FlightControl Posted September 6, 2017 Share Posted September 6, 2017 (edited) @Grimes, is this already reported to ED? When using coalition.addGroup(), it seems that new spawned groups are not hidden, although the "hidden" flag is set on. Do you have the same experience, (and others)? FC Edited September 8, 2017 by BIGNEWY TITLE [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...
Grimes Posted September 6, 2017 Share Posted September 6, 2017 Seems to be working, tested with 1.5 and tester version on an aircraft group. Can you attach a simple mission where it doesn't work or just post the group table used to spawn the group? 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...
FlightControl Posted September 6, 2017 Author Share Posted September 6, 2017 Seems to be working, tested with 1.5 and tester version on an aircraft group. Can you attach a simple mission where it doesn't work or just post the group table used to spawn the group? Thanks for your response. To be honest, I am a bit puzzled about this. So, the issue is about spawning new groups eh, not respawning existing alive groups ( = teleporting ). I got a issue logged in our MOOSE community that new spawned groups are not "hidden", although the hidden flag is set on. MOOSE copies the exact group definition (of the ME) into the addGroup method.But the MOOSE logic is not touching the hidden flag at all. MOOSE touches the following flags: - lateActivation - visible (only for ground units) To be honest, I haven't really invested time myself in deepening the root cause of this issue, but will do now. I will come back later with either a confirmation that the issue was found in the MOOSE code or maybe that I need some help. Talk to you. FC [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...
FlightControl Posted September 6, 2017 Author Share Posted September 6, 2017 @Grimes, The hidden flag is indeed working for spawned units, also in the MOOSE framework. This issue must be with multi player I think. I need to further validate with the mission designer what the exact error was that he experienced. I know that in multi player, hidden spawned units appear on the map (but don't remember the exact scenario). Sven [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...
FlightControl Posted September 7, 2017 Author Share Posted September 7, 2017 (edited) @Grimes after a more thorough investigation this problem has become more clear what the mission designer meant ... The problem regards to multi player. Hidden units do show up on the map view on client machine, although they are "hidden" when you check the map view on the server side. To resimulate: 1. Please run the attached mission on a server. 2. Connect with a client machine to the server. 3. On the client, select briefing (as spectator) and "fly". 4. Press F10, and you'll see a watch tower and a launcher. 5. Do the same on the server, and you'll see the luancher is hidden on the map view. Problem: On the client machine, the launcher should be hidden on the map. If you run this mission in Single Player, the launcher is also hidden. For completeness, I am also adding there the bug report on github: https://github.com/FlightControl-Master/MOOSE/issues/676 Feel free to chime in if you see it as useful.SPA-026 - Ground Ops - Spawn RandomizeTemplate Hidden.mizSPA-026 - Ground Ops - Spawn RandomizeTemplate Hidden.lua Edited September 7, 2017 by FlightControl [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...
Johnny_Rico Posted September 7, 2017 Share Posted September 7, 2017 I have begun to use MOOSE in my missions and I can also confirm this bug METAR weather for DCS World missions Guide to help out new DCS MOOSE Users -> HERE Havoc Company Dedicated server info Connect IP: 94.23.215.203 SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245 Please contact me HERE if you have any server feedback or METAR issues/requests Link to comment Share on other sites More sharing options...
FlightControl Posted September 7, 2017 Author Share Posted September 7, 2017 Seems to be working, tested with 1.5 and tester version on an aircraft group. Can you attach a simple mission where it doesn't work or just post the group table used to spawn the group? Could you resimulate it Grimes? What's your take in this? [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...
Grimes Posted September 8, 2017 Share Posted September 8, 2017 Yep, definitely clientside bug. Reproduced the bug on multiple versions and its reported. 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...
FlightControl Posted September 8, 2017 Author Share Posted September 8, 2017 Thank you Grimes!!! Great to get this feedback. Maybe change the title also to [REPORTED]. So the community knows too. Thanks again. [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...
Johnny_Rico Posted September 8, 2017 Share Posted September 8, 2017 excellent news METAR weather for DCS World missions Guide to help out new DCS MOOSE Users -> HERE Havoc Company Dedicated server info Connect IP: 94.23.215.203 SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245 Please contact me HERE if you have any server feedback or METAR issues/requests Link to comment Share on other sites More sharing options...
Johnny_Rico Posted September 10, 2017 Share Posted September 10, 2017 Ooops forgot to mention The problem when a mission is hosted on a "dedicated" and objects are NOT hidden even though hidden is ticked also applies to static objects If I place a FARP ammo for example and set it hidden when the mission is played on a dedicated server you can F10 map view and see the FARP ammo METAR weather for DCS World missions Guide to help out new DCS MOOSE Users -> HERE Havoc Company Dedicated server info Connect IP: 94.23.215.203 SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245 Please contact me HERE if you have any server feedback or METAR issues/requests Link to comment Share on other sites More sharing options...
Drexx Posted April 13, 2018 Share Posted April 13, 2018 This bug is still prevalent in the version: 2.5.0.15365, I need it to stop people from moving my units when they shouldnt be able to (playerCanDrive = false NO LONGER stops tac commanders the ability to move units) Developer of DDCS MP Engine, dynamicdcs.com https://forums.eagle.ru/showthread.php?t=208608 Link to comment Share on other sites More sharing options...
Recommended Posts