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PravusJSB

ED Closed Beta Testers Team
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Everything posted by PravusJSB

  1. HI I have a WarBRD base, T50CM2 Grip, T-50 Throttle and 2 V3 short desk clamps for sale, will post to anywhere in the UK for £475. Barely used, fully working order and comes in original boxes. First come first serve. Prav.
  2. I think that relates to 'life'. I'm not 100% (intended) but pretty sure.
  3. I cannot tell you how many hours ive toiled with the tasking lol. Sadly the lack of feedback or ability to query the controller makes its very trial and error. Which is not good. I have my bombers doing what and how i need them to atm, ill send you my task struct on Discord.
  4. Yes the above will work, it will print to the players local chat box. I think (not 100%) that if you require the gameMessages module there might be some screen print methods in there that print in the top left or the screen, similar to AWACs, but dont recall if they can be client specific.
  5. Yes it's possible, but about the hardest thing to make DCS do. You should just come play my server instead We have dynamic Client Spawns that are runtime movable
  6. So in a nutshell, you need to build up the aircraft and the troopers data structure and all the actions the should happen after activation/spawn before spawning anything, you need to create a set of troops (I make 3 groups of 4 troops) set as late activated and already with points from drop point to location thereafter, each group with this task line... ["task"] = "Без задачи", Spawn those into the world and hold on to the ID's. Create an IL76 (not tested with other aircraft, but the IL76 rear loading bay doors will open to allow the troopers to jump out), then the task for that aircraft looks like this... ["id"] = "ComboTask", ["params"] = { ["tasks"] = { [1] = { ["enabled"] = true, ["auto"] = false, ["id"] = "ParatroopersDrop", ["number"] = 1, ["params"] = { ["groupAttack"] = false, ["paratroopersNumber"] = 100, ["attackQtyLimit"] = false, ["attackQty"] = 1, ["attackType"] = "Carpet", ["groupsForAirdrop"] = { }, ["altitude"] = alt + terra_height, ["groupsOnBoard"] = groups, ["carpetLength"] = 500, ["altitudeEnabled"] = true, ["y"] = pos.z, ["x"] = pos.x, ["scriptFileName"] = "", ["altitudeEdited"] = true, }, }, }, } Add the objects returned from spawning the troopers into 'groupsOnBoard' with that task on the point of the route you want the troops to exit the cargo deck. The aircraft needs a->b route and use a zone and trigger on the route point with the combo task above to activate the groups on board (I think.. I can't recall if it needs that or the combo task on the aircraft does it all for you...). It took me a while to get this working but in the end you can make this happen, in SP or MP and will sync with all clients; Its not easy to extract this from my code and post it up because of integrations and dependencies but I've attached a .lua file with some more detail that might help. I can't recall if the code in there works out of the box but certainly it looks nothing like how I got it to work in the end lol. one_plane_airborn_4sq_red.lua ... oh if you need any help hit me up on Discord.
  7. Are you using or can use Lua or are you just using Mission Editor?
  8. Yes of course, just display a message based on the entering of an aircraft and do not if you've already done so for that pilot in the session, but either adding them to a flag/data structure so you know whos had it.
  9. Yes I do that in XSAF mission, drop para-troopers from an IL76. It's not easy and goes into some granularity, I can't really post my code here but I'll try have a look at it when I'm home this weekend to see what the key bits are. This is not an ME capable thing but with some Lua you can make it happen.
  10. Yea, just locate the Lua file that creates that dialog and add a line in the show() method to press the start button for you.
  11. Not really. Unless you have the units constantly appearing in searches and you have to enquire 'alive' thousands of times a minute/second etc. LA units are not there and do not need CPU time until they are active. The only other consideration is .miz file size (which would affect initial load and multiplayer loading for clients), but the data for a unit is small compared to the mission/warehouse data normally.
  12. Cool idea buddy, would love to have a chat about it with you, feel free to drop me a msg on Discord.
  13. You just need to understand how to configure it to get the most from your hardware. I promise you if your GPU is stuck at 60% loaded then your CPU is bottlenecking, which means 1 core is burning at 100% but you wont see that because multi-thread scheduler of the OS. Try set your DCS process to an affinity that only uses core 2,4,6 then you will see. And it also may help. If you have many cores offset the VR server/runtime to 4,6,8 or 6,8,10 and that will unlock much more vr frames and fix some of your micro-stutters (if you have any).
  14. If you use a script (e.g. use worldSearch to search the zone area and simply query any active, aircraft, with a playername). It's super duper efficient and the code is only a few lines. If a player is found you can stop there and raise a flag or similar, or further apply logic gates to make much more complex than a preset in the ME. Happy to help you with how, dm me.
  15. You could try to push a new route to it where the next waypoint is high and close, or 'copy & paste' (delete and replace in the same simframe) and have the new route similarly designed to cause the initial manoeuvre to cause it to do as you want.
  16. Its a variable (string) with the file location path which changes if its running locally in test, or on my server. The code lives in the cloud and the string is pre defined on the given environment which is loading the code, so they all point to the same place.
  17. Not sure, I'm not great with ME triggers but I'm guessing it might be the base trigger type? I do my code load it like this...Type: 4 MISSION START, then a DO SCRIPT with the following; assert(loadfile(string.format("%s\\Shared\\master_file.lua", base_code_dir)))()
  18. Do you have a bit more info, how many ground air units are in the mission, how many clients are connected, what mods/3rd party scripts are in use. Do you create tracks on the server, what map are you using?
  19. I'm thinking out loud, but... If you look in <install base>\Scripts\UI\RadioCommandDialog\Config\Common\ATC.lua, you will see the structure of the menus, there will be one in there that fits your bill and with the object will be a message enum inside a function call, the function call key is 'command' I think. It might be possible to replace said function call with something null like, function() return end, its a finite machine I think so there may also be the config for the transitions, you may put that null function there. ** Completely untested, back of cig packet reply! Back up the file first Let me know how you get on.
  20. Great news. FYI, DCS uses only 3 cores and only 1 for the majority of the mission simulation, Windows scheduler masks that unless you've specifically applied the affinity, I would hazard a a guess and probably bet money, that the CPU was maxed out at 100%.
  21. It's always a very helpful thing to know what functions are available to you in the Lua environments, both Mission/Server etc. It's worth a dump of the global state of both of these every now and then because sometimes new things dont get documented or there are things in there that have never been. Doing a filtered dump of classes and functions is easy enough, drop me a line if you need help to do that.
  22. You mention it happens only with a few players? What's the highest Ping of your connected players at the time this happens?
  23. what is in the log file shortly before the repeating message starts?
  24. I dont see anything wrong, and I can run it and simulate into 10mins+ and I dont get the same errors. Can you backup and then delete the folder for the server which lives in users\[you]\Saved Games and then try to run the mission again please?
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