xcom Posted November 1, 2015 Share Posted November 1, 2015 (edited) How about clients? Edit - Also about isExist bug, is it relevant to units as well as groups? Edited November 1, 2015 by xcom [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
Grimes Posted November 1, 2015 Author Share Posted November 1, 2015 Not sure about destroying clients. There is no isExist function for units, so it is only relevant to groups. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
xcom Posted November 1, 2015 Share Posted November 1, 2015 Well seems like destroying clients is also bugged. About isExist for units, I used it in the previous version with blue flag and it worked. I now had to change to isActive in order to fix the issue. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
mwd2 Posted November 4, 2015 Share Posted November 4, 2015 Is the world.event.S_EVENT_SHOT for a bomb release fixed in OB? It is for the BDU bomb practicing script. Playing: F-16C Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815 Link to comment Share on other sites More sharing options...
Grimes Posted November 5, 2015 Author Share Posted November 5, 2015 It should be. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
Maverick Su-35S Posted November 15, 2015 Share Posted November 15, 2015 (edited) Hello, Sorry for my noob questions: I've tried playing some missions from DCS 1.2.16 (which use "mistv3_7_48.lua") under DCS Open beta 1.51 and after I load the same mist file into the open beta on those missions, I get an error on desktop regarding the script. The first listed issue within the open beta is "27372 - Initialization Script File fails to run. Notes: The Do Script box should work, its just not running init script files." and might be regarding the problem that I experience. 1. Does the note tell that the mission should be working fine if everything's alright within the script box even if there is no script file being initialized and so because I try to initialize the mentioned script file I get the problem? 2. If I may need to initialize a newer version of MIST file in order to have the dead groups respawned (that's all I need the script for), will the MIST V55 work and how will I be able to download the MIST V55 from the link in the first post? Do I need to sign up on "Github.com" or what should I do in order to download this script file? Many thanks! Edited November 15, 2015 by Maverick Su-35S When you can't prove something with words, let the maths do the talking. I have an insatiable passion for helping simulated aircraft fly realistically! Sincerely, your correct flight model simulation advisor! Link to comment Share on other sites More sharing options...
Grimes Posted November 16, 2015 Author Share Posted November 16, 2015 1. Does the note tell that the mission should be working fine if everything's alright within the script box even if there is no script file being initialized and so because I try to initialize the mentioned script file I get the problem? 2. If I may need to initialize a newer version of MIST file in order to have the dead groups respawned (that's all I need the script for), will the MIST V55 work and how will I be able to download the MIST V55 from the link in the first post? Do I need to sign up on "Github.com" or what should I do in order to download this script file? 1. If there is any script file for the initialization script, the file won't be run. If there is raw text in the box, it will run that. However that box is limited to a maximum number of characters and is to small to contain all of the mist code. I think the limit is something like 16,000 characters. Mist is approx 200,000, so it needs to be run as a do script file. 2. You just need to run the mist code once, it doesn't matter when it is loaded as long as its loaded before any script that utilizes it is run. Simply make a trigger Mission Start> Time Less> Do Script File(mist.lua) and it will work just fine. The initialization script area runs the script during mission load. Specifically its there to contain any functions or data for other scripts to reference that also run during mission load. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
Maverick Su-35S Posted November 16, 2015 Share Posted November 16, 2015 1. If there is any script file for the initialization script, the file won't be run. If there is raw text in the box, it will run that. However that box is limited to a maximum number of characters and is to small to contain all of the mist code. I think the limit is something like 16,000 characters. Mist is approx 200,000, so it needs to be run as a do script file. 2. You just need to run the mist code once, it doesn't matter when it is loaded as long as its loaded before any script that utilizes it is run. Simply make a trigger Mission Start> Time Less> Do Script File(mist.lua) and it will work just fine. The initialization script area runs the script during mission load. Specifically its there to contain any functions or data for other scripts to reference that also run during mission load. Thanks Grimes, Ok, so I should use the Do Script File! I was using Do script (as it was set for DCS 1.2.16) by initializing the "mistv3_7_48.lua" and only applying the needed command in the Do script box (if not group 'xxx', then mistrespawnGroup 'xxx'...end or something like that). I later found that although I get an error sound and message about the script when it activates, it still does the job like nothing happened, so I might leave it as it is even if the error shows up every time or I will try creating a ".lua" file in which to write the respawn command and run it using Do Script File as you suggest! Thanks again, good day! When you can't prove something with words, let the maths do the talking. I have an insatiable passion for helping simulated aircraft fly realistically! Sincerely, your correct flight model simulation advisor! Link to comment Share on other sites More sharing options...
