Abburo Posted June 16, 2023 Posted June 16, 2023 4 minutes ago, MadKreator said: I think that is a dcs thing. They act the same way playing Liberation campaigns. Pretty erratic and never actually seem to hit anything Right, thanks confirming... i think I'll change them with NASAMs from CurrentHill mods: Currenthill MilSim. These ones are very effective, not overpowered but doing their job, even defending the HARM missiles . 1 Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
lei Posted June 19, 2023 Posted June 19, 2023 This is great! Been enjoying foothold a lot and this does feels more dynamic with ground attacks and convoy more frequent. perfect for helo cas. I do miss the credit&purchases in footfold, would you plan to add those features back anytime soon?
Dzsekeb Posted June 29, 2023 Author Posted June 29, 2023 (edited) Pretense v1.1 Changelog: Added notification when a zone changes owner Added new deployable infantry type: Spy Added CMD token earning chance based on rank Added Command & Control menu (Smoke, JTAC, Set priority zone, Hack enemy comms, Bribe enemy officer) Added simple version of Strike mission (kill any 1 building) Added Deploy Squad mission type Added reason to mission failure message Added persistence for deployed infantry and ejected pilots Added F-15E slots Adjusted altitude of route between Lima and Tyrnyauz as supply helicopters were crashing into mountains Fixed being able to unload extracted squads at enemy or neutral zones Replaced oil pump buildings with old ED model, SA assets were too hard to kill Attempted fix for strike mission failing rarely when target is destroyed by player Sabotage squad now targets closest structure to deploy point Refactored building and defensive group spawning at zones to use script templates instead of ME defined ones Reworked defensive group composition of most zones Zones now spawn a small defensive squad upon capture, this group can not be repaired Mission board will now hide missions that are not compatible with current aircraft Assault convoys will now attempt to disperse upon meeting enemies, instead of just stopping in their tracks Fixed Mi-8 not being able to load anything while front side door is open Note: this patch is not compatible with old saves and will reset mission progress. Pretense v1.1.1 (Hotfix) Changelog: Fixed crash on completing mission before player has rank Pretense v1.1.2 (Hotfix) Changelog: Fixed crash starting strike mission with specific building as target Pretense v1.1.3 (Hotfix) Changelog: Fixed wrong bluefor infantry model being used Pretense v1.1.4 Changelog: Added closest zone name to BAI, CSAR, Extract and Escort mission targets to mission short description (replaces MGRS) Fixed JTAC clear target and priority menus Attempted fix for ejected pilot replacement spawning in 0,0 position Slightly Increased distance and altitude limits for hover pickups of ejected pilots (alt 50->70, dist 50->100) Added support for persistence of time and date (see section 7.1 of manual) Added support for randomization of weather on startup (see section 7.1 of manual) Pretense v1.1.5 Changelog: Fixed CMD points not getting awarded Fixed ground convoy disperse not working Fixed aircraft not getting sent home properly Pretense v.1.1.6 Changelog: Removed winds (they were included accidentally) Enabled EPLRS for all AWACS Edited July 3, 2023 by Dzsekeb 4 1
Eisotope Posted July 5, 2023 Posted July 5, 2023 Is there any way to change the settings so missions can be picked up in the air outside of friendly zones?
Dzsekeb Posted July 6, 2023 Author Posted July 6, 2023 8 hours ago, Eisotope said: Is there any way to change the settings so missions can be picked up in the air outside of friendly zones? No setting. You can probably comment out some checks in the code to make it work, but can't guarantee it will not break something else that might rely on the current system. 1
Dzsekeb Posted July 8, 2023 Author Posted July 8, 2023 Pretense v1.1.7 - 3 July 2023 Changelog: Fixed another crash on CMD reward Pretense v.1.1.8 - 4 July 2023 Changelog: BAI mission now correctly tracks player kills Fixed crash on CMD reward when completing helicopter missions that end on the ground Pretense v1.1.9 - 5 July 2023 Changelog: Rebalanced CMD chance Reduced bribe effectiveness to 50% Added marker for zones that have player spawns active Extract pilot menu option now enabled a 1 minute timer in which you can get into the correct parameters for the extract to happen Pretense v1.1.10 - 8 July 2023 Changelog: Fixed persistence when groups saved within target zone Fixed units spawning outside of spawnzones ocasionally 1
skypickle Posted July 8, 2023 Posted July 8, 2023 Can you add choppers to farp closer to gudata? Getting there from sierra in a huey can be a long flight. In fact as sites are capped by blue cant they all become heli spawn sites? Or at least can we have an entry in logistics that allows transport of a ‘mobile farp package’ so we can move heli spawn sites closer to the front line? 4930K @ 4.5, 32g ram, TitanPascal
Abburo Posted July 9, 2023 Posted July 9, 2023 (edited) I got the following error shortly after starting the mission. The mis00005132.lua is Mist itself, while mis00003698.lua is the init.lua.An error mission is displyed on the server side and the mission is freezing, but like in a kind of PAUSE status. Acknowledging background error and the mission is resumed The mission i'm playing is stock. Is anyone else getting this behavior? 2023-07-09 16:40:16.947 WARNING SCRIPTING (Main): MIST|get2DDist|5007: mist.utils.get2DDist 2nd input value is nil 2023-07-09 16:40:16.947 ERROR SCRIPTING (Main): Mission script error: [string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00005132.lua"]:4919: attempt to index local 'vec' (a nil value) stack traceback: [C]: ? [string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00005132.lua"]:4919: in function 'makeVec3' [string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00005132.lua"]:5010: in function 'get2DDist' [string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00003698.lua"]:4614: in function <[string "C:\Users\simul\AppData\Local\Temp\DCS.openbeta_server\/~mis00003698.lua"]:4545> Edited July 9, 2023 by Abburo Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
Dzsekeb Posted July 9, 2023 Author Posted July 9, 2023 Pretense v1.1.11 - 9 July 2023 Changelog: Fixed crash on attempting to spawn blue off map supply cargo plane Fixed crash when bribe command is used 5
PharaohSteve Posted July 9, 2023 Posted July 9, 2023 Do you plan to release this for Syria as well like your original? 1 Check out my YouTube channel.
