Furia Posted October 21, 2018 Posted October 21, 2018 Hi all. Does anyone know if there would be possible to use the „option“ or „concept“ of having playable aircraft parked empty with no pilot on the ramp until a human player select that aircraft in the multiplayer lobby and jumps into it? Something similar to what happens with AI when we set the aircraft as „uncontrolled“ and then create the contidion to become controllable or active and the AI pilot just spawns in and start up engines. My idea is to be able to have visible and parked over the designated parking slots all „playable“ aircraft and before a pilot can jump on it in multiplyer, Funny thing is that the „uncontrollable“ options is available for player or client aircraft but when I create an aircraft with that option and I select this aircraft during a multiplayer session, I can only see the aircraft from outside. This feature would be specially great in carriers or other congested airports and would be even interesting to allow that aircraft to be destrioyed by the enemy on the ground unoccupied. I have not seen any condition on the ME that „detects“ when a human pilot tries to jump in an specific airframe Does anyone have any idea if this would be doable and we can have client aricraft visually parked on the ramp befire a human pilot takes over? Thank!! :thumbup: [sIGPIC]http://menorca.infotelecom.es/~raulurbina/ESA/banner_furia.png[/sIGPIC]
Furia Posted October 22, 2018 Author Posted October 22, 2018 I must assume for the lack of answer that this is simply not possible and there is no way around. A pity since it would be a quite useful feature. Hoepfully we may have this available in the future. [sIGPIC]http://menorca.infotelecom.es/~raulurbina/ESA/banner_furia.png[/sIGPIC]
moespeeds Posted October 22, 2018 Posted October 22, 2018 I asked this same thing a week ago. Seems the only way is to put a static aircraft on the spot that disappears when a human takes that slot. Moe "Moespeeds" Colontonio vVMA 231 http://www.vvma-231.com/ Looking for a serious US based Harrier Squadron? We are recruiting!
Furia Posted October 22, 2018 Author Posted October 22, 2018 Thanks. That sounds interesting but I have not seen any conditional element on the ME triggers that defines when an aircraft is human contriolled. How do you do that? But what you proposse sounds very interesting.Did yoi managed to make it work? [sIGPIC]http://menorca.infotelecom.es/~raulurbina/ESA/banner_furia.png[/sIGPIC]
feefifofum Posted October 22, 2018 Posted October 22, 2018 UNIT ALIVE. If the aircraft is a client slot, it will only register as "alive" when occupied by a player. Problem is, it will spawn inside of the static object and explode if they're in the exact same parking spot. ;) THE GEORGIAN WAR - OFFICIAL F-15C DLC
Furia Posted October 23, 2018 Author Posted October 23, 2018 Thanks! Anway this is the kind of feature it should not take much effor for ED to implement and will add a nice inmersion and playability. In in a mission we do have 10 slots of airplanes the scenario creator could chose to have thos aircraft to actually be seen on the ramp as parked aircraft before a human pilot jumps in. This would populate air bases and ships and also will allow in som scenarios to destroy enemy asets if they are not being flown. If this is working nicely with AI and the "uncontrolled function" I do not see whay it should not work with client aircraft as well. [sIGPIC]http://menorca.infotelecom.es/~raulurbina/ESA/banner_furia.png[/sIGPIC]
discwalker Posted October 23, 2018 Posted October 23, 2018 Requested by me earlier: DCS Wishlist » User skill uncontrolled group visible before start https://forums.eagle.ru/showthread.php?t=220151 GTX 1070 8GB, 16GB DDR3, W8.1 on SSD, DCS on another SSD
Furia Posted October 23, 2018 Author Posted October 23, 2018 I have not seen it. Great!! I fully support it! [sIGPIC]http://menorca.infotelecom.es/~raulurbina/ESA/banner_furia.png[/sIGPIC]
Sandman1330 Posted March 9, 2019 Posted March 9, 2019 Sorry for the necro, but I'm trying to figure this out myself. Is there a simple script that can be run to deactivate a static aircraft using the "unit alive" trigger? Then I would use unit alive to trigger the script to remove the static. I've tried the only one available in the vanilla editor, which is unit explode, but that obviously blows up my newly occupied aircraft along with it... Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
Rudel_chw Posted March 9, 2019 Posted March 9, 2019 Maybe this fits your case? U6qKNoilC3w For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Sandman1330 Posted March 10, 2019 Posted March 10, 2019 (edited) Thanks for the reply! Unfortunately, there doesn’t seem to be a way to adapt this to client aircraft. I am hoping to have static or uncontrolled AI aircraft occupying the parking spots for client aircraft, until someone spawns into the client spot, at which point they will occupy / replace the static aircraft in the spot. What we need is a group deactivate command that works for statics. It exists for AI, but even an uncontrolled AI in the spot is not possible as I can’t place them in the same spot as a client aircraft. Edit: There is even a static activate command... How about static deactivate? Can I do this via a script? Edited March 10, 2019 by Sandman1330 Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
Sandman1330 Posted March 10, 2019 Posted March 10, 2019 I think I figured it out. Once: Unit alive (client unit) - do script StaticObject.getByName( 'static' ):destroy() I've only tested once or twice so far, but it seems like the static disappears soon enough not to cause damage to the client aircraft. More testing required, but it's progress. Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
Rudel_chw Posted March 10, 2019 Posted March 10, 2019 I think I figured it out. Once: Unit alive (client unit) - do script StaticObject.getByName( 'static' ):destroy() I've only tested once or twice so far, but it seems like the static disappears soon enough not to cause damage to the client aircraft. More testing required, but it's progress. Thanks for sharing ... will give it a try ... until now I had only edited SP missions, but with the Dedicated Server feature I 'm now getting interested on editing MP missions as well :) For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Sandman1330 Posted March 10, 2019 Posted March 10, 2019 Yeah, in that trigger, "client unit" is the unit name the player will occupy, and 'static' is the name given to the static object in the ME. Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
