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Miguel21

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Everything posted by Miguel21

  1. Hi, there, In the Init\oob_air_init file, in the table of the desired aircraft, change the country variable: country = "South Afrika", Change the squad name to something realistic/historical Change the skin name too, if you know it, and that should do it. For info, all country names are available in the UTIL_Data.lua file, table dataCountry = {
  2. CG_ArtySpotter.lua

    Hello, I'm Cef's coder for the DCE campaigns,
    I'd like to thank you for the permission to use your ArtySpotter script. It's really nice.

    If you're interested, I'll send you the modified file so that it works in MP as well as SOLO (please note that it's by no means finalized).

    I'll also add a few options (line of sight, tempo, total nb of shells, distance to front line/or battery location etc...)

    But I have a question ^^
    It's possible (I think) to use the position of a marker.
    You force yourself to use the coordinates recorded by users.
    Is this intentional? Do you want to simulate the fact that the user sends the coordinates by radio?

    Thanks again.

    Miguel

    1. Don Rudi

      Don Rudi

      Hi, that would be awesome!

      I was looking into the LOS especially for a future update and had some configuration options for artillery type (mortar or 155mm), max shells etc. planned.

  3. I uploaded it in a hurry ^^ a fix for the loadout and a problem with the number of planes in flight. If DCE_Manager doesn't suggest it, delete the upgrade.txt file in My Documents\DCE_Manager\. Or press the "Reset" button in DCE_Manager ==:20.77.469:== 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 M77 (testing...)
  4. thanks, but yes, it's in the known bugs. That said, for the moment, you have your stats in the 'Scoreboard:' section at the bottom of the file.
  5. Normally, we talk about minutes (mn) and not nautical miles (Nm). I had put the 2 options (30 and 60mn (1h)) because 30mn seemed too short to put a group of players in MP. If you're solo, test 30mn, but be aware that if you ask to land while it's still running, it will give you the wrong heading.
  6. DCE_Manager_5_11_32.ziptests this one it's in test
  7. null Check screen. Which version of DCE_Manager do you have?
  8. and here's release 460 at last ^^ it's available here and as an "automatic" download via DCE_Manager Compared to the old "real" release 412, it includes intermediate versions 449 and 454. You can see the changelog on the previous page of this forum. To quickly summarize what's been done: big changes in the aircraft package to a target: they can be more complete and better respect the priority given by the campaignMaker. And, of course, the latest ED innovations (L16) and modules (F-4E, OV-58D ...) have been added. And lots of tools for campaignMakers, to help them or make the situation in the field more logical: - GroundZoneTarget: allows you to obtain a victory/defeat in relation to a zone on the front, and not just in relation to the whole theater. - baseAlternative: automatically transfers a unit to another base if its base is destroyed. - restricted_loadout: as its name suggests - all possible types in a single target: this greatly simplifies targetlist creation. Have fun ^^ For your information, Cef should be releasing a "refreshed" campaign this evening or tomorrow (fingers crossed). Translated with DeepL.com (free version) scriptsMod460.zip
  9. And Cef tackles me, he wants a scriptsMod ready to finally release his new campaigns. (he released Beyrout? ^^), he's refreshing: Iran-Iraq war Crisis in PG and TF-71
  10. no no all is well ^^ it's just that to make an update, I want it to be .... clean ^^ So it takes time. If you want to give it a try, click here ==:20.74.449:== 449 fixed [moon][kola] bug to calculate moon phases when the sun doesn't always set, as in Kola. Thanks BAMSE 448 fixed [Interceptor] the rest of the bug fixed/removed/modified in getCategory() 447 fixed [Escort] when the strikeOnlyWithEscorte option is activated, non-escort missions are generated. 446 modified [targetList] better consideration of the priority value of targets beware, the side effect is that DCE will put everything it can on the high-priority target(s). This will leave far fewer resources for the others. 