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Posted

Thanks for that gorgeous Script :thumbup: the package you made with mission exemple and the Uber Friendly PDf that come with, makes your scripts friendly user xD, just need to follow it step by step, no miss understanding, first try, first success. I love it. and I want many others from that quality :music_whistling:

 

Question do you allow me to use it in a mission file that I want to share with communauty ?

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Posted

Hi, I am new using scripts, and tried to make a mission with this auto CAP following the guide that cames in the zip file from 457stonehouse (http://457stonehouse.github.io/GCICAP/), but when I tested it didn´t work, the CAP planes never appear. Then I tried to test the demo mission that cames in the same zip file and it didn´t work either.

I used the Mist_4_0_55

Do you have any idea what I am doing wrong?

Posted
Hi, I am new using scripts, and tried to make a mission with this auto CAP following the guide that cames in the zip file from 457stonehouse (http://457stonehouse.github.io/GCICAP/), but when I tested it didn´t work, the CAP planes never appear. Then I tried to test the demo mission that cames in the same zip file and it didn´t work either.

I used the Mist_4_0_55

Do you have any idea what I am doing wrong?

 

Just take MIST from here. Seems that your Version is since 1.5 outdated....

 

http://forums.eagle.ru/showpost.php?p=2495849&postcount=910

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 2TB Samsung 990 PRO, RTX4080, Thrustmaster HOTAS WARTHOG Stick + WINWING ORION 2 + MFG Crosswinds, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

Posted (edited)

Ground force and GCI and cap

 

I'm actualy in testing phase, everything seems to work well, maybe a bit too much :helpsmilie:

 

In my mission I spanw some ground force and when it happen, awacs start to yell message(combined arms...), and gci spanw and attack those ground forces ???? is there an options in your script to not manage grounds forces ?? thinks strange there is ground force at mission start and it doesn' trigger that behaving xD

 

see what i mean :https://drive.google.com/open?id=0B52QsFayUY1pbmY5a3RQSHdTMnc

Edited by wdrago

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Posted
I'm actualy in testing phase, everything seems to work well, maybe a bit too much :helpsmilie:

 

In my mission I spanw some ground force and when it happen, awacs start to yell message(combined arms...), and gci spanw and attack those ground forces ???? is there an options in your script to not manage grounds forces ?? thinks strange there is ground force at mission start and it doesn' trigger that behaving xD

 

Yep,

 

disable the GCI messages.....for my opinion it's not as good as the AWACS script by AJAX.

Espacially while it doesnt use to give messages to CA clients... :huh:

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 2TB Samsung 990 PRO, RTX4080, Thrustmaster HOTAS WARTHOG Stick + WINWING ORION 2 + MFG Crosswinds, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

Posted
Hi Quax456, that MIST is the 4055 and is the same I ualready use, but it didn`t work.

 

Sorry, had missed to tell you that you should take the Github link in this post....

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 2TB Samsung 990 PRO, RTX4080, Thrustmaster HOTAS WARTHOG Stick + WINWING ORION 2 + MFG Crosswinds, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

Posted (edited)

All Lost too much version ongoing in that thread

 

Wanted to report some issues, so i read past replies (since december), and now i'm a bit confused about all differents version of that script that exist :huh:

 

The source from:http://457stonehouse.github.io/GCICAP/ linked on first page of this thread, was working quite well but only for blue side, on red side just CAP were spawning

 

I saw that lukrop has took back the project in hand.

 

so according last replies few pages ago i download his last package at : https://github.com/lukrop/GCICAP/releases/tag/1.0.0-rc.1 file tagged 5days ago.

and it doesn't work at all, no error, but nothing going as expected. and while reading again the lua trying to figure what's going on, i found that link : https://github.com/lukrop/GCICAP files tagged 4days ago

and there script work with lot of issue but it work...

 

Soo I would know witch source i should use to follow the advancement of GCICAP ?

 

May time has come to clean this thread, as it run since a while with many different people involved. may closing this one and opening a new one in name of lukrop , so newcomer will be less confused.

 

beg me pardon for my poor english skill:music_whistling:

 

Soo Tell me ? where to go ? -> 'Exit' Nooooo I like that script !!!! :thumbup:

that way i wil be able report my beta testing xD

Edited by wdrago

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Posted

Hi wdrago,

the information at http://457stonehouse.github.io/GCICAP/ really only applies fully to the script that is there. One final version of this script will be released.