Sandman1330 Posted March 11, 2019 Posted March 11, 2019 After more testing, it's a no go. For some aircraft (A10) it seems to work, but others ( F/A-18 ) immediately explode. I think there's a microsecond crossover where both exist in the same location at the same time (the time it takes for the trigger to action). What I need is a way to delay the spawning of the client aircraft ever so slightly, to give time for the static to be removed... Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
Rudel_chw Posted March 11, 2019 Posted March 11, 2019 (edited) After more testing, it's a no go. ... What I need is a way to delay the spawning of the client aircraft ever so slightly, to give time for the static to be removed... Yes, but you are onto something there .. if the trigger is like this: Once: On Take Control - No condition - do script StaticObject.getByName( 'static' ):destroy() Then it works fine (I tried with the F-18 ), IF you select the client corresponding to that static ... so the ON TAKE CONTROL trigger does act before you are put on the aircraft, and thus the destroy occurs before the client spawn ... what is needed is a way to incorporate into your script a logic test that determines WHICH aircraft was taken control of (so we can destroy the correct static) :) I dont know enough scripting, but it should be possible to do (I think) :D Edited March 11, 2019 by Rudel_chw For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Sandman1330 Posted March 11, 2019 Posted March 11, 2019 (edited) Yes, but you are onto something there .. if the trigger is like this: Once: On Take Control - No condition - do script StaticObject.getByName( 'static' ):destroy() Then it works fine (I tried with the F-18 ), IF you select the client corresponding to that static ... so the ON TAKE CONTROL trigger does act before you are put on the aircraft, and thus the destroy occurs before the client spawn ... what is needed is a way to incorporate into your script a logic test that determines WHICH aircraft was taken control of (so we can destroy the correct static) :) I dont know enough scripting, but it should be possible to do (I think) :D Hmmm.... Good point. Unfortunately my scripting is even less developed (this was my first script ever!). Though I think the problem we'll run into there is, in order to identify which aircraft the player spawns into, the player still needs to spawn into it first - before the script can destroy the static. I've been experimenting with having the client aircraft spawn in immortal, then after a 5 second delay have the immortality removed, but the static still blows up and now you are just stuck in a fireball, LOL. I don't know of a way (yet) to make a static immortal... Edit: I have found this script to set immortal: SetImmortal = { id = 'SetImmortal', params = { value = boolean } } But I do not know where to put the variables. Is 'setimmortal' where I put the unit name that I want immortal? is Boolean where I set true or false? Edit2: it seems this script may not work on statics... back to the drawing board! Edited March 11, 2019 by Sandman1330 Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
Pikey Posted March 13, 2019 Posted March 13, 2019 The better way to have done all this is if we could have taken control via CTRL-J in Combined arms, which you can do for flying and all sorts of cool tasks but what happens is on taking control you explode in an MP environment. I wrote a bug report, wrote a ticket and it's quickly "cant reproduce" and onwards. I mean, why just have client as an uncontrolled aircraft when you can script it to hell like the AI versions and do all that and more, including spawning client slots and such. Sadly no one recognises the potential of this so it gets ignored time after time and there are just repeat calls of lessor solutions like how to spawn a client slot, how to spawn a carrier with slots, how to have uncontrolled client slots, how to ... etc. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
Rudel_chw Posted March 13, 2019 Posted March 13, 2019 ... Sadly no one recognises the potential of this so it gets ignored time after time and there are just repeat calls of lessor solutions like how to spawn a client slot, how to spawn a carrier with slots, how to have uncontrolled client slots, how to ... etc. Agree .. I found that the ON TAKE CONTROL event doesnt work on multiplayer, so I've opted for the alternative of having a static aircraft just in fornt of the client aircraft .. it doesnt look pretty because the spawned clients dont align with the statics of the still empty slots .. but is better than an almost empty ramp :( For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Sandman1330 Posted March 14, 2019 Posted March 14, 2019 Too bad there’s no workaround. With everything else in development, I expect this would be very low down the priority list, with no fix soon. Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
Hardcard Posted July 15, 2019 Posted July 15, 2019 Guys, I've been working on this script for the last couple of days, try it out! https://forums.eagle.ru/showpost.php?p=3979600&postcount=23 It works like a charm in SP It basically handles static aircraft spawn/removal depending on which clients are active. It's pretty neat :thumbup: [sIGPIC][/sIGPIC]
hancerPL Posted July 30, 2019 Posted July 30, 2019 Guys, I've been working on this script for the last couple of days, try it out! https://forums.eagle.ru/showpost.php?p=3979600&postcount=23 It works like a charm in SP It basically handles static aircraft spawn/removal depending on which clients are active. It's pretty neat :thumbup: For me, the statics revive every 10 seconds and form the floor Specialization A-10C https://vbw304.pl/
Rudel_chw Posted July 30, 2019 Posted July 30, 2019 For me, the statics revive every 10 seconds and form the floor ¿Like this? Yes .. the early versions of Hardcard's Script had this issue, but he has kept refining and improving it, while I've been helping to test it on a MP environment and it works much better now ... for example, these are two of Apache600's MP missions with Hardcard's script added: I expect that the Script will be fully developed soon and @Hardcard will share it with the DCS Community ... it really enhances the MP's mission a lot :) Best regards . For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Hardcard Posted August 2, 2019 Posted August 2, 2019 The time has come! SWAPR script has been finally released! https://forums.eagle.ru/showthread.php?t=246709 [sIGPIC][/sIGPIC]
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