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Posted
rolled back to DCS 1.5.5.59744 and the issue is gone. We can't run our missions without those scripts

 

 

Yep, that's why i only updated my Open Beta only, i just love CTLD :)

Posted

[rant]

I really hate it. That's what kills the fun in mission making, when like every update breaks the missions and scripts. I have a whole mission, which I have put a lot of work into, based on that script, and just after the update, the whole mission is f***ed up. And again I am at the point where I really have to think about, whether I want to put any more work into missions, which will probably break after the next x updates.

[/rant]

 

PS: Not directed against you, Ciribob, you do a great job here!

  • Like 1

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Posted

Any news about making functional CTLD again?

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My Modules: JF-17, F-16C, AV-8N/A, F-18C, ASJ37, MiG-15Bis, MiG-21Bis, Fw-190D, Bf-109K, P-51D, F-86F, Ka-50 III, UH-1H, Mi-8MTV2, NS430, FC3, A-10C, Mirage 2000C, L-39, F-5E-3, SA342, Spitfire, AH-64, Mirage F-1CE.

My Maps: Nevada, Normandy, Persian Gulf, Syria, South Atlantic.

Posted

Its not that CTLD is bugged, the triggers are. ED are aware of it and working on a fix so stay tuned. In the meantime, do what most of us who need functional missions did and roll back from the latest update or wait for ED to come out with a fix :)

Posted
[rant]

I really hate it. That's what kills the fun in mission making, when like every update breaks the missions and scripts. I have a whole mission, which I have put a lot of work into, based on that script, and just after the update, the whole mission is f***ed up. And again I am at the point where I really have to think about, whether I want to put any more work into missions, which will probably break after the next x updates.

[/rant]

 

PS: Not directed against you, Ciribob, you do a great job here!

 

ED really need to start thinking about their ME et scripting engine as an integral part of their product and start consider talking about it clearly, put forward documentation, and show what is changed in each patch notes. They don't seem to consider that important, where it's what could kill or make live the sim.

The scripting engine is not anymore that little tool they leaked as a toy for some of their customer, and that they can change at will without warning because it's just their internal tool, after all....

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Posted

Guys what is very strange and It can't be explained is that after every update something different is broken.

 

I wish they fix this as well, like they did with several other problems in the past.

My Hardware: ROG Strix X570-F Gaming - AMD 5600X @ 4.7 ghz - G.SKILL TRIDENT 32GB DDR4 3200 (14-14-14-34 CL) - GigaByte 3080ti OC 12gb - Corsair MP600 Force 1TB - 2 x EVO Nvme 500GB - Virpil Warbird Base T-50CM2 and TM Throttle + Trackhat + G25 + AOC AG271QG 27"

My Modules: JF-17, F-16C, AV-8N/A, F-18C, ASJ37, MiG-15Bis, MiG-21Bis, Fw-190D, Bf-109K, P-51D, F-86F, Ka-50 III, UH-1H, Mi-8MTV2, NS430, FC3, A-10C, Mirage 2000C, L-39, F-5E-3, SA342, Spitfire, AH-64, Mirage F-1CE.

My Maps: Nevada, Normandy, Persian Gulf, Syria, South Atlantic.

Posted
Guys what is very strange and It can't be explained is that after every update something different is broken.

 

I wish they fix this as well, like they did with several other problems in the past.

 

+1

Posted
Guys what is very strange and It can't be explained is that after every update something different is broken.

 

I wish they fix this as well, like they did with several other problems in the past.

 

I feel your pain, but....

 

Thats what i call adding contents, ED add contents, you add stuff you risk some troubles, you get a sim like FSX that stopped adding contents 10 years ago, you get no risk of broken stuff. Remember that 1.5.5 added some major stuff (clickable radio menu, so lots of stuff using mouse or radio menu might be affected, guess that's what might had affecting the disapearing mouse cursor etc..), so i guess it's part of the game.