Mirknir Posted November 27, 2015 Share Posted November 27, 2015 Hello! 99% of my script content for my MP server relies, of course, on monitoring players and thus, I am still stuck by this bug: '31682 - Client groups not accessible in multiplayer.' I am wondering if there were some news about this issue or if the associated number is a way to follow this issue somewhere. I hear more or more that the 1.5 is 'close' but updates after updates I don't see that much infos about the scripting aspect of the game. Since, I am speaking about player monitoring, I am also still wondering about how the multiseat will be handled, script side. Any news on this side? On the cool side, I am happy with the update fonts in DCS 1.5 that allows me to use more complexe characters in the info popup.:thumbup: Thanks! Mirknir My old server: The Thread Link to comment Share on other sites More sharing options...
piXel496 Posted November 28, 2015 Share Posted November 28, 2015 '31682 - Client groups not accessible in multiplayer.' I am wondering if there were some news about this issue or if the associated number is a way to follow this issue somewhere. I hear more or more that the 1.5 is 'close' but updates after updates I don't see that much infos about the scripting aspect of the game... I very much would like exactly the same! :) old stuff I made Link to comment Share on other sites More sharing options...
Quax456 Posted December 6, 2015 Share Posted December 6, 2015 Is it possible that this bug is related to the missing or malisious function "getPoint"??? I was creating a mission wich uses this function quit often but the SSE stops with errors.....very disapointing.... :(Red Flood.mizdcs_logs.zip My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 1TB Samsung EVO 970, RTX4080, Thrustmaster HOTAS WARTHOG + Saitek Pro Flight Pedals, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2 Link to comment Share on other sites More sharing options...
Grimes Posted December 7, 2015 Author Share Posted December 7, 2015 getPoint works with other objects, it appears to be bugged with airbases on Nevada. Which is not that surprising since several functions that deal with getting info on the world simply don't work at the moment. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
Quax456 Posted December 7, 2015 Share Posted December 7, 2015 Ok, thx for the confirmation. Otherwise I would think I'm to dumb for this! :D My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 1TB Samsung EVO 970, RTX4080, Thrustmaster HOTAS WARTHOG + Saitek Pro Flight Pedals, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2 Link to comment Share on other sites More sharing options...
wolle Posted December 10, 2015 Share Posted December 10, 2015 Is there a rough ETA for DCS to start fixing the scripting bugs collected by Grimes in the OP? Will that happen soon, or is this very far down on the to-do-list? [sIGPIC][/sIGPIC] Intel Core I7 4820K @4.3 GHz, Asus P9X79 motherboard, 16 GB RAM @ 933 MHz, NVidia GTX 1070 with 8 GB VRAM, Windows 10 Pro Link to comment Share on other sites More sharing options...
Pikey Posted December 10, 2015 Share Posted December 10, 2015 Pretty sure the getgroup functions in MP were down to the early implementation of multiple players per aircraft, not that that helps with timing. There was a Mist message function I found as well that wasn't working in 2.0 (but ok in 1.5) and for the life of me forgot what the details were for reporting, sorry. Noticed a weird one with the mist.respawngroup, if it gets called subsequently some weird things happen, saw an aircraft repeatedly spawn in higher altitudes until in space. It's recrewating this that's so hard to do because we are normally trying to solve other problems we don't want to initially repro. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
xcom Posted December 11, 2015 Share Posted December 11, 2015 Were any of these known bugs fixed in 1.5.2? [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
Grimes Posted December 12, 2015 Author Share Posted December 12, 2015 Not to my knowledge. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
xcom Posted December 29, 2015 Share Posted December 29, 2015 Again same question, any of these fixed in the 1.5 main release? [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook Link to comment Share on other sites More sharing options...
wolle Posted December 31, 2015 Share Posted December 31, 2015 Are these bugs going to be tackled someday (soon) by ED? [sIGPIC][/sIGPIC] Intel Core I7 4820K @4.3 GHz, Asus P9X79 motherboard, 16 GB RAM @ 933 MHz, NVidia GTX 1070 with 8 GB VRAM, Windows 10 Pro Link to comment Share on other sites More sharing options...
