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Hello. This error occurred while playing my own Syria mission.

Error.png

So I checked the MissionEventsLog.lua and it seems to be a name issue for Tha'lah airport.

log.png

Is there any way to handle this > ' ????

Syrian map seems to have a lot of problems making missions with DCE.


Edited by noriyappi
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8 hours ago, Miguel21 said:

haha, nice bug ^^
open the file \Init\camp_init.lua
with a text editor like notepad++.
then change the line "title ="
you put :
 

title = "Harrier over Caucasus-LHA",

 

Thanks that fixed a large number of errors but now it's getting the error:

E:\SteamLibrary\SteamApps\common\DCSWorld\bin\luae.exe: ../../../ScriptsMod.NG/MAIN_NextMission.lua:231: attempt to index local 'loadoutFile' (a nil value)
stack traceback:
        ../../../ScriptsMod.NG/MAIN_NextMission.lua:231: in main chunk
        [C]: in function 'dofile'
        ..\..\..\ScriptsMod.NG\BAT_FirstMission.lua:403: in main chunk
        [C]: ?



 

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20 hours ago, JeffreyC said:

Thanks that fixed a large number of errors but now it's getting the error:

E:\SteamLibrary\SteamApps\common\DCSWorld\bin\luae.exe: ../../../ScriptsMod.NG/MAIN_NextMission.lua:231: attempt to index local 'loadoutFile' (a nil value)
stack traceback:
        ../../../ScriptsMod.NG/MAIN_NextMission.lua:231: in main chunk
        [C]: in function 'dofile'
        ..\..\..\ScriptsMod.NG\BAT_FirstMission.lua:403: in main chunk
        [C]: ?



 

I think you made a mistake on the "title" line to save in conf_mod.lua.
Can you upload this file here so I can look at it

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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22 hours ago, noriyappi said:

Hello. This error occurred while playing my own Syria mission.

Error.png

So I checked the MissionEventsLog.lua and it seems to be a name issue for Tha'lah airport.

log.png

Is there any way to handle this > ' ????

Syrian map seems to have a lot of problems making missions with DCE.

 

ha ok
I had a hard time understanding your problem ^^
yes, I think it's a problem with a base name that contains [ ' ] as a character. I'll check it out.
Also it's because of a new feature I added, to count the number of landings 🙂

 

So sorry 😅

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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@noriyappi
try this:EventsTracker.lua

in the file db_airbases, did you name:

Tha 'lah


exactly like this?

Tha lah


or otherwise?

 

because I replace the ' character with a space


 


Edited by Miguel21

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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6 minutes ago, JeffreyC said:

You got it. 🙂 There is no "title" line in conf_mod.lua. I did edit the camp_init.lua you stated in your other message. I attached both. 👍

conf_mod.lua 13.15 kB · 0 downloads camp_init.lua 1.61 kB · 0 downloads

image.png

 

Here

ha sorry I meant "Init/camp_init.lua

So, in this file, replace the title line as written below (you have to fill in the exact name of the campaign)

 

save and run FirstMission.bat

 

title = "Harrier over Caucasus-LHA",

 

  • Thanks 1

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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37 minutes ago, Miguel21 said:

image.png

 

Here

ha sorry I meant "Init/camp_init.lua

So, in this file, replace the title line as written below (you have to fill in the exact name of the campaign)

 

save and run FirstMission.bat

 

title = "Harrier over Caucasus-LHA",

 

🤦‍♂️ well that was pretty stupid of me! Thanks a million! It generates without error now. 🙂

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2 hours ago, noriyappi said:

It's a very minor bug, but somehow escort and Fighter Sweep have changed in SUM_dloadoutFile.

In addition, Action.Text doesn't seem to work from the 2nd mission after the latest patch. This could be my fault so I'm not sure.

SUM_dloadoutFile has been created for us, in order to check that all available loadouts are used.
For the moment it is not working properly yet, but it does not affect your flights.

"Action.Text"? interesting, I'm waiting for you to confirm this.

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Hi Folks,

Was there a workaround to play DCE with the new ED campaign GUI? At the moment when I click on a DCE campaign to play, everything freezes up and I have to CTRL-ALT-DELETE out to end he DCS process.

Cheers!



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6 minutes ago, Scotch75 said:

Hi Folks,

Was there a workaround to play DCE with the new ED campaign GUI? At the moment when I click on a DCE campaign to play, everything freezes up and I have to CTRL-ALT-DELETE out to end he DCS process.

Cheers!
emoji1634.png


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I've only used them with the new GUI. The only problem I have had it when restarting a campaign when I had the problem you described. In that case I removed the campaign completely and made sure it was gone in DCS, reinstalled and set up the first mission, then loaded DCS and selected the campaign. If you haven't already tried it might be worth a shot.