 

Lukrop has replaced me in development of the GCICAP script and going forward his work is found here https://github.com/lukrop/GCICAP

Lukrop points people towards the pdf in my location because he doesn't have a similar document himself. The pdf in my location only partially - maybe 60-70% - applies to his script and at present his version of the script is not 100% stable and he is trying to solve some largish issues with it. You will most likely have to wait for him to release an updated version with the problems he is having resolved.

 

The very first post in this thread explains the above too.

 

If you are having problems getting it working I would guess you haven't got the set up in the mission editor correct in regard to the settings in the script. Something you've missed like the script expecting 3 CAP zones and you only have 2 in the mission or template aircraft missing or the pilot name incorrectly entered. You can always post up the mission and someone will help sort it out I am sure.

Posted

the information at http://457stonehouse.github.io/GCICAP/ really only applies fully to the script that is there. One final version of this script will be released.

 

So I return to that script, and same issue, so you know what.... ?

 

If you are having problems getting it working I would guess you haven't got the set up in the mission editor correct in regard to the settings in the script. Something you've missed

 

I re-re-re check everything, and you know what ? you was Right !! :doh: i left a blank space at my first __GCI__red1[blank_space]

 

And now you'r laughting at your screen or at me i'm sure. :megalol:

 

Finally everything trigger as expected, just need to check respawn things, as i had read it was one of those remaining issues. i'll see.

 

I keep an eye on that Thread,and Lukrop ongoing dev.

Thanks for care :thumbup:

 

If you or lukrop want I can upload the mission(with non error in) and the Lua from GCICAP20150112 and last lua from Lukrop, to see difference behaving between two.

 

See you Pilots ^^

[sIGPIC][/sIGPIC]

Posted (edited)
I'm actualy in testing phase, everything seems to work well, maybe a bit too much :helpsmilie:

 

In my mission I spanw some ground force and when it happen, awacs start to yell message(combined arms...), and gci spanw and attack those ground forces ???? is there an options in your script to not manage grounds forces ?? thinks strange there is ground force at mission start and it doesn' trigger that behaving xD

 

see what i mean :https://drive.google.com/open?id=0B52QsFayUY1pbmY5a3RQSHdTMnc

 

I think I found why, there is an options on ground unit. a case check to control ground forces, so when ennemy pass by, it trigger msg from cgi, and when those ground forces is a platoon it trigger huge cgi msg :lol:

so i uncheck options on all ground units, and no longer cgi msg about ground unit

 

I upload my mission with your script can be found there : https://www.digitalcombatsimulator.com/en/files/1726812/

 

is set with script from first page and cap & cgi start from air. that way everyhing works fine even respawn...

problems start when start from air is set at mission begin. unit get stuck on runway, sometime doesn't respawn or dont unspawn.

 

i m testing same mission with lukrop script, same, work well with start from air, same king of problem with start from ground. but I also Having crash msg when cgi trigger after 1h30 running map, but i also feel better fps with lukpro script (slimer code has effect:thumbup:) so keep going on, when it will be stable i will reupload my misson with lukrop script.

See you.

 

i'm hading link of lua files used for mission :

 

M2K Star Script plus-a.lua used for uploaded misson with "v20150112-0-g152003a script" : https://drive.google.com/open?id=0B52QsFayUY1pVElDQUF4VUYyX1k

M2K Star Script plus-c.lua Lukrop script : https://drive.google.com/open?id=0B52QsFayUY1pS1NqR2NLTU9OaG8

M2K Star Script plus-b.lua v20150112-0-g152003a + Awacs by Ajax :https://drive.google.com/open?id=0B52QsFayUY1pSW5yR21rUkxLMlE

Edited by wdrago

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Posted
I think I found why, there is an options on ground unit. a case check to control ground forces, so when ennemy pass by, it trigger msg from cgi, and when those ground forces is a platoon it trigger huge cgi msg :lol:

so i uncheck options on all ground units, and no longer cgi msg about ground unit

 

Finally was'nt that, cause I still have those "combined arms cgi msg", and CGI craft, take off to intercept them (my ground platoon) :(

script-test2.thumb.jpg.18075483fe1c1def199370ac2b114312.jpg

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Posted

I can only suggest to use the AWACS script by AJAX.

