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Posted (edited)
27 minutes ago, fargo007 said:

This version should be the easiest of all to port in. 

If you are talking about the loading of the sounds in the trigger, that doesn't matter at all. coalition, country, group, etc.  All the same.  

So look in the Saved Games\Log\dcs.log file.  

At the start, you will see:

**** TROOPS IN CONTACT LOADED ****

After that statement, look for errors.  They will likely start with "Mission Script error" or "Mission Scripting error."

Like Krasniye, check the statics if you have renamed any.  For some reason both the static's name, and unit name have to be the same, 

FRIENDLYSTATICS-1, FRIENDLYSTATICS-2, etc.

 

Statics always get me.

 

STBY I'll check

 

 

 

Edited by Wood

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted

ERROR   SCRIPTING: Mission script error: [string "C:\Users\Wood\AppData\Local\Temp\DCS.openbeta\/~mis00004A5D.lua"]:29252: SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = 'FRIENDLIES-1'
stack traceback:

 

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted
26 minutes ago, Wood said:

ERROR   SCRIPTING: Mission script error: [string "C:\Users\Wood\AppData\Local\Temp\DCS.openbeta\/~mis00004A5D.lua"]:29252: SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = 'FRIENDLIES-1'
stack traceback:

 

Well there ya go.  

 

The requirements are that you name them "FRIENDLIES-?" and that the first one is named "FRIENDLIES-1"   

Same goes for each category: HEAVY-1, LIGHT-1, SUPPORT-1, etc.

 

Put a blue group in the mission, late activation, named "FRIENDLIES-1" and you will be past this error.

 

 

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Posted (edited)

That's correct but not exactly. I had the names correct but it was the coalition that was wrong. They were combined not USA or Russian. When I ended up changing the coalition then all worked. 

 

Thanks 

 

 

Edited by Wood

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted

No problemo!  Glad you found it.  

 

Yeah, the way I did it (as suggested) was add the blue joint forces to blue, and the red to the red.  That's what they are all based on. 

 

I'm actually going to publish a new version tomorrow with a bug that I discovered that ONLY manifests in multiplayer. That was a bitch to find.

 

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Have fun. Don't suck. Kill bad guys. 👍

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Posted
21 minutes ago, fargo007 said:

No problemo!  Glad you found it.  

 

Yeah, the way I did it (as suggested) was add the blue joint forces to blue, and the red to the red.  That's what they are all based on. 

 

I'm actually going to publish a new version tomorrow with a bug that I discovered that ONLY manifests in multiplayer. That was a bitch to find.

Yup LOL just noticed that MP one. Nice find

 

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted (edited)

Feature ideas V6:

 

  • Squirters - Once aircraft start going to work and after taking some hits (esp. to a defined leadership unit in the enemy group), the support elements decide to pull back a ways. toute-de-suite. Tunable via probability/percentage.
    • Yay/Nay?

 

  • Retreat - The main force decides that with CAS aircraft going to work on them (again, keying in on a random boss unit), they can't win this and they get back on the nearest road and GTFO. Also tunable via probability/percentage.
    • Yay/Nay?
Edited by fargo007
  • Like 1

 

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Posted

Fargo. For some reason this script i8mported into out Syria mission is not working on a dedicated server. 😞 If I host through my sim in MP its all good 😃. However, nothing works if I run it off our dedicated OB server. Can anyone confirm this. 😕

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted (edited)

I have it running on a dedicated server with no issue - it's what I built it for. 

Are you using the latest files?  I put fresh files up there earlier today with a bugfix specifically for MP.  

Download that, unzip the mission and pull the script out, replace the existing one with that.

ETA - Also check the moose version. Ours is running with 2.74b right now.

Edited by fargo007

 

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Have fun. Don't suck. Kill bad guys. 👍

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Posted
15 hours ago, fargo007 said:

I have it running on a dedicated server with no issue - it's what I built it for. 

Are you using the latest files?  I put fresh files up there earlier today with a bugfix specifically for MP.  

Download that, unzip the mission and pull the script out, replace the existing one with that.

ETA - Also check the moose version. Ours is running with 2.74b right now.

