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Metal_121

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Everything posted by Metal_121

  1. Can't her the intellisense to work 2.7 version Exception in thread "main" com.naef.jnlua.LuaRuntimeException: H:\EclipseDCS\My_Missions\My_test script.lua:1: attempt to index global 'ZONE' (a nil value) at com.naef.jnlua.LuaState.lua_pcall(Native Method) at com.naef.jnlua.LuaState.call(LuaState.java:555) at org.eclipse.ldt.support.lua51.internal.interpreter.JNLua51Launcher.run(JNLua51Launcher.java:128) at org.eclipse.ldt.support.lua51.internal.interpreter.JNLua51Launcher.main(JNLua51Launcher.java:143)
  2. Seems like the last open beta broke the F-22A totally. Was putting one flight in editor, just to try it out, after loadout change it changed to another type and is no longer listed. Have other modded aircrafts and they all shows. Reinstalled it with no change. Tried to start a old mission and it says I need modules to load F22A. So it seems to require something more than the FC3. Ignore user error However a old mission don't start with it, asking for it's module, new mission no problem.
  3. Yes got that and I tried again with the Falcon PG campaign and this time it worked, I must clicked the wrong combp somehow. Now when I got the missions at the server.. how to start the mission, in single play I choose the campaign and start from there in the server I need to select it, so is it Falcon over PG_ongoing or Falcon over PG_First, the cmp file is not selected in the server browser. I'm new to DCS server and just want it get right so I can enjoy it. Also in SP uyou get this bat file running how does that work in the MP, do I need to be at the server and select the options or is it done automatically? Sorry for all the questions, I guess some will answer themselves as I get the campaign running in MP.
  4. Now the next issue, not really related to the campaign but to setup. Cant pick the F-16..., Server is dedicated so it should have all modules in it but when trying to pick the F-16 it's greyed out, if I picked the M2000 it worked... don't have the M2000 on my playing rig so it will be a issue when connecting I assume. Skipped mission, next same thing. Now I sorted it in a way that I didn't expect. Loaded in the FA18 campaign, then run the bat and selected the F16, all went thrue, now the FA 18 missions was grayed out and unselectable but the F16 had 2 selectable missions. Wierd but if it works it's ok
  5. thx got it, my blind eyes didn't read all instructions so I entered 1 instead of 1es when selecting. All well bat file run as it should
  6. So I decided to put my laptop to use, installed the openbeta server, installed DCE,, so far no issues, set up all in router added in a mission folder and a few simple missions. Connecting and all seems to run as expected. Now I run the (after altering the lua script to the one included) and run the firstmission.bat selecting Multiplayer, selecting Target option then I select F16C-50 as plane. Invalid option... Selecting any plane ... invalid option, a-g I belive was the options, none worked. Fresh install of everything and this game stopper.
  7. Guess you actually can do this by scripting in a condition that tell them to disengage if below x altitude. like if in combat and x altitude disengage and go to a RP then rejoin, and restrict AB use there too. Not good at LUA but I'm certain it could be done. The risk is that they just end up with a missile in their bum when disengaging. So yeah a ROE rule like don't AA combat below an altitude could be useful
  8. Yeah been using this trick for Arma 3 and Falcon BMS before, just has do dust the old Laptop off and install it. Hopefully I will get playable frames in VR with the viper. the old FC3 planes runs smooth in VR the viper, not so much. Not tried the Viggen yet but I guess it's somewhere between FC3 and Viper.
