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The new version 20.53.188 is available.

2 new lines added in the conf_mod allow to adjust the duration and especially the difficulty of the campaign, do not hesitate to test them and report us your feeling. (by default, they are inactive)

Normally, this version does not require restarting a campaign, but always make a backup just in case.

We still have problems with some AIs not attacking, but we are studying the problem ^^

Have fun  

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==:20.53.188:==
188 -fixed: new conf_mod update system crashes mission generation
187 -fixed: transport spots crash the mission generation
186 -added: automatic update of conf_mod items, your settings are preserved in most cases(MOD M53)
185 -added: A-10C and A-10C_2 EPLRS (thanks Scotch75) you can now easily add an EPLRS plane in the UTIL_Data.lua file
184 -fixed: airlift info
183 -fixed: does not work if the player is client
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
181 -modified: simplification of the "Reserves" variable and AirUnitReinforce function (for campaign Maker)
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...
179 -added: AddPropAircraft: add this option for maximum aircraft/helicopter
    customizable option in the UTIL_AddPropAircraft.lua file
178 -fixed: a transport plane from a virtual base, orbiting
177 -fixed: bug DC_time 41
176 -fixed: planes/helico static spawn on players in some cases
175 -fixed: triggers are taken into account twice with the new system which allows to accept the mission or not
174 -fixed: insert template bug
173 -added: moonRise info
172 -added: info MoonPhase (NVG) (MOD M51)
171 -fixed: some Syrian base names have forbidden characters in lua
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
169 -fixed: end campaign, backwards compatibility
168 -fixed: the end of the campaign does not work
167 -fixed: db_airbase not updated
166 -fixed: diverts frequency
165 -modified: setting a ARM timer
164 -fixed: bombers do not always drop
163 -fixed: no loadout statistics

 

 


Edited by Miguel21
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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 : 52 campaign update (06/08/2021)

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14 hours ago, Miguel21 said:

The new version 20.53.188 is available.

2 new lines added in the conf_mod allow to adjust the duration and especially the difficulty of the campaign, do not hesitate to test them and report us your feeling. (by default, they are inactive)

Normally, this version does not require restarting a campaign, but always make a backup just in case.

We still have problems with some AIs not attacking, but we are studying the problem ^^

Have fun  

Translated with www.DeepL.com/Translator (free version)

 

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Hi Miguel, many thanks for the update.  However, I am having new issues when trying to generate a new mission on "Hornet over PG.NG"

I have used DCE Manager to do a fresh install (ticked overwrite existing ScriptsMod), then updated the ScriptsMod.NG to 20.53.188.  No other applications are open.  Then I have set the two new sliders to "3" in the configuration file.

Here are a couple of screenshots of the errors.

 

image.png

 

image.png

Cheers!

Scotch

 

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Thank you
in fact, this system reveals an old bug on the trigger_init concerning the victory conditions. I join you a file that fixes it automatically.

On the other hand, you will have another bug on the loadout and the F16, we will see how to do.

Concerning your error window of DCE_Manager, you must have a file (addcommandF10) opened/locked/planted by another program.

I suggest you to try again the download just after the reboot of your pc

DC_CampaignSettings.lua


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 : 52 campaign update (06/08/2021)

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Hi Miguel,

Thanks for your reply. I have tried to reinstall the dce campaign in safe mode which seemed to work ok, but unable to update due to access to internet being prohibited in safe mode. So I then rebooted to normal and tried to update ScriptsMod, still getting that "file in use" error. I have no idea what other app could be using it . I copied in the file you provided.

I did notice, though, that DCE-manager was accessing a different (older) conf_mod.lua file (from the UI Configuration button) as it did not have the new slider lines included. Yet, I opened the conf_mod.lua manually with notepad++, and the two new lines were there.

Overall, when I tried to start a new mission, the F-16 errors came up, as you said, and the process stopped without the Mission being generated.

Cheers!
Scotch


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yes, very surprising, you have several installations? "config name"?

Otherwise, the conf_mod is not updated when updating the script_mod, but only when generating the mission (I forgot to say it)

Here is the loadout updated by Cef (thanks to him)

UTIL_db_loadouts.lua

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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 : 52 campaign update (06/08/2021)

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yes, very surprising, you have several installations? "config name"?
Otherwise, the conf_mod is not updated when updating the script_mod, but only when generating the mission (I forgot to say it)
Here is the loadout updated by Cef (thanks to him)
UTIL_db_loadouts.lua
Yes, I'm not sure what is going on. I have totally deleted the DCE folder and started again, deleted DCE-Manager and started again. Could DCE-Manager be getting into the registry?


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I don't know if this is what you are asking, but no, DCE_Manager is not installed in the windows registry

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 : 52 campaign update (06/08/2021)

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I did a complete reinstall of DCE-Manager and the DCE and copied in those two files you provided. I still got the file in use warning, but DCE is generating missions again.




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Hi
this is only an information, but I send you a corrected file, to put in the Init folder

Otherwise, you will have some difficulties to generate missions, for that I propose you these 2 parameters to change in the conf_mod:

OnlyDayMission = true,
StrikeOnlyWithEscorte = false,

Have fun ^^

camp_triggers_init.lua

and beware, stingers sting, they have become very (too) effective, and they seem numerous.

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 : 52 campaign update (06/08/2021)

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  • 2 weeks later...

Hi Miguel, this is the first time I play one of your dynamic campaigns. When starting the first mission a message appears on the up-right corner of the screen saying the following:

 

WARNING: sanitizeModule('os') in MissionScripting.lua has not been disabled. Mission results will not be accounted nd campaign will not progress.

