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Everything posted by Druid_
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Are you using the mouse wheel to zoom in on the map? Zoom in as much as possible and then place waypoint over trucks.
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Ver 2.1 MP & SP * Fixed Random Task generator not sequencing next task (I think) * Convoy now moves in convoy hunt task * Messaging deconfliction in 'Mayday' task.
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Arrgghh, sorry guys my mistake. In rushing to convert MP to SP I forgot to to place tusk21 &31 in same group as player (silly mistake). Fixed now. Also due to AI unable to use taxiways for take-off, I've removed the runway blockage. UPLOADED FIXED Ver 2.1 (Post #1) Thanks, glad you enjoyed it. Hmmn don't know why that is will look into it. How long did you wait for a task? sometimes you may have to wait in CAS hold for up to 5 minutes. Asking again for task will not do anything as trigger for initial comms has been activated.
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Single player mission redone. * Changes are as above post but the main one being the addition of random tasking.
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Respawn Points other than Waypoint Zero?
Druid_ replied to BigShot's topic in User Created Missions General
ahhh yes, good one. Didnt think of that. Don't think OR will work because every time any other MP client respawns the hosts F10 menu will keep increasing in size. If the host can't read the brief and jump into the correct slot :doh:then the whole miz deserves to fail, imho. -
Respawn Points other than Waypoint Zero?
Druid_ replied to BigShot's topic in User Created Missions General
Trouble with using a zone for a trigger is that each time you enter and leave it you will add another radio item. In Op L' I've used ONCE -> TIME MORE THAN 120 & UNIT host ALIVE -> ADD RADIO ITEM xx S.C. -> TIME MORE THAN 360 & UNIT DEAD host -> FLAG 1 ON S.C. -> UNIT ALIVE host & FLAG 1 TRUE -> ADD RADIO ITEM xx , FLAG 1 OFF its a bit convaluted but allows for host unpausing mission initially without being in an aircraft and alternatively being in an aircraft at miz unpause. -
Updated Multiplayer F10 Host version * Added Random Task generator (tasks are no longer played in same order at each mission start). * Fixed artillery, MRLS & Mortar due to AI behavioural changes in later patches * Tweaked several tasks to improve timing/flow & realism * Updated messaging and added a few voice files where needed * Improved task 9, Arty hunt. * Fixed an error in F10 messaging when host dies and respawns. Will update Single Player version this week and will then add a server Slmod version.
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Nvidia 680 GTX Inbound
Druid_ replied to Terminal Meltdown's topic in PC Hardware and Related Software
Of course this is still speculation but at some point you have to ask yourself how big the market is for a VGA card the costs the same as a decent laptop. Especially when much lower priced cards run most games with settings high at 60+ FPS. I'm a little surprised that they haven't increased the GDDR5 memory beyond 2 GB (however manufacturers may come out with different flavours later) since the multimonitor crowd have most to benefit from the GTX680 and with that price tag! I'm not complaining though, roll on faster/better vga cards. I just wish the price was lower. Intel can bring out faster new CPUs without hiking the price up, why can't the vga card manufacturers? -
You're putting too much faith in GC. It depends on what controller you are using. Taken from hardwarecanucks.com .. So what about all those consumers who don’t have TRIM capabilities? Before TRIM was implemented, controller designers created routines to minimize and alleviate performance degradation. These self-maintenance routines go by many names but are usually called “Idle Time” or “Background” Garbage collection. This “old school” solution is of course the somewhat perfect answer for non-TRIM environments. Sadly, not all algorithms and routines are created equal and efficiency varies greatly from one controller maker to another. Since SandForce expects people to have TRIM capable systems, their self maintenance routines are very mild a best and thus very slow. So slow in fact that without TRIM, even the mighty SF2281 based drives can see their performance degraded very quickly. In extreme cases pauses and stuttering can even occur. While SandForce and others went the route of assuming their customers had TRIM, Marvell did not. In fact, Marvell seems to have actively focused upon and have designed their controller for consumers who want a large performance boost but don’t want to upgrade their entire system to get it. This is why Marvell controllers – especially this second gen “9174” - have more aggressive self-maintenance routines which start working sooner and faster than their competitors. Read the whole review here . Interesting and informative article especially if you're thinking of RAIDing SSDs which I was. However my mind is changed and I'll be going with a single SSD until intel support RAID Trim in an upcoming RST.