Mirknir Posted December 31, 2015 Share Posted December 31, 2015 Are these bugs going to be tackled someday (soon) by ED? Yep, I am interested to know what's going on with the scripting too. My whole server was relying on knowing the player clients with: local allPlayerUnits = coalition.getPlayers(coalitionID) Now that the 1.5 has been rushed to released, I can't even keep my server on 1.2 until the 1.5 is fixed. Is there any ETA or workaround for this? Is ED going to discontinued multiplayer script and keep it for single player only? Mirknir My old server: The Thread Link to comment Share on other sites More sharing options...
Coug4r Posted January 3, 2016 Share Posted January 3, 2016 Have you tried that in a MP environment? When trying my mission from the ME that function doesn't seem to work, when starting a local MP game it does. - If man were meant to fly he'd be filled with helium. Link to comment Share on other sites More sharing options...
Wizard1393 Posted January 17, 2016 Share Posted January 17, 2016 I think I found something of importance. Function mist.makeUnitTable({'[g]someGroup'}) probably iterates through all group names and will therefore not be reliable in MP because "31682 - Client groups not accessible in multiplayer". GPU: PALIT NVIDIA RTX 3080 10GB | CPU: Intel Core i7-9700K @ 4,9GHz | RAM: 64GB DDR4 3000MHz VR: HP Reverb G2 | HOTAS: TM Warthog Throttle and Stick OS: Windows 10 22H2 Link to comment Share on other sites More sharing options...
Mirknir Posted February 4, 2016 Share Posted February 4, 2016 My workaround for 31682 Issue: 31682 - 'Client groups not accessible in MP' was bothering me for my server map script. It broke my player tracking, direct communication and custom radio menu. Problem is: From DCS callback, functions and stuff, I always get a Player Unit Then I go fetch information in the associated group using Unit.getGroup but the group is flagged as non existant for client players. Then Group.getID, Group.getCategory, Group.getName will not work. My work-around inspired by what I read here: At initialization, I parse the mission description data to build a list of ALL playable units in the map (MIST-style) In this list, I store the corresponding group information I would like to access later, mostly groupID At runtime, if the runtime group info are messed-up, I used the data in my list in place Limitation: I still have to find out how to use the dictionary to properly extract names for my table (search for TODO|Dictionary) I am still not sure how to handle 2 players in one plane I 've never tried to track Combined-Arms players as my server doesn't have slots for them Ghetto Sample Code https://github.com/chth666/DCS--31682-WorkAround/blob/master/31682-workaround.lua I hope you should be able to use this code in your script with minimal changes This work around fixed my problem and I hope this might help some other scripters Mirknir My old server: The Thread Link to comment Share on other sites More sharing options...
Quax456 Posted February 25, 2016 Share Posted February 25, 2016 another function doesn't work or better returns always the same sh.... SceneryObject.getDescByName() it returns every object to be a building! My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 1TB Samsung EVO 970, RTX4080, Thrustmaster HOTAS WARTHOG + Saitek Pro Flight Pedals, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2 Link to comment Share on other sites More sharing options...
FlightControl Posted February 26, 2016 Share Posted February 26, 2016 Every time i try something, it is not working due to bugs in DCS 1.5. When are these things going to be fixed. Now i am developing workaround after workaround to get the sim do what i want it to do ... Sorry to express my frustration a bit here. I know DCS is doing a great job, but the scripting is always the last to be fixed and tuned when new releases come. Known Bugs 27372 - Initialization Script File fails to run. Notes: The Do Script box should work, its just not running init script files. 31682 - Client groups not accessible in multiplayer. 30528 - Group.isExist() returns true if group is dead 28924 - coaltion.getGroups() returns dead groups 29501 - StaticObject.destroy() not functional on cargo objects 29188 - coalition.addGroup cant specify parking spots for aircraft to spawn at 27912 - Object.destroy() not functional on world objects 32145 - Lua Predicate not functional 24826 - Dynamically spawned AI do not display properly in debrief, logbook. (To test new MP interface and messages) 32313 - Clearview option isn't working on trigger.action.outTextForCoalition. Works for the other outText functions. [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE] Link to comment Share on other sites More sharing options...
Recommended Posts