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HC_Official

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Everything posted by HC_Official

  1. I try to limit to amount of ground units moving about to 30 or less( 8 to 10 per group) , DCS having to work out road routes / off road routes for long distances seems to cause it to suffer performance issues, and the more you have moving the more warping you can get especially with infantry How many clients are on your server with 300 units going at it ?
  2. lots of moving vechs will cause serious performance issues
  3. check dcs.log on server see if it shows anything
  4. dynamic loading makes no difference (I am also loading ths before any other scripts (moose loads first of course) 2020-12-11 18:02:42.545 INFO SCRIPTING: 685( 1)/E: BASE00000.function(** EasyStats by Element Ver 1.1 Loaded **)
  5. loading it dynamically dont want to embedd it in the mission , no changes apart from the one to fix the nil error fix I am testing out, using latest version from this thread
  6. hmm interesting, so when you examined your DCS.log you got no errors listed at all? double slash error listed when it is trying to write file2 2020-12-10 19:33:13.972 ERROR VFS: VFS_open_write: CreateFile(C:\Users\jesus_christ\Saved Games\DCS.openbeta_server\\EasyStats\stats\Kills\Kasimir.json): The system cannot find the path specified. 2020-12-10 19:33:13.972 INFO SCRIPTING: Error in SCHEDULER function:[string "D:\games\EasyStats.lua"]:418: attempt to index local 'file2' (a nil value) 2020-12-10 19:33:13.972 INFO SCRIPTING: stack traceback: [string "D:\games\3Develop_Moose_h.lua"]:8133: in function <[string "D:\games\3Develop_Moose_h.lua"]:8129> [string "D:\games\EasyStats.lua"]:418: in function 'WriteKillToJsonFile' [string "D:\games\EasyStats.lua"]:578: in function 'LogKill' [string "D:\games\EasyStats.lua"]:195: in function 'EventFunction' [string "D:\games\3Develop_Moose_h.lua"]:8478: in function <[string "D:\games\3Develop_Moose_h.lua"]:8477> [C]: in function 'xpcall' [string "D:\games\3Develop_Moose_h.lua"]:8476: in function 'onEvent' [string "Scripts/World/EventHandlers.lua"]:13: in function <[string "Scripts/World/EventHandlers.lua"]:11> think a nil check will maybe need to be added in the code 2020-12-10 19:36:29.264 INFO SCRIPTING: Error in SCHEDULER function:[string "D:\games\EasyStats.lua"]:201: attempt to concatenate field 'target_name' (a nil value) 2020-12-10 19:36:29.264 INFO SCRIPTING: stack traceback: [string "D:\games\3Develop_Moose_h.lua"]:8133: in function <[string "D:\games\3Develop_Moose_h.lua"]:8129> [string "D:\games\EasyStats.lua"]:201: in function 'EventFunction' [string "D:\games\3Develop_Moose_h.lua"]:8478: in function <[string "D:\games\3Develop_Moose_h.lua"]:8477> [C]: in function 'xpcall' [string "D:\games\3Develop_Moose_h.lua"]:8476: in function 'onEvent' [string "Scripts/World/EventHandlers.lua"]:13: in function <[string "Scripts/World/EventHandlers.lua"]:11> --data KillDataTable.player_name = playerName KillDataTable.player_module = PlayerUnit:GetTypeName()--player module used KillDataTable.player_coalition = EventData.IniCoalition if type(EventData.TgtTypeName) == "number" then KillDataTable.target_name = "Scenery Object" elseif EventData.TgtTypeName == nil then KillDataTable.target_name = "Unknown" else KillDataTable.target_name = EventData.TgtTypeName end KillDataTable.target_unit_name = EventData.TgtUnitName KillDataTable.target_coalition= EventData.TgtCoalition KillDataTable.timestamp = os.time(os.date("!*t")) EasyStats.LogKill(player_name,StatsFile,KillDataTable)
  7. would I be right in thinking this was not tested on a server before you released it ?
  8. I will give this another go later when I restart my server, cheers for update
  9. it is a 2mm or 2.5mm hex screw
  10. I have no idea what you mean, but the moose demo missions have examples
  11. 1. Don't update 2. Scroll is for scroll wheels eg on the Alpha or delta grips, encoder for every other type 3. You will need to use an axis to button for this , my tutorials have more info https://www.youtube.com/playlist?list=PL2kRNYjsz2IDZWueRjHKHMqHvpYJnA8wD
  12. why not just configure the server to pause when no one is connected ?
  13. probably available sometime next year as a stock item You can pre-order now and get it sooner or wait until then
  14. are you both on the exact same version of DCS ? there is the release version of DCS and there is also the Open Beta version of DCS check the bottom right hand corner of the DCS main menu screen
  15. ah cool, now it is broken in a new way , awesome
  16. best thing about gsync / freesync .................... when DCS FPS takes a dump .... you dont notice it as badly
  17. get a multimeter and a paper clip(for putting inside hole), buzz out from that end to connector (see my sig for wiring digrams)
  18. one thing I would say, if you are going to change your monitor , get a Gsync or freesync model
  19. this stuff has been broken for years If message starts playing and then you connect to server .... you do not hear it (also same with smoke) if you are connected in MP session and message plays then you hear it (also same with smoke you see it now)
  20. No crashes so far calling this fixed ............. for now
  21. that looks to be nothing to do with this connecting bug report, might be time to start a new thread for that issue
  22. it is PITA .......... diff aircraft have different bullets, so handling them all will take a lot of work
  23. you might be able to script attacking neutral, but they will not do it automatically
  24. : P atrolRoute() - remove the space this retarded forum think : P is a similie
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