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ONCE -> GROUP ALIVE BELOW x% -> AI TASK set dispersal true (in triggered actions). Never tried it but it should work in theory. You could then spawn some ground troops next to the remaining vehicles and have them leg it. If my convoy was getting mullered by an A10 I think I'd abandon vehicle and leg it also.
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The simplest implementation of game saving would be when you have a typical CAS mission with multiple tasks that would mean sitting down at PC for most of the day to complete. Game saves would be allowed after completion of a task when you have landed and taxied to a specific ramp area. Of course when you reloaded you may not be in the shutdown position exactly & the battlefield would be a little cleaner if you looked closely but I doubt you would notice it if the next task took you to a different area on the map. This does work well, I know as I had it working for Op Lagavulin before patch 1.1.0.9 took out the ability to use OS commands. As for any other type of save, I reckon it would be easier to do a 2GB memory dump to disk !!
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Running em in raid without TRIM. Damn you must be constantly cleaning em out. i.e. Take image then delete all and reload. Hopefully with the latest 11.5 RST RAID0 will be possible without the constant maintenance.
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Its just not possible to do controlled touch & go's at the moment I'm afraid. You'll have to employ the fast roping method. Use circular orbit and set speed zero, alt as low as poss and set timer for how long you want them to stay in position. I've had to do this in my latest miz under contruction.
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IRL SAM sites will switch on and off to avoid SEAD not to mention the decoys that some of the more advanced systems have that aren't modelled. However as a miz builder you can mimic this behaviour by setting a trigger at the SAMs range and using it to randomly switch its radar on and off. Maybe even have a few trigger circles within its range also to change the radar on/off times. i.e. The closer the target, the greater the PK factor and quite possibly the longer the SAM operator would be prepared to radiate. Using this method its possible the SAM sites might outdo the AI SEAD. Give it a try. It would be nice to know how accurate the DCS modelled HARM/ALARM is if the radar is switched off just after launch. I know it will home in on INS posn but IRL its not that great at near to max launch range since the radars position is sensed more accurately the closer it gets.
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^ agree completely. With todays modern imagery, its unreal to build a mission with multiple unknown SAM units randomly scattered around. Although SEAD flights weren't always available to packages in desert storm, it wasn't unusual for a mission to be aborted if the zone was too hot. Personally I dislike unrealistic missions where the SAM threat is high and you are still expected to complete the task without any SEAD support. Also I have a problem with the ability of DCS AI SAMs to see through trees/buildings, have unrealistic responce times and not suffer from ground clutter problems at all. So flying around at 100 ft agl is little protection if the SAM has LOS.
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Mainly because it runs as a sim and not a scripted game. Its a very dynamic environment so the amount of data to save can be very large in large missions. Very few other games have mission editors that allow scripting. Allowing uncontrolled coders access to potentially damaging OS functions is undesirable for reasons stated previously. DCS is always a work in progress so it may well happen in the future. Just not soon I think.
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An early version of Op Lagavulin allowed the player to land and taxi to a specific location and then save his position in the mission or to be more specific save the last task that he completed satisfactorily. Then when starting the mission again he could Load that previously saved game. This all worked flawlessly through using in game lua scripts in 1.1.0.8 versions and earlier. Later patches have restricted the use of lua os. commands which allow the modification of files. This is purely down to security since anyone could write a simple script for example which could delete your C: drive or worse infect it with a virus without your knowledge. There are a number of ways of allowing game states to be saved safely but it will involve some work on basic game code to do so. Given that its a feature that would not be utilised very much by the majority of the few mission builders anyway you'd be right to assume I think that its not high on their priority list whilst at the same time other projects need attention.