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I've only used them with the new GUI. The only problem I have had it when restarting a campaign when I had the problem you described. In that case I removed the campaign completely and made sure it was gone in DCS, reinstalled and set up the first mission, then loaded DCS and selected the campaign. If you haven't already tried it might be worth a shot.
Ok, many thanks. I'll give that a go.




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I think the problem is to have a finished DCE campaign, because the last mission does not contain a player plane.
It is this mission that makes the last GUI crash

We are looking to fix this.

  • Like 1

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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I think the problem is to have a finished DCE campaign, because the last mission does not contain a player plane.
It is this mission that makes the last GUI crash
We are looking to fix this.
I think that was the case. I have followed @JeffreyC 's suggestion to reinstall and restart. All is working OK.
Cheers!



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  • Like 1

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  • 2 weeks later...

Hey Folks,

I have another installation problem.  I have used DCE Manager to install the Crisis in PG Hornet campaign, updated the ScriptMods and get the following error when trying to "Start Campaign":

Generating First Mission.

E:\Eagle Dynamics\DCS World OpenBeta\bin\luae.exe: cannot open ../../../ScriptsMod.NG/DC_Refpoints.lua: No such file or directory
stack traceback:
        [C]: in function 'dofile'
        ../../../ScriptsMod.NG/MAIN_NextMission.lua:349: in main chunk
        [C]: in function 'dofile'
        ..\..\..\ScriptsMod.NG\BAT_FirstMission.lua:403: in main chunk
        [C]: ?

 

It seems the DC_Refpoints.lua no longer exists?

 

Cheers!

 


Edited by Scotch75

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15 hours ago, Scotch75 said:

Hey Folks,

I have another installation problem.  I have used DCE Manager to install the Crisis in PG Hornet campaign, updated the ScriptMods and get the following error when trying to "Start Campaign":

Generating First Mission.

E:\Eagle Dynamics\DCS World OpenBeta\bin\luae.exe: cannot open ../../../ScriptsMod.NG/DC_Refpoints.lua: No such file or directory
stack traceback:
        [C]: in function 'dofile'
        ../../../ScriptsMod.NG/MAIN_NextMission.lua:349: in main chunk
        [C]: in function 'dofile'
        ..\..\..\ScriptsMod.NG\BAT_FirstMission.lua:403: in main chunk
        [C]: ?

 

It seems the DC_Refpoints.lua no longer exists?

 

Cheers!

 

 

files must have been lost ^^
To start again on a healthy basis, reinstall the campaign by checking the "Overwrite NG folder" option
Then, update the ScriptMod with the "UPDATE NG" button, make sure that the process is completed, otherwise restart the update.
For info, server 1 is down

 

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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files must have been lost ^^
To start again on a healthy basis, reinstall the campaign by checking the "Overwrite NG folder" option
Then, update the ScriptMod with the "UPDATE NG" button, make sure that the process is completed, otherwise restart the update.
For info, server 1 is down
 
image.thumb.png.491e06f060cfba4b5ad811228df7411b.png
Ok thanks Miguel, I'll give that a try.

Cheers!


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  • 3 weeks later...

Hello to all,
here is the next changelog of the code.
We try to take into account your remarks, to correct many small things, and to advance ^^.

The big change will be the possibility to change the duration and difficulty of the campaign via only 2 sliders/variable.
While trying to keep a certain retrocompatibility.

The release will certainly be done in the next days or weeks. It should be higher than 20.52.183.

Cef finalizes its campaign "Cyprus Incident-Hind" with a movement of the front. But it seems to me that he already told you about it.

See you soon ^^

.

Quote

163 -fixed: no loadout statistics
164 -fixed: bombers do not always drop
165 -modified: setting a ARM timer
166 -fixed: diverts frequency
167 -fixed: db_airbase not updated
168 -fixed: the end of the campaign does not work
169 -fixed: end campaign, backwards compatibility
170 -added: adds an option to take off from the runway, only with the interception task
    intercept_hotstart = 1,                        -- (1 or true: on parking/default)(2: on runway)(0 or false: cold start) player flights with intercept task starts with engines running
171 -fixed: some Syrian base names have forbidden characters in lua
172 -added: info MoonPhase (NVG) (MOD M51)
173 -added: moonRise info
174 -fixed: insert template bug
175 -fixed: triggers are taken into account twice with the new system which allows to accept the mission or not
176 -fixed: planes/helico static spawn on players in some cases
177 -fixed: bug DC_time 41
178 -fixed: a transport plane from a virtual base, orbiting
179 -added: AddPropAircraft: add this option for maximum aircraft/helicopter
    customizable option in the UTIL_AddPropAircraft.lua file
180 -added: campaign player's choices in conf_mod (MOD M52)
    Slider_CampaignDuration  = 3.0,                -- (false/default: no change)(1: fast)(2: medium)(3: long/recommended)(4: very long)            influences the length of the campaign
    Slider_EnemyLevel = 3.0,                -- (false/default: no change)(1: easy)(2: medium)(3: difficult/recommended)(4: very difficult)    changes the level of pilots, number of planes etc...
181 -modified: simplification of the "Reserves" variable and AirUnitReinforce function (for campaign Maker)
182 -modified: simplification of the loadout code, there is now an automatic detection, no need for the campConfMod table in the conf_mod.lua file
183 -fixed: does not work if the player is client

