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Posted
6 minutes ago, Jara4 said:

Something must be bad:

 

Mission script error.jpg

the last error message is probably because you have enabled conf_mod :
debugInGamePopup = false,

it must be set to false, otherwise the slightest bug (and there are some, as it's sometimes difficult to know when an object can or cannot be queried) will block the game.

 

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
5 minutes ago, Miguel21 said:

the last error message is probably because you have enabled conf_mod :
debugInGamePopup = false,

it must be set to false, otherwise the slightest bug (and there are some, as it's sometimes difficult to know when an object can or cannot be queried) will block the game.

 

Nope:

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Posted
Just now, Jara4 said:

Nope:

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it's boring ^^
can you push me your mission?

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted

nulldid you apply the missionScripting mod to give DCE access to certain parts of DCS?

image.png

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
9 minutes ago, Miguel21 said:

nulldid you apply the missionScripting mod to give DCE access to certain parts of DCS?

image.png

ofcourse 😉

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Posted

there must be another module (integrated into DCE or not) like mist or something else, which reactive env.setErrorMessageBoxEnabled()

In the future version, I'll activate it 2 times, one with a delay (30 or 60s)

for the destruction on the ground, I have to test, it will be a little longer ^^.

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted

Thank you for looking into it. The hornet campaign (TF80s - blue) is that one causing problems - destruction of ground objects (airbases, bridges) is not updated to campaign target list(?). However, destruction of SAM sites and EWR installations is correct.

Posted
On 12/16/2024 at 8:26 AM, Jara4 said:

Thank you for looking into it. The hornet campaign (TF80s - blue) is that one causing problems - destruction of ground objects (airbases, bridges) is not updated to campaign target list(?). However, destruction of SAM sites and EWR installations is correct.

here's the latest version of Scriptsmod, it's not yet finalized, so save everything before using it ^^.

It fixes a few bugs, notably that of non-compatible targets.

(cf UTIL_changelog.lua)

ScriptsMod_503.zip

FAQ DCE (Cef & Miguel'version)

In case of problem with a mission generated by CEF's DCEs, please post as many elements as possible:

  • - the mission + the tacview + a screenshot of the bug window + Give the name of the campaign + version of the scriptsMod
Posted
On 12/17/2024 at 1:17 PM, Miguel21 said:

here's the latest version of Scriptsmod, it's not yet finalized, so save everything before using it ^^.

It fixes a few bugs, notably that of non-compatible targets.

(cf UTIL_changelog.lua)

ScriptsMod_503.zip 1.23 MB · 7 downloads

Great! That seems to work 👍. TY

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However, although Batumi airbase is destroyed (1% intact),it is still tasked/targeted for next mission 😞

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