 

we always have the choice to update or not, to go in for new contents or stay with older contents. And remember that DCS is not like a one person shooter that you go the way they want and do one stuff, DCS has ME, triggers and scripts people can create, lots of dynamic stuff, no way they can test all the possibilities before releasing a patch, because believe me, if they would test all possible stuff that had to be done, including third partys develloppers stuff, people like you and me creating scripts etc..., we would wait 1 year between each updates instead of 1-2 per week and that would add another 10 years to 2.5 to come out :) Give the guys the credits for all they achieve with the small amount of people they have in the team, i personaly raise my hat and thumbs up to them. I rather get some bug, but fly in a sim that gets new supports and content, but, that's my opinion. Cheers

Posted

Problem is reported internally and ED are working on it so don't despair :)

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

Posted

hi guys,

 

i'm making a mission with the CTLD script.

 

question is: everything works fine for pickup and dropzone,... but can someone explain me how i can let the dropped troops move themself to the center of the zone? i tried with the wpzone, but no luck here :( or how do i activate that wpzone?

Posted

From the github page:

 

You can activate and deactivate a waypoint zone as shown below. When a waypoint zone is active, and the right coalition of troops is dropped inside, the troops will attempt to head to the center of the zone.

 

ctld.activateWaypointZone("wpzone1")

 

So, set your trigger zone, add a trigger once with whatever trigger you like and as last action, select Do script and add the above in the text window.

 

Now, whenever this trigger is activated by something, the waypoiny becomes active and any dropped troops will try to move to the center of the waypoint..

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Posted (edited)
From the github page:

 

You can activate and deactivate a waypoint zone as shown below. When a waypoint zone is active, and the right coalition of troops is dropped inside, the troops will attempt to head to the center of the zone.

 

ctld.activateWaypointZone("wpzone1")

 

So, set your trigger zone, add a trigger once with whatever trigger you like and as last action, select Do script and add the above in the text window.

 

Now, whenever this trigger is activated by something, the waypoiny becomes active and any dropped troops will try to move to the center of the waypoint..

 

when i try this i get this error

mission%20error.jpg

this is a small test mission i made to test it https://dl.dropboxusercontent.com/u/137203885/droptest.miz

 

so if you guys would like to tell me what i'm doing wrong, i would appriciate it ALLOT!!

Edited by Newspeedy
Posted

Newspeedy, I think your error is because you are calling ctld.activateWaypointZone before CTLD is loaded. I added a condition of Time more 3 and it works fine.

Posted
Newspeedy, I think your error is because you are calling ctld.activateWaypointZone before CTLD is loaded. I added a condition of Time more 3 and it works fine.

 

correct, no error this time when adding Time more 3, thx for that!! ... but they still don't run to the center of the smoke

Posted
correct, no error this time when adding Time more 3, thx for that!! ... but they still don't run to the center of the smoke

 

Dont< know which DCS you<re using, but If running in DCS 1.5.5 and enemy infantries are close by, they have a strange behaviour vs 2.0.4, they kinda stop and stay back and never reach center of Trigger zone.

Posted
Dont< know which DCS you<re using, but If running in DCS 1.5.5 and enemy infantries are close by, they have a strange behaviour vs 2.0.4, they kinda stop and stay back and never reach center of Trigger zone.

 

1.5.5 so that might be the problem :(

Posted
1.5.5 so that might be the problem :(

 

Just try 2 things, one try with your normal setup, and then try again without enemies close by and see if they head for centerzone/smoke

Posted
Just try 2 things, one try with your normal setup, and then try again without enemies close by and see if they head for centerzone/smoke

 

same result, they don't go to the center :(

Posted
same result, they don't go to the center :(

 

Can you please post a very simple sample mission showing it not working? I'll try to take a look.

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

Posted

Guys quick question.

Like the troops that you can assign to them the max distance to search for enemy

(line 48 ctld.maximumSearchDistance = 4000 -- max distance for troops to search for enemy)

can you do the same for the vehicles or it is for troops only?

 

thnx :-)

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Posted (edited)

hi guys. I just discovered this aswome script in a mp mission and I would like to start using it. But I am very new at MIST and CTLD. Can someone tell me how to add new single unit, a spawnable group that requires several crates, and can we also create a new FARP or other static buildings such as road outpost, watch tower?

 

Is there a possiblity to rearm a complete group, such as an artillery platoon ?

 

Thanks

Edited by Neon67
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