I have tried editing said file but with no results, the warning keeps popping up every time. Any advice?

Thanks

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I have enjoyed DCE campaigns. Does anyone have a good way to create a kneeboard page from the waypoints and waypoint arrival times? I feel like I am often going to the briefing screen to find the waypoint times.

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I've a small question.

I have a small script which adds a fuel check radio call to the F10 menu, to which any aircraft in the players group respond with their fuel state (currently via text output only). It's great to keep an eye on the AI, and send them to the tanker or RTB early enough that they don't just bingo and eject. I usually add this to any mission I play.

If I add my script to the base .miz file in a campaigns inuit folder, will this then be included in all the subsequently generated missions? If this won't work, I assume I can add a line to one of the scripts to add it to generated missions, I'm just not sure which one.

 

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On 1/17/2022 at 7:20 PM, adriansito123 said:

Hi Miguel, this is the first time I play one of your dynamic campaigns. When starting the first mission a message appears on the up-right corner of the screen saying the following:

 

WARNING: sanitizeModule('os') in MissionScripting.lua has not been disabled. Mission results will not be accounted nd campaign will not progress.

I have tried editing said file but with no results, the warning keeps popping up every time. Any advice?

Thanks

Do you know how to use Ovgme ? 
if not you can try to edit this file with notepad++ ( free) adding — in front of the two lines described in the pdf. Be careful you must do it after each update ;)

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : New Cyprus Incident campaigns for Mirage 2000C, Hind and Gazelle !

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On 1/17/2022 at 7:20 PM, adriansito123 said:

Hi Miguel, this is the first time I play one of your dynamic campaigns. When starting the first mission a message appears on the up-right corner of the screen saying the following:

 

WARNING: sanitizeModule('os') in MissionScripting.lua has not been disabled. Mission results will not be accounted nd campaign will not progress.

I have tried editing said file but with no results, the warning keeps popping up every time. Any advice?

Thanks

Hi
Yes, as long as the file is not modified "correctly", the message will appear.

and you have to do it again at each DCS update
It is also necessary not to make a mistake with the file, especially if you have 2 installations of DCS (open Beta)

But you have the possibility to do it "automatically" via the OvGME software

Look at the PDF, which is in each campaign zip

 

edit: be careful, if you modify MissionScripting.lua yourself, check if the file encoding is respected (ANSI or UTF8, but not UTF8-BOM for example)


Edited by Miguel21
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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 : 52 campaign update (06/08/2021)

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On 1/18/2022 at 2:30 AM, PhoenixRising said:

I have enjoyed DCE campaigns. Does anyone have a good way to create a kneeboard page from the waypoints and waypoint arrival times? I feel like I am often going to the briefing screen to find the waypoint times.

Sent from my moto g stylus 5G using Tapatalk
 

I use scratchpad it’s really easy to use and there’s an option in DCE (on by default) which writes in scratchpad the brief when generating a new mission ( but it only works when DCS in closed 😞 )


Edited by PB0_CEF

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : New Cyprus Incident campaigns for Mirage 2000C, Hind and Gazelle !

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7 hours ago, norman99 said:

I've a small question.

I have a small script which adds a fuel check radio call to the F10 menu, to which any aircraft in the players group respond with their fuel state (currently via text output only). It's great to keep an eye on the AI, and send them to the tanker or RTB early enough that they don't just bingo and eject. I usually add this to any mission I play.

If I add my script to the base .miz file in a campaigns inuit folder, will this then be included in all the subsequently generated missions? If this won't work, I assume I can add a line to one of the scripts to add it to generated missions, I'm just not sure which one.

 

Hi

send it to me, I will try to integrate it automatically in DCE, but I will not be able to really test its implementation until next week.

If it's not yours, could you tell me where you can download it? So I can see if it's "allowed" to implement this script in third party campaigns, and at least quote its creator?

Thanks

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 : 52 campaign update (06/08/2021)

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hace 5 horas, Miguel21 dijo:

Hi
Yes, as long as the file is not modified "correctly", the message will appear.

and you have to do it again at each DCS update
It is also necessary not to make a mistake with the file, especially if you have 2 installations of DCS (open Beta)

But you have the possibility to do it "automatically" via the OvGME software

Look at the PDF, which is in each campaign zip

 

edit: be careful, if you modify MissionScripting.lua yourself, check if the file encoding is respected (ANSI or UTF8, but not UTF8-BOM for example)

 

Hi again.

I don't mind editing the file myself every time dcs updates, could you tell me which modifications do i need to make?. I will add the full content of the file so you can mark which line I should edit and how.

Thanks for the reply anyways :).

Edit: I checked and the files are in UTF-8

 

--Initialization script for the Mission lua Environment (SSE)

dofile('Scripts/ScriptingSystem.lua')

--Sanitize Mission Scripting environment
--This makes unavailable some unsecure functions.
--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
--You can remove the code below and make availble these functions at your own risk.

local function sanitizeModule(name)
    _G[name] = nil
    package.loaded[name] = nil
end

do
--    sanitizeModule('os')
--    sanitizeModule('io')
    sanitizeModule('lfs')
    require = nil
    loadlib = nil
end


Edited by adriansito123
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the modification seems well

now we're going to check if the location of this file is correct:

which DCS are you using? (Open Beta?)

Can you post a printScreen of your installation (windows explorer) with developed tree on the left?

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 : 52 campaign update (06/08/2021)

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