does not have a ground target assigned (as in Strike), so it is normal for this command not to work.

    On the other hand, it's more surprising that they come back in WPT1.

    During your flight, do you pass (all together) on this WPT1?

×
×
  • Create New...