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A101Wayz

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Posts posted by A101Wayz

  1. 16 hours ago, Maverick87Shaka said:

     

    It's normal behavior of DCS. Most of the "home grade" router/modem doesn't support out of the box the "loopback", and that's why you can use your public IP internet address to connect to your internal server. It's not a problem at all.
    It's the same for your computer inside the LAN that doesn't see the server in the multiplayer list. Again, it's not a problem.

    Just ask to a friend to confirm if he can see from outside the server in the list and if he can connect and you'll be ok. 
    Don't worry if you don't see the server in the list from LABN 😉

    Regards

     

    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. 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

  4. Hey Wayz,

     

    I am getting a bit behind because I am really trying to clean up the instructions and video's. I got some great feedback on how to improve them. I detailed the direction I am going in the discord.

     

    I know you guys are waiting, but I also know there a lot of people that get frustrated with the set-up instructions. PointCTRL works well when you get their, but it really takes to much time initially set-up.

     

    Thanks for your patience,

     

    Miles

     

    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:

  5. 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!

  6. When am in the AirDefense:OnEventDead function I should be able to retrieve infos about the group calling the function right ?.

    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...

  7. Thats just default logging for whatever reason in DCS.

     

    The scripting engine event not being detected for clients is a known and reported bug.

     

     

    So, no way to detect these tanker events... That's a shame, as I was already dreaming up ways to use them. LOL

     

    Thanks!

  8. For the SetFileName method on a Radio object, where is it expecting the sound file to be? I've tried giving it an absolute path and various other permutations, but I'm not having much luck.

     

    Thanks!

     

    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)

  9. 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?

  10. Ah, sorry to hear that. However, the method I suggested works. I use it like this all the time as I simply cannot be bothered to create dozens of triggers for each mission ;)

     

    Check out some of my ATIS example missions. Files are at an arbitrary folder inside the miz.

     

    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.

  11. 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

    AdvancedWaypoint.thumb.jpg.5aa5fa84149dd70e90cb89ab471f72a4.jpg

  12. @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)

  13. 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.

  14. 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

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