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Everything posted by Miguel21
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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
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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.
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https://forum.dcs.world/topic/162712-dce-campaigns/?do=findComment&comment=5339443
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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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This command: AttackMapObject is buggy, and for once, it's not my fault ^^. It's a DCS bug that will be fixed in the next OB update.
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Hi, there, We're currently playing War Over Beirut with the GC22. I think Cef will post it "soon" ^^
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normally, the B-52 launch problems have been dealt with in the scriptmods in dev. For example, you can see the 405 here for the rest, I'll have to take a look
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yes, any campaign modification must be made with the Init\ files, so the campaign must be restarted. To modify a campaign in progress, you need to modify the Active\ files, but frankly, for "beginners", I don't recommend it.
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AAA flack is one of the reasons (perhaps the only one) why Eagle stopped its campaigns. To change their level, you unfortunately have to go through the mission editor. But it's possible that they're already on "beginner".
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yes yes no, frequency assignment is mandatory for players and customers (multiplayer), not for AIs. AIs use the ["frequency"] = xxx.xx variable, inherited from the old FC3 aircraft at the start of DCS.
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so here's what Eagle has planned as a victory condition: GroundTarget["blue"].percent < 30 or the sum of the aircraft of 8 or 9 squadrons (and their refueling) less than 1 (here, it could be complicated) defeat condition: number of aircraft in 352 squadron (and their reserves) < 4 or the 2 naval support == 0 it's written in cam_trigger_init (in code) in all campaigns (it seems to me) to move on to the next mission (in DCS) you have to accept the result in DCS. So you also have to accept the result in DCE. yes, unfortunately it's a double follow-up ^^
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Hello, so? did you manage to get Eagle's campaign working with the elements I gave you?
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yes, the link in my signature is more recent versions of scriptsMod and DCE_Manager are updated via ... DCE_Manager ^^ well, in the picture, it's a bad example, there's a mini bug on the version we're testing for the release, but it seems to me that it only concerns mist and CTLD, so no big deal.
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Hi unfortunately, Eagle no longer responds and therefore, no longer follows its campaigns. I'll try to help you (but no guarantee, I don't have the WW2 modules). First you need to use the latest scriptsmod (I'm preparing the release) 20.67.405 (download it here) - then replace base_mission with this one (the original one is too old, even for DCS) - then, in Init/path.bat : replace the scriptsmod version with NG, like this: set "versionPackageICM=NG" - launch DCE_Manager (download it from my signature, if you don't have it), "campaign" tab (this automatically modifies the rest of the path) - run FirstMission.bat once (it updates conf_mod) - if there is no mission generation, stop the DOS window and open the conf_mod file, onlyDayMission = true, selectLoadout = "init", - restart FirstMission.bat There you go, there may still be some "mini" radio frequency bug info, notably from the FW1090 (I'll have to look into that), but it should work. I know, it doesn't look easy, but if you tell me it works, I'll make eyes at Cef and get him to upload the updated Eagle campaigns. scriptsMod_405.zip base_mission.miz
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yes, I can confirm that the getCategory() function has been debugged, but this has changed the way the old scripts work. I think a lot of programmers are going to have to rethink their scripts (mist, CTLD, etc...). Your file crashes if a Harm shot is fired in the detection zone. That's why you need to adopt the method I've given you: local objCat = Object.getCategory(targets[t].object) I'll also have to review all the DCE files, as a lot of getCategory() are used there, and destruction records are no longer taken into account. So yes, for the moment, the DCE are unplayable. A fix is in preparation.
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in fact, there does seem to be a bug, thanks for looking. But the solution would be to change this line (original from Mbot) local objCat = targets[t].object:getCategory() with this one: local objCat = Object.getCategory(targets[t].object) I'll keep testing. @ldnz
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mmm, correction the values for these tables seem to be: Unit.Category.AIRPLANE = 0 Unit.Category.HELICOPTER = 1
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Hello, thanks for the update ^^ But why modify here? was it buggy there? or the interceptors didn't work? However, with your modification, do you have any error messages in the dcs log, on this line? And do the interceptors still work? Because this initial Mbot code expects an object category (unit ==1, weapon == 2 etc...). Whereas you check a Unit category (AIRPLANE==1, HELICOPTER==2, etc...). as you can see, in the case of an airplane, it will always work, only the helicopter can decide between you.
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hi, actually, at each generation, CheckConfModMaster checks if new variables have been added or deleted. if so, it adds them by copying the tables from conf_mod_check. it still tries to keep as many values as possible from the old conf_mod. (I know, it's a pretty shaky system ^^) for the "prune" script, yes, with MT and single player, we could do without it. On the other hand, in multiplayer and VR, it's still a pain. For example, we're playing a campaign on Beirut (MP 10 clients), with 1000 ground units and a hundred planes: we're forced to cut tacview because it eats up too much FPS.
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a new version will soon be available, compatible with DCS 2.9 and taking into account the new settings for different dataLinks: - Link16 : FA-18 and F-16 - SADL: A-10C2 (A-10-c single donor) - IDM: AH-64 Blk II All these datalinks are mutually incompatible For the moment, we know that DCE with FA-18 bugs with the current scriptMod
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Hi, As the ATC is buggy and a pain in the arse during multiplayer, we've added a script to block it. You can change this in conf_mod: silenceATC = "auto", at silenceATC = false,
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With the 20.64.365, everything is normally ready to use the F-15ESE, But it is true that we have not given an updated campaign with this F15. Until CEF gives us one of these campaigns, you can modify an old campaign yourself by replacing the F-15C or F-15E with the F-15ESE, for example. (Eagle over Caucasus-CVN ) Or by adding an F-15ESE squadron to "almost" any campaign. Cef has already created F-15ESE loadouts for War over Caucasus (WOC, WOC80), Crisis in PG, and Over PG campaigns. All you need to do is change the aircraft type in the /Init/oob_air_init.lua file And start the campaign again (yes, start it again, I don't guarantee that continuing a campaign by adding/changing an aircraft type and its loadout will be completely taken into account). nullnull that said, it's true that we're working on a new version of scriptsMod based on the "Runway Attack" task if anyone's interested, I could provide the prerelease files, but... there'll be a lot of work to do to get it taken into account in the old campaigns...
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Hi, DCE_Manager doesn't come with all the scriptsMod, but you can download the latest version. If it detects an on-line version more recent than the one you have installed, it displays the "update available" button. if you have a version lower than 20.64.365 (and not 20.65 as you wrote ^^) and it does not offer you an update: - change the server - delete the file C:\YourDocumentFolder\DCE_Manager\upgrade.txt and start again Tell me what it does. Have a good day
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for skins (and this is a strange thing), install them on the server too. Sometimes it works like that, which isn't logical ^^.
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Having said that, this system doesn't seem to be working perfectly. In my tests, one or 2 helicopters are regularly missing.
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