 

  • Like 3
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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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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Hello to all,
here is the next changelog of the code.
We try to take into account your remarks, to correct many small things, and to advance ^^.
The big change will be the possibility to change the duration and difficulty of the campaign via only 2 sliders/variable.
While trying to keep a certain retrocompatibility.
The release will certainly be done in the next days or weeks. It should be higher than 20.52.183.
Cef finalizes its campaign "Cyprus Incident-Hind" with a movement of the front. But it seems to me that he already told you about it.
See you soon ^^
.
163 -fixed: no loadout statistics
164 -fixed: bombers do not always drop
165 -modified: setting a ARM timer
166 -fixed: diverts frequency
167 -fixed: db_airbase not updated
168 -fixed: the end of the campaign does not work
169 -fixed: end campaign, backwards compatibility
170 -added: adds an option to take off from the runway, only with the interception task
    intercept_hotstart = 1,                        -- (1 or true: on parking/default)(2: on runway)(0 or false: cold start) player flights with intercept task starts with engines running
171 -fixed: some Syrian base names have forbidden characters in lua
172 -added: info MoonPhase (NVG) (MOD M51)
173 -added: moonRise info
174 -fixed: insert template bug
175 -fixed: triggers are taken into account twice with the new system which allows to accept the mission or not
176 -fixed: planes/helico static spawn on players in some cases
177 -fixed: bug DC_time 41
178 -fixed: a transport plane from a virtual base, orbiting
179 -added: AddPropAircraft: add this option for maximum aircraft/helicopter
    customizable option in the UTIL_AddPropAircraft.lua file
180 -added: campaign player's choices in conf_mod (MOD M52)
    Slider_CampaignDuration  = 3.0,                -- (false/default: no change)(1: fast)(2: medium)(3: long/recommended)(4: very long)            influences the length of the campaign
    Slider_EnemyLevel = 3.0,                -- (false/default: no change)(1: easy)(2: medium)(3: difficult/recommended)(4: very difficult)    changes the level of pilots, number of planes etc...
181 -modified: simplification of the "Reserves" variable and AirUnitReinforce function (for campaign Maker)
182 -modified: simplification of the loadout code, there is now an automatic detection, no need for the campConfMod table in the conf_mod.lua file
183 -fixed: does not work if the player is client
 
Hi Miguel,

I've just started the Crisis in PG for Warthog campaign and noticed that EPLRS is not scripted to activate for the player flights. Therefore, there will be no SADL/TAD/HMCS symbology for that flight. I can edit the "ongoing miz" file to add EPLRS in the advanced waypoint options to make this functionality work.

Are you able to adjust the DCE scripting to enable this by default when creating the next mission? Hopefully I was able to inform you before you finalised the next update.

Cheers!



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6 hours ago, Scotch75 said:

I've just started the Crisis in PG for Warthog campaign and noticed that EPLRS is not scripted to activate for the player flights. Therefore, there will be no SADL/TAD/HMCS symbology for that flight. I can edit the "ongoing miz" file to add EPLRS in the advanced waypoint options to make this functionality work.

Are you able to adjust the DCE scripting to enable this by default when creating the next mission? Hopefully I was able to inform you before you finalised the next update.

Cheers!

quite, very interesting ^^
Small question, (I do not know the A-10), there is only the A-10C_2 which has the EPLRS or all the A-10 of the game have it?

Otherwise, no, I'm not ready to release it yet, I realized that it would be interesting that the update can update the conf_mod automatically without overwriting the previous player settings.

So ^^, I'm working on it ^^

 

image.png


Edited by Miguel21

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

DCE_Manager


News : Crisis in Persian Gulf, one campaign, 13 modules (29/12/2023)

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quite, very interesting ^^
Small question, (I do not know the A-10), there is only the A-10C_2 which has the EPLRS or all the A-10 of the game have it?
Otherwise, no, I'm not ready to release it yet, I realized that it would be interesting that the update can update the conf_mod automatically without overwriting the previous player settings.
So ^^, I'm working on it ^^
 
image.thumb.png.34f6dfd9b7ad3e291f90dc0c24e82ce8.png
I believe the A-10C and A-10C_2 both have the same EPLRS setup in the advanced options in the Mission Editor. So it will need to be activated in both aircraft to receive the functions.


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