  9. Thing is I did use the installer before I swapped to open beta and the PG campaign was running fine. After installed open beta the installer no longer works so I decided to just do it manually, witch is perfectly fine for me. Understand perfectly, it's his mod and I'm just happy he decided to share it with us. Doesn't mean there is no room for variations and improvement as you guy's are doing. Only done some digging in the Moose project in lua. Just looking at the base map I do se similarity's in the concept so I will have a look in the code in time, IRL stopped me last time I tried to learn the Lua but right now the time exists Sitting right now with the nose deep into the Viggen manual. Was same there started to learn it but then IRL came in the way. Had it a long time and really want to learn it fully. The Viper I know and just waiting for them to fully implement all the systems in it. Love it as a strike aircraft but it lacks the fundamental's for it right now. Half done systems and lack of ground radar. Anyway is 6 missions in the Falcon PG campaign and only died once but also not really hitting enough ground targets Keep up the good work. Regards M
  10. Ok installed open beta over the current version and you know, the .openbeta is nowhere to be found, it kept the original names. I got the campaign running by doing a manual install of it and skipped the DCE installer and the OvGME and used the path users\%username%\saved games\DCS\mods\tech\DCE\Missions\Campaigns\Falcon over PG Now this however ids not working for the Nordic Battle for the Viggen. Tried to change the 2 bat files with the "manual" directory stepping start "Generate First Mission" cmd /k "..\..\..\..\..\..\..\bin\luae.exe Scripts/BAT_FirstMission.lua & exit" , proven to go wrong, to the coded approach witch should be fool proof start "Generate First Mission" cmd /k ""%pathDCS%bin\luae.exe" ..\..\..\ScriptsMod.%versionPackageICM%\BAT_FirstMission.lua". This should always work as the path is set in the path.bat. Now it don't work and I guess it's the changes done to the core scriptfile. Spots out this error H:\Steamspel\steamapps\common\DCSWorld\bin\luae.exe: cannot open Init/conf_mod.lua: No such file or directory stack traceback: [C]: in function 'dofile' ..\..\..\ScriptsMod.20.43.66\BAT_FirstMission.lua:69: in main chunk [C]: ? C:\Users\Mads Furuvald\Saved Games\DCS\mods\tech\DCE\Missions\Campaigns\Nordic Battle> Well C in my computer is mainly Windows and a lot's of symbolic links. Done with MKLINK /J option so if it tries to step back in cmd mode I guess it ends up on the wrong drive. And I've found the solution witch I guess u saw earlier in this post, start "Generate First Mission" cmd /k ""%pathDCS%bin\luae.exe" Scripts\BAT_FirstMission.lua". Since this is a older campaign it don't uses the newer versions (20.43.66 or NG) of the script and the path should be set to the scripts coming with this campaign. It created the first mission and started, however when just exiting out it punched me with an error about trying to write a logfile in the temp directory. Well not the whole world if it works right now, was just trying it for a test. Not ready to do a campaign in Viggen yet, still has to learn it. Anyway this fiddling rises some questions. The NG is if I understand it the latest script version. And having different versions at the same time for different campaingns doesn't seem to be a problem. -What files do I need to change in the Nordic Campaign to make it into NG (if you know )? -Is it possible to have 2 player active planes in oob_air_init.lua? -Or will it break the campaign? My idea is to have a more variation to the campaign and give me as a player an option to fly, either the Viper, Viggen or any other owned module plane, like the FC3 planes, even as single player. Guess you in multiplayer can pick other planes since you have this selection screen in the start or is the script only producing missions for one type of aircraft for the player? And if so is it possible to make it work for more types? Thx for ypur time, Amazing piece of work this. Sincerly M
  11. So The problem with excessive fuel consumption is same in all aircrafts
  12. 2021 some modules later and this is still a major bug. Will not call it any other just flew a mission in my viper, simple traning run at about 300 miles half way wingman call bingo, send him to tanker, 70 miles away. Never heard from him again since he ejected before reaching the tanker. What did he do... running burner all the way.. I landed with almost 4000lb of fuel, we both had center tank. Saw in their roadmap that they will try to give the ai an overhaul... most needed as the rest of parts for the Viper. Wish they actually finished a sold early access before putting out a new and fixed the core game.
  13. Since the tanker is tied to groundspeed I always use Mach number to get a consistent IAS
  14. Guess I will invest in the Supercarrier later, use to fly Janes F/A 18 and had a blast of time with the squad I flew with back then, was before the Falcon came out so damn it's a long time ago.
  15. Falcon_over_PG-20.43.66.zip, Syria Persian Gulf.. lots of sand Understand Will give it a go, if It fails in my face I have to consider open beta. Dynamic campaigns is just what I was missing in DCS, so now I can fly my viper in a war with VR, after I learn all the buttons on the hotas again... kind of hard to fiddle with the keyboard in VR. Thx for a quick reply. Just wanted to fill in had to run everything in Admin mode, as stated in the original thread. And the QVGME never saw the missionscript.lua file so I just copied it manually to the DCSWorld\Scripts after saving the default one. Then run the bat file in admin mode and it all seems to be working so far.
  16. Ok I'm probably a an alphabet when it comes to search. Been having a long brake from DCS and flight Sims and just recently got back, Did some BMS to get warm and then found this campaigns. Now every where it says open beta I don't have open beta and just wonder is ot required or can you just run regular bazar, do I need to change something in a Lua. Campaign I want to try is the Falcon in Syria. This comes with a installer... hmm not really found of mods in exe files even if it's convenient also does this lock it to open beta? Looking at the pdf file it shows some weird names with double underscore and stuff ... So I read it just not fully understand it. Will keep trying but will proberbly just make a mess out of it OvGME lost from start with it... I just like to copy paste a done structure. Reinstall if I cant remove it.