 

Yup already did that and for some reason no joy on it. Moose version is up to date. I always change the moose script out when it’s updated thanks anyways I’ll keep trouble shooting. 

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted
1 hour ago, fargo007 said:

Send me a link to the dcs.log after running it and attempting to actuate TIC, and I'll be happy to take a look. The answer will be in there.

 

Hey Fargo 

Just finished going through the log for my instance as I run multiple instance's. The only error I see with reference to the script is this. 

INFO    SCRIPTING: Error in timer function: [string "C:\Users\ADMINI~1\AppData\Local\Temp\VCW3_Server2\/~mis00005E5A.lua"]:453: attempt to index global 'flag4050' (a nil value)

 

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted (edited)

HMMM, That's interesting because I did download the new one V5.7 you posted after your post indicating you updated it. I'll try it again

Just to confirm that is the same script I'm using in our mission. So I'm baffled to why. Looks like a long day ahead of me. lol

Edited by Wood

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted

Fabulous! That was the problem. Thanks  

  • Like 1

Cheers Wood

 

Windows 10, Intel i7-6700 CPU @3.40GHz, 32GB ram , GTX 4060Ti

 

Posted
On 12/4/2021 at 6:04 PM, fargo007 said:

Feature ideas V6:

 

  • Squirters - Once aircraft start going to work and after taking some hits (esp. to a defined leadership unit in the enemy group), the support elements decide to pull back a ways. toute-de-suite. Tunable via probability/percentage.
    • Yay/Nay?

 

  • Retreat - The main force decides that with CAS aircraft going to work on them (again, keying in on a random boss unit), they can't win this and they get back on the nearest road and GTFO. Also tunable via probability/percentage.
    • Yay/Nay?

 

Yes to both please!

I don't understand anything in russian except Davai Davai!

Posted
vor 10 Stunden schrieb fargo007:

Okay, I've been working with the bug out, and while I do have that working, the ground units don't really respond correctly.

For instance, the group get the command to move away, and only the first unit will go. 

😒

 

 

Need to set alarm state green or they will fight and stand. You can set it to auto or red when they reached their fallback line 

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

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Posted (edited)
19 hours ago, shagrat said:

Need to set alarm state green or they will fight and stand. You can set it to auto or red when they reached their fallback line 

Thanks, will try that.

ETA - This is working a lot better now.  I also had to separate out the infantry from the groups.  

So in V6, "SUPPORT" elements are where you should put your infantry populations or "immovables" such as fixed AA positions. if you want to use the flanking/bugout features. HEAVY and LIGHT elements should only be vehicles.

Both LIGHT and HEAVY TIC will get a support element with them. 

For the best effect anyway.  It will still work, but the speed of the vehicles will be limited to the lowest capability in the group, which is infantry.

Edited by fargo007

 

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Posted (edited)

A main element retreats after taking damage from an air attack.

The formation and distance are configurable. Here, "On Road" was used, with a distance of 10km, and a time of 120 seconds used as the decision point to make their move.

Screenshot_2021-12-08_18-55-43.png

In the following image, a group is bugging out with "Off Road" and 4000km.  Note that they will still go to (but not always actually use) a bridge to cross water. This is a railroad bridge. 😏

 

Screenshot_2021-12-08_19-01-05.png

 

Ground routing could vary quite a bit by map. Syria for instance, has LOTS of roads, always nearby. I'm seeing better action on Syria with "On Road" / 4000.

Still testing but looking very good for this new feature. 

Edited by fargo007
  • Like 4

 

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Have fun. Don't suck. Kill bad guys. 👍

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  • fargo007 changed the title to TROOPS IN CONTACT! (V6 released, now on github)
Posted

Version 7 release published on github.

https://github.com/Fargo007/TROOPS-IN-CONTACT/tree/v7

Friendlies now fire at the enemy to provide target marking by tracers.  This is for a configurable time period.  After that, they cease fire and give you a "CLEARED HOT!" message via both voice and on screen.

'Releases' are downloadable as a zip file.

  • Like 4

 

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  • fargo007 changed the title to TROOPS IN CONTACT! (V7 released, now on github)
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