The CGI-Message is only a static Bullseye call......

 

I've modefied it slightly, though the units are metric or not depending on UnitType....

And ofcourse starting to init after a player took control :D

 

But remember, all credits have to go to AJAX!!!

AWACS.lua

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Posted (edited)
I can only suggest to use the AWACS script by AJAX.

The CGI-Message is only a static Bullseye call......

 

I Hear you, but it's a complete differente Mod, wich does'nt manage border, and use restricted CAP and CGI tamplate, from what read and understood on it.

Or you mean using both Mod (mixed) ??

 

from my point of view "Autonomous CAP and GCI AI fighter script" is much more complete and intresting Mod, even if it's need more dev, and debuging.

 

CGI-msg is not what i'm most interested in (i'm gona desable it I think).

Edited by wdrago

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Posted (edited)

@Quax456 I just read the lua you provided to me, and it's quite differente from what i saw 159th forum, seems your focus on awacs support only, so i better understanding your reply, you suggest me to desable cgi-msg, from this script and adding your xD I guess...

I Gona try that.

Edited by wdrago

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Posted
@Quax456 I just read the lua you provided to me, and it's quite differente from what i saw 159th forum, seems your focus on awacs support only, so i better understanding your reply, you suggest me to desable cgi-msg, from this script and adding your xD I guess...

I Gona try that.

Yes my friend. I use them both at the same time with cgi messages disabled. Someone told lukrop before but he maybe havn't understood what we both right know talking about ;-)

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 2TB Samsung 990 PRO, RTX4080, Thrustmaster HOTAS WARTHOG Stick + WINWING ORION 2 + MFG Crosswinds, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

Posted (edited)
Yes my friend. I use them both at the same time with cgi messages disabled. Someone told lukrop before but he maybe havn't understood what we both right know talking about ;-)

 

Futher when i'm not Shakespear :music_whistling:

 

I'm still figuring out why CGI planes sometime spawn to intercept ground untis, ethier haven't found any single reference about "Combined Arms" in the script code :book: ...

Edited by wdrago

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Posted
I can only suggest to use the AWACS script by AJAX.

The CGI-Message is only a static Bullseye call......

 

I've modefied it slightly, though the units are metric or not depending on UnitType....

And ofcourse starting to init after a player took control :D

 

But remember, all credits have to go to AJAX!!!

 

Does that one still work? I thought the group functions for multiplayer were broken. Either way, there's now my EWRS script as well. Check my sig :-)

-16AGR- 16th Air Guards Regiment is always looking for pilots - http://www.16agr.com

 

EWRS - Early Warning Radar Script

 

Specs:

 

 

Gigabyte Sniper Z5-S

Intel i5-4670k 3.4GHz OC'd 3.9GHz w/ Thermaltake 120mm Water 3.0 Pro Liquid CPU Cooler

16GB RAM

Gigabyte GTX 1080

TM Hotas Warthog: SN: 06976

Saitek Pro Flight Combat Rudder Pedals

TrackIR5 with TrackClipPro & Oculus Rift

2x 28" 4k UHD Monitors (3840x2160 each) + 1280x1024

 

 

Posted

You shouldn't be getting intercepts generated by ground units unless there is something badly out of whack with the EWR code in the GCICAP script. I certainly don't believe I ever saw it happen in the old version but perhaps you discovered a new bug. The table of units checked against the EWR is built using mist and looks for planes and helicopters. So while not sure I think something else is going wrong for you regardless of whether you are using the old or new GCICAP.

Posted

Only saw that happening with v20150112-0-g152003a, you can see that in my mission previously linked. did'nt get time to test that behaving with lukpro version(has it crash before xD).

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Posted (edited)

Ok sorry missed looking at this properly. This combined arms message is a known side effect of how DCS 1.5 affected the Mist messaging. It should work fine for a player in cockpit and definitely is not a case of a ground unit (unless it is an EWR unit that the script recognises) generating an intercept. As Quax has already said using Ajax's script or indeed Steggles's new EWR script and turning off the GCICAP messaging is a good solution. The issue arose around the time Lukrop arrived on the scene and so I never resolved it as he's taken over development now.

 

Finally was'nt that, cause I still have those "combined arms cgi msg", and CGI craft, take off to intercept them (my ground platoon) :(
Edited by Stonehouse
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