445 modified [targetList] you can mix static, vehicle and map elements in the same Target. (except for the runway, which is still a separate target) to avoid having (as before) 3 different types of target (Sukhumi Airbase, Sukhumi Airbase Strategics, Sukhumi AA) DCE will automatically add the class to each Target element. M74 ***addition of the "mainObjective" variable, which will be added to the important units. If these units are destroyed, the target is considered destroyed, even if the other "less important" units remain. ["Sukhumi Airbase"] = { inactive = false, task = "Strike", priority = 16, additionalGroupName = {Sukhumi Airbase AA","Sukhumi Airbase support"}, --vehicle/ships/static groups (groupe-name) can be set like this (that are not "important" targets) additionalGroupName_MainObjective = {Sukhumi defense"}, --important group/unit that will count to define whether the target is neutralized or not picture = {""}, elements = { [1] = { name = "Sukhumi Airbase 3rd Bat-1", --statics (unit-name) can be set like this mainObjective = true, --important unit that will count to define whether the target is neutralized or not (this variable will be automatically added for units in this "elements" table) }, [2] = { name = "Sukhumi Airbase 3rd Bat-3", }, [3] = { name = "Sukhumi Fuel Tank 3", }, [4] = { name = "Sukhumi Control Tower", --map elements: are the only ones you will need to enter XY positions for yourself here x = -219668.28125, y = 563758.0625, }, [5] = { name = "Sukhumi Ammo Depot", x = -219592.921875, y = 564007.3125, mainObjective = true, }, 444 fixed [roster] not all planes are available, especially on older campaigns currently in play 443 fixed [timing] long intervals between missions (on the order of several days) block available aircraft 442 added [squad] automatic squad transfer based on available/unavailable runways/bases (M73) fille oob_air with new variable : baseAlternative ["base"] = "Al-Dumayr", ["baseAlternative"] = {"Al-Dumayr", "Beirut-Rafic Hariri", "Tiyas"}, 441 added [conf_mod] the type of inertial unit alignment (and therefore its duration) can be configured in conf_mod M72 440 modified [requiredModules]third-party mod units, added with templates, do not indicate that the mod must be added . 439 added [payload] to block certain loadouts: add a "restricted_loadout.miz" mission file to \Init with all the aircraft/helico whose loadouts you have blocked. M71 438 modified [data][inherited] to avoid duplicate registrations of certain similar modules (SA342M, SA342L etc...), add a heritage system data_divers = { -- inheritedFrom = "F-14", --copy radio frequency, failues ... -- inherited_APA_From = "F-14", --copy AddPropAircraft one of the consequences is to transfer playable module information to the table: data_divers = { playable = true, 437 modified [failures] random failures (SinglePlayer only) are customized to the correct device type (A-4, A-10, AV8, AJS37, C101, F-5E, M2000, MF1, F-14, F-15, F-18, F-86, L-39, MB339, Mig-21, JF-17, Ah-64, Ka-50, Mi-24) 436 fixed [spawn][heli] altitudeFloor helico spawn altitude too low or too high 435 fixed [EWR] sometimes the EWR frequencies do not match the briefing frequencies 434 added [campaign] GroundZoneTarget (adds the possibility of counting unit completeness by zone) (M70) if a zone collapses and you feel that this could lead to the end of the campaign, do it like this: In targetlist_init, assign units to a zone (for example, zone A). ["Syrian-3rd-Armored-Div-25th-Brig-Cie-4"] = { task = "Strike", zone = "A", priority = 8, In camp_triggers_init, add this condition: ['Campaign End Loss 4'] = { ['condition'] = 'GroundZoneTarget["red"]["A"].percent < 40', 433 add [F10] getOut (a allows you to remove the pilot from a crashed helicopter, for immediate or later recovery) (M69) 432 fixed [generator] there are still duplicate identifiers (unitId groupId) 431 modified [SAR] adds aids (goals to be reached) for ejected pilots' helitacking 430 fixed [SAR] pilots ejected from the current mission cannot be recovered 429 fixed [SAR] the alert parking areas reserved for SAR and CSAR were not cleared after each mission. This meant that the parking lots became unavailable. 428 modified [heli] helicopter speeds and altitudes have been corrected 427 modified [heli] hHover variables are transferred from the loadout to the data file 426 fixed [briefing] the campaign briefing sometimes disappears 425 add [trigger] add moveToAnotherBaseOrDeactivate 424 fixed [campaign] end of campaign bug 423 modified [speed] no longer recalculates all speeds (ATO_FlightPlan.lua), but relies on the Timing.lua script 422 fixed [loadout] the script's laser sport doesn't work 421 modified [escort] makes escorts offensive from their home base 420 modified [radio] onlyVariableFrequency SA342 419 add [AddPropAir] radar apach -> loadout 418 fixed [loadout] some SEAD aircraft were not activated because the range was very, very short. 