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Ok well it could be something they've fixed in the latest patch in which case sorry for the incorrect information. I will test this myself in MP and report back. Up until now I've been using UNIT in ZONE (client1) OR UNIT in ZONE (client2) etc so if it works then it will cut done on the amount of conditions. Just be aware though, any blue ground unit or AI aircraft will also set trigger off and in my experience AI aircraft can be a little irrational occasionally (i.e. Not doing as they are damn well told). Edit: Just re-read you post. Yes any AI aircraft will trigger 'part of coalition in zone' but try to activate trigger with a client aircraft in MP and see what happens.
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For that I would use Continuous -> Unit (player) in zone ++ FLAG 2 FALSE-> FLAG INCREASE 1,1 Once -> FLAG EQUALS 1,120 -> AI START (InterceptorGroup) + FLAG 2 TRUE All triggers are evaluated once every second so flag 1 would increase by 1 every second hence the 120 (2 minutes). However this would be cumulative, so if you left the zone the 2 minutes isn't reset. When using flag Increase for the first time, it assumes the value in the flag is zero. By the way, don't use Part of Coalition in zone for Multiplayer missions, it doesn't work. I don't think I have used it at all since I don't want any stray/crazy AI unit (Airborbe or ground) setting off flags I'm using for player or clients.
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Randomizing object placement at beginning of mission
Druid_ replied to Bahger's topic in User Created Missions General
^No probs, sorry lua is broken & you have to redo miz. At the moment I am using lua to create a task table with the trigger < set random flag value (x, lowVal, HighVal) > to seed it and that seems to work fine and needs less Triggers overall. -
Randomizing object placement at beginning of mission
Druid_ replied to Bahger's topic in User Created Missions General
Sorry but after patch 1.1.0.9 a lot of Lua OS functions were restricted from being used in the ME due to security reasons, this included the function os.time. So unfortunately the line ... math.randomseed( os.time() ) no longer works. What this does is to seed a random number to the function math.randomseed. As its restricted none of the lua will execute either. Hopefully os.time will make an appearance in a future patch but for now I would go with Grimes' . The only downside being thats its not instantaneous and not quite so random, but close enough. By that I mean the random5% triggers are evaluated once every second until one of them becomes true. increasing the number of triggers or increasing the value above 5% (not too much as higher triggers will activate first) will decrease the time taken to turn true. -
Nice method. I take it that the choice of 5% in the random check is :- no. of tasks/100 ? ok, understand. But why? surely if you just took a single random pick of ALL of the tasks the end result would be the same. (Unless of course the random x% isn't truly random in which case 2 random calls would increase the randomness).
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Hey grimes, just out of interest how are you randomising your task list? I am changing Op Lagavulin for slmod and random task ordering. It was easy when we could use lua and os.time to generate random numbers. I am using a combination of trigger random flag x,no1,no2 and lua but it requires 19 triggers to create just 9 tasks! Luckily they're similar so copy function is handy but previously I could achieve the same in just Lua with only 2 triggers.
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Damn I missed that one also. Great news if it makes it!
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I'm in the same position as you. Personally I am going to wait until Ivy Bridge is out before I pull the trigger on my wallet. About then nvidia will have Keplar out and maybe AMD will have proper drivers for the 7970 sorted. My other purchase will be a couple of 256gb SSDs and raid em. April/May is gonna be an expensive month methinks. Sandy bridge and Ivy bridge are much easier to overclock than your 920 and certainly faster at comparible clock speeds due to the new architecture and amount of onboard cache. A few ppl have compared their clock speeds with sandy bridge before and after the upgrade, its on the forums somewhere. Forget sandybride E, its not for gamers! Don't know much about 3D vision but I'm guessing it'll eat frame rates on my 3 screen setup. Seems like a fad also.