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Miguel21

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Posts posted by Miguel21

  1. 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

    Quote

    460 add    [loadout]    add OH58D
    459 fixed    [unit]    error activation of inactive units (due to base repair script)
    458 fixed    [loadout]    NAM loadout (later) and No guided weapons for F-4E (bugged for IA)
    457 fixed    [briefing]    various display bugs
    456 added    [planes]    add VSN_F100, VSN_F105, Bronco, OH-6A
    455 added    [trigger]    keep original triggers, for example, a trigger in base_mission that deletes forests and/or buildings (on request from BAMSE)

     

    • Like 1
  2. 21 minutes ago, tn_prvteye said:

    Everything all right, guys?  It's been awhile since an update.  Anything us non-smart, non-coding people can do to help?  😁

    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? 😅

    • Like 2
  3. 1 hour ago, Oceandar said:

    but the third and fourth are trained

    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?

  4. 4 hours ago, Oceandar said:

    My wingman skill somehow always set to trained.

    Ok thank you I will try later.
    Cheers

    ???

    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?

  5. 3 minutes ago, Pipe said:

    nothing wrong so far lol, just that im not a programmer

    thanks for the quick reply

     

    compared to what existed before, it's a big step forward ^^.

    Before, you had to change this every time you installed a campaign!

    image.png

  6. 4 hours ago, Oceandar said:

    How can I change my AI wingman skill to excellent ?

    Thanks

     

    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

     

  7. 15 hours ago, beegood said:

    alut Re

    Les fichiers .MIZ sont présent dans le dossier le dossier Campaings (Crisis in PG-Blue_first.miz)

    mais par contre Dans DCS ils n'y sont pas; impossible de les lancer DCS ne les voient pas 

    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.

  8. 19 minutes ago, beegood said:

    Re salut

    J'ai télécharcher la dernière mission  Crisis in Persique Golfe et j'ai toujours le même probleme cela ne fonctionne pas .

    Je me suis rendu compte que sur les missions qui fonctionnent  (Cyprus incident gazelle ou hind )dans le fichier Campaigns pésences des fichiers (voir le screen)

    et sur les missions qui ne fonctionnent pas biensur les fichiers sont absents (voir screen)

    Encore Un grand Merci pour tout ton boulot et Bon réveillon 🥂

     

     

    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?

  9. 17 hours ago, beegood said:

    Salut 

    La mission Crisis in PG apache ne fonctionne pas ,

    alors que la mission Cyprus incident Gazelle fonctionne pourtant elles sont installé de la meme facon

    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

  10. On 12/20/2023 at 9:29 PM, ameriveaux said:

    Thanks so much for looking into this, I only place DCE and Liberation and its the best mods out there imho.

    For context, before I updated to the latest OB build and added this mod : better weather everything worked. After I made these two additions, these problems showed up.

    UPDATE

    thanks to bennyboy9800  - If you have the Codename Flanker Mod it will break the spawning of all aircraft carriers, groups and jets associated with them , including with DCE, Liberation and other mission generators. Apparently the culprit was  the [Weapons_AS.lua] 

     

     

    Screen_231220_135416.jpg

    Screen_231220_135103.jpg

    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.

  11. 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.

     

     

     

  12. 4 minutes ago, ameriveaux said:

    Since the new OB update, it seems all the carrier groups have vanished from all DCE campaigns. I have restarted them, and all you see is a icon for "turn into wind" or something like that, I can provide more details if needed. Check it out!

    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.

  13. Hi Flappie,

    I have the same problem, but I think it's due to a loss of DCS performance:

    In my DCE missions (a bit busy ^^), in multiplayer, when I get to the aircraft selection page: it's impossible to choose a slot, DCS is too slow and doesn't respond anymore.
    If I delete 3 of the 4 Patriot sites, 2 Hawk sites and around twenty ManPads: I can finally click on a slot, but in DCS, I'm still at 9 FPS instead of the 20 to 30 initially.

    I've deleted all the scripts: same thing.
    I did a thorough repair of DCS: same thing
    disabled all third-party modules: same

    I have an AMD Ryzen 7 3700X 8-Core CPU (3.6 ~4)
    32 GO Ram
    RTX 2070

    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.

     

  14. 54 minutes ago, RedeyeStorm said:

    @Miguel21, yes, and the last line that records number of flights, kills, deaths and ejectections. It is completly blank.

    if you have a scriptsMod version prior to 405, it's the GetCategory() bug/debug that DCS fixed/removed... ^^

    if you can't wait for my release, I suggest you download scriptsMod 405 on the link above

    • Thanks 1
  15. On 12/17/2023 at 4:08 PM, RedeyeStorm said:

    I am having an issue. My pilots efforts or not logged at all. Not kills, number of flights, deaths etc.

    Any idea?

    Hello,
    If you're talking about the first part of the debriefing file, yes, I'm aware of it, but (normally) destructions are taken into account in DCE.

     

    image.png

  16. 7 hours ago, norman99 said:

    Hi guys. I've been playing Hornets over the PG and really enjoying it, however I don't understand what's happening with the carrier in regards to turning into the wind.

    I've configure manual activation, min wind over deck of 27kts, and the max carrier speed of 30kts (all in m/s, maybe this has changed?). Upon selection, carrier seems to turn into the wind correctly, or maintains present heading if the wind is nill. The problem is it maintains its cruise speed of ~14kts, rather than increasing speed to generate 27kts over the deck.

    I know the original script is from MBot, but has anyone else experienced this, and is there a fix?

     

     

    Hi,
    in the next version, I've removed the initial turns that caused multiple alignment problems for F-14s (especially in MP).
    I'm late to make a clean release, but if you want to test, I can offer you a "dev" version.

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