417 fixed [AI] sometimes AIs don't bomb, neither do AI wingmen 416 fixed [L16] new F16 datalink not working 415 add [AFAC] adds the Task: AFAC with mainly Reaper UAVs scriptsMod_454.zip and changelog 454, which we're currently working on: ==:20.76.454:== 454 modified [loadout] for campaingMaker, there's no need to rename pylon numbers, as the script does this automatically. example: For example, you can copy what's in " DCS.openbeta\MissionEditor\UnitPayloads" directly into the DCS loadout. ["pylons"] = { [1] = { ["CLSID"] = "{AGM_122_SIDEARM}", ["num"] = 8, }, [2] = { ["CLSID"] = "{6CEB49FC-DED8-4DED-B053-E1F033FF72D3}", ["num"] = 1, }, DCE then adapts the pylon numbers for the mission loadout: ["pylons"] = { [8] = { ["CLSID"] = "{AGM_122_SIDEARM}", }, [1] = { ["CLSID"] = "{6CEB49FC-DED8-4DED-B053-E1F033FF72D3}", }, 453 modified [radio] news name of file : radios_freq_compatible to UTIL_DataRadio 452 modified [loadout] you can differentiate several users with a country table. This way, in the same campaign, you can have different loadouts with Italian F4s and Iranian F4s (for example). ["Italy Crisis AIR/AIR AIM-9*4,AIM-7*4"] = { attributes = {}, code_loadout = {"IIW", "Crisis", "PG", "Revenge"}, country = {"Italy","USA"}, and ["Iran Crisis AIR/AIR AIM-9*4,AIM-7*4"] = { attributes = {}, code_loadout = {"IIW", "Crisis", "PG", "Revenge"}, country = {"Iran"}, 451 add [Plane][loadout] add F-4E-45MC from Headblur 450 add [bingo] force RTB if bingo (testing) Is that enough change?
  11. for 3 and 4 it's normal. You only asked me to change number 2. So if you want to change 3 and 4 as well, you'll have to do this if (flight[f].player or flight[f].client) then mSkill = 4 end but it's a shame. Normally, it's normal for the wingers to be less good than the leader. Besides, why do you want your flight to be totally excellent?
  12. ???^^
  13. ??? weird. which campaign? which option? (single? single server? MP?) which version of scriptsMod? . And we're talking about number 2 only? Not 3 and 4?
  14. compared to what existed before, it's a big step forward ^^. Before, you had to change this every time you installed a campaign!
  15. 5.11.29, yes, this is the last one what's wrong? and yes, a tutorial should be made ^^
  16. However, the code already forces them to excellent or even Hight. Otherwise, in the ATO_FlightPlan.lua file, around line 4094, change this code: if (flight[f].player or flight[f].client) and n == 2 then -- pour éviter à l'ailier de percuter le joueur, on lui donne un Hight ou Excellent --75% de chance qu'il soit Hight --25% de chance qu'il soit Excellent randSkill = math.random(100) if randSkill >= 75 then mSkill = 4 else mSkill = 3 end end to if (flight[f].player or flight[f].client) and n == 2 then mSkill = 4 end
  17. ? je n'ai pas compris ça fonctionne maintenant?
  18. ils doivent etre corrumpu Envoi ici un de ces fichiers miz invisible par DCS plz. Ensuite, essais de generer une nouvelle mission first puis next sur une campagne compromise, pour voir si la generation de mission regle le pb. they must be corrumpu Send one of these invisible miz files to DCS plz. Then, try generating a new mission first then next on a compromised campaign, to see if mission generation solves the problem.
  19. have you tested Cef's loadout, posted above? And restarting the campaign?
  20. no, it's nothing to do with that, the extra files or folders don't explain your problem. Template folder: only if the campaign has one Temporary mission end file: camp_status, mission_eventlog, scen_destroy. Do you use DCE_Manager? non, ça n'a rien à voir, les fichiers ou dossier en plus n'explique pas ton probleme. Dossier template: uniquement si la campagne en possede Fichier temporaire de fin de mission: camp_status, mission_eventlog, scen_destroy. Est-ce que tu utilises DCE_Manager?
  21. it's an old campaign. Cef will take a look at it in the next few days. good morning, and here is the latest release of ScriptsMod 20.67.412 for DCE. It adds the ability to attack runways and supports the latest Datalink additions, among others... Enjoy the flight > Download via DCE_Manager , "Update" tab > > It should automatically offer you the download, after a day at the most ^^ > (if you don't want to wait, just delete the file /DCE_Manager/upgrade.txt) UTIL_Changelog.lua
  22. yes, thank you the latest version of DCS has broken a lot of things ^^. As far as I'm concerned, the "loaded" DCEs are unplayable on my "small" PC.
  23. I've disabled all mods performed a thorough DCS repair deleted all mission scripts. the only way I found was to remove a lot of blue SAMs on the Syria map (Patriot, Hawk, Manpad) I think the last patch has a huge loss of performance on the SAMs and/or the Syria map. EDIT: after extensive research, windows 10 was the culprit. It was an old win10 that had been transferred from SSD to SSD. A formatC: solved the problem.
  24. which campaign and which version of scriptsMod plz? And can you send me an assignment? PS: in our current campaign (BeirutGC22), the carrier is still there.
  25. the last one I added seems to work anyway. That said, we're circumspect about this announcement
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