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A101Wayz

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Everything posted by A101Wayz

  1. Thanks for the response. I know it's not a big issue, but I was able to see my server while being on the same subnet, and also I was able to join using the external IP. That is, until one of the recent most updates. However, like you said, everyone else seems to be able to see the server from outside my local network. So, all is well.
  2. I'm just about at my wit's end. This topic has been brought up several times but with no resolution posted... I had to shut down my server back in the early summer because I did not have time to admin it at the time. Flash forward to about 2 weeks ago. I finally had the time to get back to the game, so I updated my server and launched it. When I tried to join from a different machine (same subnet), the server wasn't listed in the game's server browser. The server could be managed using the remote server admin tool, and the server could be joined thru IP - both local and external IPs. But I just couldn't get the server to show up in the game's server browser, even tho all ports were open and firewall was set correctly. Today, I uninstalled and completely reinstalled the Dedi Server... But couldn't get it to even start up. Uninstalled that, and installed the base game version (which was how my server was originally run (using --server --norender)). Current status: Can use the web admin to change server settings and such. Can't see the server listed in the game's browser. Can no longer join the game using an external IP address. (messages says "Address is unavailable) Can only join the game using the server machine's local IP address (192.168.X.XXX) Ports are correctly open and forwarded. I should add that I am using the stable release version and NOT open beta. What am I missing?
  3. I don't think it would be logically possible to put an [OR] in the action section. There would be no way to determine which option to choose. That choice is made in the conditions section.
  4. How would you go about doing this in the ME? If it's a matter of a ONCE trigger, change it to a SWITCHED CONDITION...
  5. Guess I should have read to the end of the thread... LOL
  6. You don't really need flags to accomplish this... Try it like this: Trigger-SWITCHED CONDITION Condition-UNIT INSIDE ZONE(FA18Pilot, SA6 Activate Trigger Zone) Action-UNIT AI ON(SA6) Trigger-SWITCHED CONDITION Condition-UNIT OUTSIDE ZONE(FA18Pilot, SA6 Activate Trigger Zone) Action-UNIT AI OFF(SA6) The trigger types all have different characteristics MISSION START - Execute this trigger Once, at the start of the mission if the CONDITIONS are true REPETITIVE ACTION- Execute this trigger once every second while the CONDITIONS are true ONCE - Execute once when CONDITIONS are true and then never check it again. SWITCHED CONDITION - Execute once each time CONDITIONS are true
  7. It's not a problem. I was just making sure I didn't accidentally delete a response. Although I am anxious to get a PointCtrl, I'd rather wait for all the improvements that have been suggested. Carry on, Sir! :pilotfly:
  8. Have all current requests up to 325 been invoiced yet? I sent my email on Feb 25, and have yet to receive any response...
  9. Look at the triggers and the advanced waypoint actions for the soldier in this example mission... When the soldier reaches WP1, he goes GREEN and kneels. After the 5 minute mark, User Flag 1 is set to true. In the soldiers WP1, his alarm state is set back to RED and he is sent to WP2. Infantry Waypoint Test.miz This should put you on the right track...
  10. Just tried it out... It's very effective and promising. One thing I did notice, tho was I kept getting the same error over and over in the logs. It didn't seem to affect the script, tho. 2020-02-25 00:13:58.136 ERROR SCRIPTING: MIST|doScheduledFunctions|1019: Error in scheduled function: $1[string "F:/Data/Under Development/IADS/skynet-iads-compiled.lua"]:1665: attempt to get length of field 'iadsContacts' (a nil value) Hope this helps!
  11. No... When you are in the AirDefense: (any function), self refers to AirDefense object and NOT a GROUP. You would have to use something like: EventData.IniGroup:CountAliveUnits() or EventData.IniGroup:IsAlive() And you can't use the DCS groups with Moose functions. You'll need to use the Moose wrappers - EventData.IniUnit, EventData.IniGroup, EventData.IniUnitName, EventData.IniGroupName, etc...
  12. So, no way to detect these tanker events... That's a shame, as I was already dreaming up ways to use them. LOL Thanks!
  13. In the ME, create a new Once Trigger. add a condition that will never occur (like FLAG IS TRUE(1000)) then under the ACTION section, add as many SOUND TO ALL entries as needed. (All sounds added need to have unique file names)
  14. Ok, so I've been trying to solve a problem I've been having while writing a script (in MOOSE). It seems that in MP, not all events can be captured. Specifically, I'm trying to capture the REFUEL start event during AA refueling. It works great in SP testing, but doesn't work at all in MP. Today, I noticed these lines in the log while doing some testing in MP: 2020-01-30 21:25:58.029 INFO DCS: wcTanker::onEvent:6 2020-01-30 21:25:58.029 INFO EDCORE: (wcTanker::Channel)enterToState_:4 2020-01-30 21:26:01.008 INFO DCS: wcTanker::onEvent:9 2020-01-30 21:26:01.008 INFO EDCORE: (wcTanker::Channel)enterToState_:5 My question is this: Is there any way to capture these events (wcTanker::onEvent:6), or, any way to check what the state (wcTanker::Channel enterToState) of the tanker is?
  15. You don't have to create dozens of triggers... You just create one trigger that will never fire, and put as many SOUND TO ALL actions as you need. All sounds in one location. They'll stay there whether you use them, or not.
  16. If all you are looking for is to set a flag at a waypoint, just create an advanced waypoint action at the necessary waypoint, and set it like in the picture. Note that the flag number (999) is quoted. This is necessary... In the attached example mission, when flag 999 goes true (when the AWACs reaches WP1), a message to all is generated, and a notation is output to the logfile using a standard ME test for the flag. WaypointTest.miz
  17. @Hardcard Building a complete mission task table including waypoints would be a PITA. However, I thought the OP just wanted to add tasks to the waypoints. I'll post a few snippets later demonstrating how I accomplished this, relatively easily. (I used MOOSE, so I'll have to translate and test it, first)
  18. Here's how to set a task at a waypoint and 2 example tasks that can be set... https://wiki.hoggitworld.com/view/DCS_func_setTask Setting a Mission task: https://wiki.hoggitworld.com/view/DCS_task_mission Setting an Engage Group task: https://wiki.hoggitworld.com/view/DCS_task_engageGroup That should put you on the right track.
  19. I think those same anomalies are causing ghost radar blips, as well. I've chased a few blips that are moving toward me. I can't get a lock on them, and they fly right past my AC without a visual, and continue flying in a straight line. Very frustrating.
  20. After you place the aircraft on the map, you need to select a skill level in the right hand pane. Player = single player mission Client = multi player mission
  21. In capturing events on a dedicated MP server, I've found that there are several world.event events that either don't get triggered, or only get triggered occasionally. These same events are triggered very reliably in single player. Specifically (but not limited to): S_EVENT_REFUELING - NEVER triggers S_EVENT_REFUELING_STOP - unreliable - triggers less than 50% of the time S_EVENT_PLAYER_ENTER_UNIT - unreliable S_EVENT_PLAYER_LEAVE_UNIT - unreliable
  22. I would like the ability to subscribe to ALL world.event events in multiplayer that can be accessed in a single player mission. Specifically, but not limited to, S_EVENT_REFUELING and S_EVENT_REFUELING_STOP. Currently, the REFUELING event is never triggered, and the REFUELING_STOP event is only triggered occasionally.
  23. Is "C130_NORTHLASVEGAS_BLUE" and "..._RED" late activated in the ME? If so, I don't see in your code snippet where they've actually been Spawn()
  24. If you are using MOOSE, there is a way to load your scripts from it's saved location, rather than using the script stored in the .miz file.
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