  17. Metal_121

    OvGME

    ok found the campaign to DCS after some years of absence from the sim gaming. They say I need the OvGME.. ok got it downloaded and then what no file to run in this . Or is it only for hi tech nowhows to be able to use the campaign. Annoyed nevermind found a exe hidden 5 dirs down a well
  18. This is what I use A2ADispatcher:SetSquadronRefuelThreshold("Skaraborgarna", 0.20) Intellisense shows this as ok. In game getting this 2020-05-23 23:04:46.959 ERROR DCS: Mission script error: : [string "C:\Users\MADSFU~1\AppData\Local\Temp\DCS\/~mis00000BA3.lua"]:116573: attempt to call method 'GetSquadron' (a nil value) stack traceback: [C]: in function 'GetSquadron' [string "C:\Users\MADSFU~1\AppData\Local\Temp\DCS\/~mis00000BA3.lua"]:116573: in function 'SetSquadronFuelThreshold' [string "C:\Users\MADSFU~1\AppData\Local\Temp\DCS\/~mis00003BE1.lua"]:52: in main chunk in the exampel in Intellisense it say: A2ADispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) Putting this in will not show the IntelliSense for the code And also throw a Nil value error… After trying replacing code and more, I for now need to turn it off as a non working function at least until I have more knowledge and learnt more of this MOOSE. I see the potential what you can do. I'm just getting the feeling it's very sensitive in the order on how you put things in. For me when something is in Modules… after the base is in the order should not matter… a well still got miles to walk :D:smartass: Edit getting same when trying to do group size changes… Getting puzzled here
  19. Marvellous, a million thx to you. Not used to LUA, first time actually doing something in it, will adapt. Usally always written with semicolo'ns to close any command line, not seen it in here so I guess I will start using that here too :joystick: Thx aagain
  20. Finding an error in the log's. My Script fails as it starts with 2020-05-23 18:41:32.485 ERROR DCS: Mission script error: : [string "C:\Users\MADSFU~1\AppData\Local\Temp\DCS\/~mis00007487.lua"]:7: attempt to call method 'Filterstart' (a nil value) stack traceback: [C]: in function 'Filterstart' [string "C:\Users\MADSFU~1\AppData\Local\Temp\DCS\/~mis00007487.lua"]:7: in main chunk According to all docs I found I've done it correct but obviously I missed something..:helpsmilie:
  21. Trying to create a Battle ground base for missions Hi all. Got Moose and LDT up and running after first finding the old version of EWR/GCI script before I finally found out it was to old and obsolete :doh: Anyway got 2.5.0 of the MOOSE all installed and seems to work as it should. :thumbup: So I trying to create a basemission to use as "Template# for missions. This will hold all Squadrons used with AWAC, Tankers and a GCI network with Groundradars and some ships as EWR. Followed the documentation in creating the network to my knowledge DetectionSetGroup = SET_GROUP:New() DetectionSetGroup:FilterPrefixes({"EWR BLUE"}) DetectionSetGroup:Filterstart() Detection = DETECTION_AREAS:New( DetectionSetGroup, 50000 ) --Using ft set in game not meters, 30k m = 90kft A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) BLUEBorderZone = ZONE_POLYGON:New( "blueborder", GROUP:FindByName( "blueborder" ) ) A2ADispatcher:SetBorderZone( BLUEBorderZone ) Been setting up a number of squadrons, CAP zones, Loadout templates, assigned tanker etc.. Starting the Lua files in a trigger at Gamestart, First Moose then my file In the mission for test I send in a group crossing the border…. Nothing happens been reading a lot of code text and double and tripple checked everything… It should work but nada happens , No flights spawn in. Any help would be appriciated The whole file here DetectionSetGroup = SET_GROUP:New() DetectionSetGroup:FilterPrefixes({"EWR BLUE"}) DetectionSetGroup:Filterstart() Detection = DETECTION_AREAS:New( DetectionSetGroup, 50000 ) --Using ft set in game not meters, 30k m = 90kft A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) BLUEBorderZone = ZONE_POLYGON:New( "blueborder", GROUP:FindByName( "blueborder" ) ) A2ADispatcher:SetBorderZone( BLUEBorderZone ) --Engage radius, affects both teams {#AI_A2A_DISPATCHER.SetEngageRadius}(90000) --Default 100km {#AI_A2A_DISPATCHER.SetGciRadius}() --Default 200km -- -- SQUADRONS Blue -- A2ADispatcher:SetSquadron( "Wings of Fury", "Sharjah Intl", "WoF", 12) --Jordanian F16CM A2ADispatcher:SetSquadron( "Mud of War", "Sharjah Intl", "MoW", 12) --Jordanian F16CM A2ADispatcher:SetSquadron( "Musters", "Sharjah Intl", "Musters", 24) --Swedish JAS 39 CAP Load A2ADispatcher:SetSquadron( "Busters", "Sharjah Intl", "Busters", 4) --Swedish JAS 39 A-G version A2ADispatcher:SetSquadron( "VF-103", "Al Minhad AB", "VF-103", 16) --USN F-14B A2ADispatcher:SetSquadron( "VF-24", "Al Minhad AB", "VF-24", 6) --USN F-14B A2ADispatcher:SetSquadron( "VFA-94", "Al Minhad AB", "VFC-14", 6) --USN F/A-18C A2ADispatcher:SetSquadron( "VFC-12", "Al Minhad AB", "VFC-12", 8) --USN F/A-18C A2ADispatcher:SetSquadron( "VFC-14", "Al-Bateen Airport", "VFC-14", 8) --USN F/A-18C A2ADispatcher:SetSquadron( "IDF-121", "Khasab", "IDF", 12) --IA F-16C blk 52 A2ADispatcher:SetSquadron( "SQN 75", "Al-Bateen Airport", "L20", 16) --OZ F/A-18C A2ADispatcher:SetSquadron( "Bahrain Warriors", "Liwa_Airbase", "L20", 12) --OZ F/A-18C A2ADispatcher:SetSquadron( "Skaraborgarna", "Khasab", "JA37", 8) --Swedish AJS 37 A2ADispatcher:SetSquadron( "Norrlands Guld", "Khasab", "AS37", 8) --Swedish AJS 37 A2ADispatcher:SetSquadron( "Spotify", "Khasab", "RECON", 8) --US OH58 A2ADispatcher:SetSquadron( "Tomahawks", "Ras Al Khaimah", "Thomahawk", 24) --US AH64D A2ADispatcher:SetSquadron( "Bowie", "Ras Al Khaimah", "Bowie", 24) --US AH1W -- -- Set Takeoff method -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoff}() is the generic configuration method to control takeoff from the air, hot, cold or from the runway. See the method for further details. -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffInAir}() will spawn new aircraft from the squadron directly in the air. -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromParkingCold}() will spawn new aircraft in without running engines at a parking spot at the airfield. -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromParkingHot}() will spawn new aircraft in with running engines at a parking spot at the airfield. -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromRunway}() will spawn new aircraft at the runway at the airfield. -- Set 1 as a scramble TO in AIR {#AI_A2A_DISPATCHER.SetSquadronTakeoff}("VF-103", AI_A2A_Dispatcher.Takeoff.Air) -- Set rest of planes to default Parking HOT A2ADispatcher:SetDefaultTakeoffFromParkingHot() -- * @{#AI_A2A_DISPATCHER.SetSquadronLanding}() is the generic configuration method to control landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown. -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase}() will despawn the returning aircraft in the air when near the airfield. -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway. -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines. -- Let the Air starter also Despawn close to base {#AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase}("VF-103") -- Landing change if clogged -- The default landing method can be set for ALL squadrons that don't have an individual landing method configured. -- -- * @{#AI_A2A_DISPATCHER.SetDefaultLanding}() is the generic configuration method to control by default landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown. -- * @{#AI_A2A_DISPATCHER.SetDefaultLandingNearAirbase}() will despawn by default the returning aircraft in the air when near the airfield. -- * @{#AI_A2A_DISPATCHER.SetDefaultLandingAtRunway}() will