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GWdope

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Everything posted by GWdope

  1. This is probably a dumb question, but what is the licensing feasibility to use skynet in an official DCS paid campaign (if I were making one)?
  2. +1, fixed foveated rendering with G2. Also the size of the square changes with the render area size.
  3. Hi. Is there a function to persist the resources (fuel, weapons etc.) of airbases and FARPS in DML?
  4. Thanks! As for this use case, I’m using playerScore for campaign stage score/advancement so having a players score persisting from mission to mission in a stage would mess that up. I’m only using persistence for a few flags to control what enemy IADS units get spawned.
  5. Hey, I have some questions about the persistence module that I’m too dumb to figure out on my own. Can one save file, with say saveFlag, info work for multiple missions, like in a stage of a campaign? Also, in the saveFlag attribute, what is the correct grammar for flag values or are values automatically saved if they exist? I figured it out! But now I want to know if I can prevent the playerScore module form being persistent?
  6. Hi, I'm wondering if anyone knows if there's a way to have a2a dispatcher randomize if a CAP is spawned. Say give a CAP zone a 50% chance a CAP will be assigned to that area at mission start?
  7. lol, that makes sense then, thanks for the help, I appreciate it.
  8. I didn’t see any outputs in the manual chapters for “player score” or in the demo missions. Dose “RedScore# | currentRed” output the score as a value for a flag “currentRed”? And if so what happens when the score and so then flag value goes above 100? so I tried "blueScore# | Flag1" in the config zone on PlayerScore.miz demo with a "flag is more" trigger and it doesn't output. .miz: demo - player score.miz
  9. Hi all, I'm new to DML. Can anyone help me with the Player Score module? I want to use the coalition score to trigger a flag but reading the manual section I don't see how to do that. I'm looking to set coalition score >n = flagx on is all.
  10. I’m building an “unscripted” SP campaign that uses several client slots the player can chose from to fly several different missions. I’m trying to use the campaign dynamic with a moving front line where based on player score the next mission has the front line moved forward of backwards. I’m having an issue though because client slot scores aren’t tracked with the “player score more/less” trigger condition in the ME. A client slot gets a score at the end of the mission so I know it’s being tracked, so I’m looking for a script to use that.
  11. I asked a long time ago about adding the capability to have units retrograde to a previous control zone if they received some threshold of losses. I know this isn't being worked on right now, I'm just wondering if anyone with scripting knowledge might have ideas for how to implement something like this with the script running?
  12. Just a heads, up but just updated to 2.5.5 and the .exe wont open. Edit: uninstall and reinstall has it working.
  13. Yes and the event handler keeps working. is (Handler) the name of the specific event handler in the script?
  14. How would I remove this Event handler with the world.removeEventHandler function? Everything I've tried hasn't worked. Thanks.
  15. Thank you for the time put into this project. It’s one of the most underrated DCS scripts out there, truly a game changer.
  16. Hey, is there a way to get groups to retrograde to the previous control point if they sustain a % losses? It'd go a long way for realism if there was a retreat function.
  17. Yeah, there are a few out there, but I have to say this one is definitely the best one. I don't really use the VR mod anymore because the longer loading times (in general not just after implementation) and loss of some visual features aren't worth the FPS gain on my high end rig, but id love to have the VR mod on its own. I have no idea of the amount of work it would require so honestly I don't know how big of an ask I making.
  18. HI, is there possibly a version that is just the NVG mod from this mod?
  19. Since the last update (3/20/2020), static buildings placed in the ME only render at <10 nm slant range for the Hornet TGT pod. This persists no mater the draw distance settings. pls fix, Thanks.
  20. Thanks Mbot, I did have the file structure incorrect. I can now run the .bat file and the campaign turns up in the campaign UI, but I'm now getting a mission script error after closing the first mission: [string "C:\Users\xxx\AppData\Local\Teno\DCS.openbeta\/~mis00007628.lua']:179:attempt to index local 'logFile' (anil value)stack traceback: [C]:? [string (same as above)]:179: in function 'on event' [string 'Scripts/World/Eventhandlers.lua'];13; in function <[string 'Scripts/World/Eventhandlers.lua']:11. Im using the Mission scripting mod via JSGME for the script sanitation edit, could that be the issue?
  21. Hi, So I have fallowed the instructions to get this to run on Open Beta including changing the FirstMission.bat to also have the correct file path. now when I run FirstMission.bat I get this: "E:\Eagle Dynamics\DCS World OpenBeta\bin\luae.exe: cannot open ..\..\..\Scripts\BAT_FirstMission.lua: No such file or directory Do I need to replace the "..\..\.." with a file path? if so I don't know where this is. Thanks
  22. So what's this go around for the #2 mission? I cant get all the cargo across the stream before Wolf1 slides into the river and the mission is ended.
  23. Hi, I have enjoyed the first mission but keep running into a strange issue on Mission2, I take the cargo to the power station and can move all other cargo across the river but when I pick up the last piece (the HUEY cargo in the net) I see red smoke in the cargo drop off zone and then when I get close to that smoke with that cargo the mission ends and goes to the debrief screen and I have failed the mission. It only happens with that cargo and it happens when get within about 30 feet of that smoke.
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