despawn by default the returning aircraft directly after landing at the runway. -- * @{#AI_A2A_DISPATCHER.SetDefaultLandingAtEngineShutdown}() will despawn by default the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines. -- {#AI_A2A_DISPATCHER.SetDefaultLandingAtEngineShutdown}() -- Change Min fuel for RTB, this Squadron cant use Tanker {#AI_A2A_DISPATCHER.SetSquadronFuelThreshold}( "Skaraborgarna" , 0.20) {#AI_A2A_DISPATCHER.SetSquadronFuelThreshold}( "Norrlands Guld" , 0.20) -- {#AI_A2A_DISPATCHER.SetSquadronGrouping}("Wings of Fury",4) {#AI_A2A_DISPATCHER.SetSquadronGrouping}("Musters",2) {#AI_A2A_DISPATCHER.SetSquadronGrouping}("VF-103",4) {#AI_A2A_DISPATCHER.SetSquadronGrouping}("VFA-94",4) {#AI_A2A_DISPATCHER.SetSquadronGrouping}("SQN 75",2) {#AI_A2A_DISPATCHER.SetSquadronGrouping}("Bahrain Warriors",2) {#AI_A2A_DISPATCHER.SetSquadronGrouping}("Skaraborgarna",4) -- {#AI_A2A_DISPATCHER.SetSquadronOverhead}("Wings of Fury",1.25) {#AI_A2A_DISPATCHER.SetSquadronOverhead}("Musters",1.25) {#AI_A2A_DISPATCHER.SetSquadronOverhead}("VF-103",0.9) {#AI_A2A_DISPATCHER.SetSquadronOverhead}("VFA-94",1) {#AI_A2A_DISPATCHER.SetSquadronOverhead}("SQN 75",0.8) {#AI_A2A_DISPATCHER.SetSquadronOverhead}("Bahrain Warriors",1.25) {#AI_A2A_DISPATCHER.SetSquadronOverhead}("Skaraborgarna",2) -- CAPZoneMiddle = ZONE:New( "CAP Zone Middle") -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- CAPZoneWest = ZONE:New( "blueCAPzone3" ) A2ADispatcher:SetSquadronCap( "Bahrain Warriors" , CAPZoneWest, 4000, 9000, 600, 800, 800, 1200, "RADIO" ) A2ADispatcher:SetSquadronCapInterval("Bahrain Warriors", 2,30,120) A2ADispatcher:SetSquadronCap( "VF-103" , CAPZoneWest, 4000, 9000, 600, 800, 800, 1200, "RADIO" ) A2ADispatcher:SetSquadronCapInterval("VF-103") CAPZoneMiddle = ZONE:New( "blueCAPzone1" ) A2ADispatcher:SetSquadronCap( "VF-103" , CAPZoneMiddle, 4000, 9000, 600, 800, 800, 1200, "RADIO" ) A2ADispatcher:SetSquadronCapInterval("VF-103", 2, 90, 320) A2ADispatcher:SetSquadronCap( "SQN 75" , CAPZoneMiddle, 4000, 9000, 600, 800, 800, 1200, "RADIO" ) A2ADispatcher:SetSquadronCapInterval("SQN 75", 1, 120, 240) CAPZoneEast = ZONE:New( "blueCAPzone2" ) A2ADispatcher:SetSquadronCap( "Wings of Fury" , CAPZoneEast, 4000, 9000, 600, 800, 800, 1200, "RADIO" ) A2ADispatcher:SetSquadronCapInterval("Wings of Fury", 2, 120, 240) A2ADispatcher:SetSquadronCap( "Skaraborgarna" , CAPZoneEast, 4000, 9000, 600, 800, 800, 1200, "RADIO" ) A2ADispatcher:SetSquadronCapInterval("Skaraborgarna", 1, 500, 720) A2ADispatcher:SetSquadronCapRacetrack("Bahrain Warriors", 10000, 30000, 110, 200, 10*60, 20*60) A2ADispatcher:SetSquadronCapRacetrack("VF-103", 10000, 30000, 110, 200, 10*60, 20*60) {#AI_A2A_DISPATCHER.SetSquadronTanker}("Musters", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("VF-24", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("VFC-12", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("VFC-14", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("Busters", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("VF-103", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("VFA-94", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("Bahrain Warriors", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("SQN 75", "KC135 Nozzletanker") {#AI_A2A_DISPATCHER.SetSquadronTanker}("Wings of Fury", "KC135 Group") {#AI_A2A_DISPATCHER.SetSquadronTanker}("Mud of War", "KC135 Group") {#AI_A2A_DISPATCHER.SetSquadronTanker}("IDF-121", "KC135 Group") {#AI_A2A_DISPATCHER.SetTacticalDisplay}(true)
  22. So is there ever going to be a fix. Maybe we all do a review in steam and totally point this out. Been halting this game for som,e time… seems like it has to continue. You cant run a simple mission with ai wingmen and it will fail. ´Please ED time to fix this know.
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