Abburo Posted July 10, 2023 Posted July 10, 2023 (edited) I'm trying to make this mission ready for Skynet/Mantis(by Moose). The main outcome from here would be to address the naming conventions for SAM sites so that they can be used by the aforementioned scripts. The focus will be mainly for MANTIS which have as main advantage the fact that can use dynamic spawned SAM sites. Another important advantage of MANTIS is if the naming convention will be following its rules the overall script will be working perfectly to cover LORAD/MEDRAD/SHORAD engagements. Another advantage of this would be that overall performance will be improved as the sites radars will work only when they need to. This also will increase the gameplay for SEAD/DEAD player missions by adding a level of surprise. These being said, I've had a look into Pretense scripts and found I need to change the followings: 1. At templates DB level need to preserve the single type of site as per below example. Anything SHORAD will be removed and create a new Template for it (eg. Tor/Tunguska) TemplateDB.templates["sa10"] = { units = { "S-300PS 54K6 cp", "S-300PS 5P85C ln", "S-300PS 5P85C ln", "S-300PS 5P85C ln", "GAZ-66", "GAZ-66", "GAZ-66", "S-300PS 5P85C ln", "S-300PS 5P85C ln", "S-300PS 5P85C ln", "S-300PS 40B6MD sr", "S-300PS 40B6M tr", "S-300PS 64H6E sr" }, skill = "Excellent", dataCategory= TemplateDB.type.group } 2. At Preset level a new entry need to be added to the newly created SHORAD templates. Not very sure about "display" variable below, but i suppose it needs to stay as SAM for all sam sites, no matter of their range. sa10 = Preset:new({ display = 'SAM', cost=3000, type='defense', template='sa10', }), 3. New upgrades to be added to the zones where apply. The name will be changed in here to something like "Red SAM SA-10 Sochi". I am not sure about the order to be build, if any. presets.upgrades.airdef.comCenter:extend({ name='sochi-comcenter-red', products = { presets.defenses.red.sa10:extend({ name='sochi-airdef-red'}), @Dzsekeb could you please let me know if there are any other pieces I am missing so that I would not brake the core engine of this nice mission? Edited July 10, 2023 by Abburo 1 Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
Dzsekeb Posted July 10, 2023 Author Posted July 10, 2023 Display is used to show on the zone label what is being built. Its just visual can be anything. Order of the products does not matter 1
Dzsekeb Posted July 11, 2023 Author Posted July 11, 2023 On 7/9/2023 at 11:34 PM, PharaohSteve said: Do you plan to release this for Syria as well like your original? https://www.youtube.com/watch?v=SpdKIbRFyQU 2
Abburo Posted July 11, 2023 Posted July 11, 2023 I've managed to introduce MANTIS in Pretense. The sample activity can be found on below log. @Dzsekeb are you interested to add this functionality in the default build? I can support on changes. PretenseMantisLog.txt Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
Dzsekeb Posted July 11, 2023 Author Posted July 11, 2023 1 hour ago, Abburo said: I've managed to introduce MANTIS in Pretense. The sample activity can be found on below log. @Dzsekeb are you interested to add this functionality in the default build? I can support on changes. PretenseMantisLog.txt 104.2 kB · 4 downloads No, thanks but i'm not interested at the moment.
Dzsekeb Posted July 11, 2023 Author Posted July 11, 2023 Pretense v1.2 - 11 July 2023 Changelog: Added GCI menu Fixed crash on inexistent pilot unit during extract grace period Fixed resource recovery ratio from landed aircraft
Abburo Posted July 11, 2023 Posted July 11, 2023 Seems that Pretense is not working with MOOSE framework. The CSAR function existing on both frameworks. Even if I removed it from Moose, something is still wrong as no "missions" are generated by Pretense. This is just for general view if others will try spice some things. Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
Dzsekeb Posted July 11, 2023 Author Posted July 11, 2023 Pretense v1.2.1 - 11 July 2023 Changelog: Fixed script error when radar somehow detects an inexistent object
Abburo Posted July 12, 2023 Posted July 12, 2023 Sometimes, there are some convoys getting stuck on bridges (DCS "normal" behavior). Is any mechanism already in place checking the movement of convoys and do something with them? Like despawn or force route? I've tried to change their position via Tactical Commander. Found out some times they can eventually resume their route, sometimes not.... the results were not consistent. Any thoughts? 1 Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
Dzsekeb Posted July 12, 2023 Author Posted July 12, 2023 2 minutes ago, Abburo said: Sometimes, there are some convoys getting stuck on bridges (DCS "normal" behavior). Is any mechanism already in place checking the movement of convoys and do something with them? Like despawn or force route? I've tried to change their position via Tactical Commander. Found out some times they can eventually resume their route, sometimes not.... the results were not consistent. Any thoughts? Convoys stop and try to disperse when they encounter enemies. After the enemies are disposed of they are rerouted on their original target. This is probably what you observed when resuming their route. Otherwise, the only other counter is that they will eventually be targeted by enemy BAI missions and taken out or another convoy might head their way and "un-stuck" them, one way or the other. 1
oakdown Posted July 12, 2023 Posted July 12, 2023 Just wanted to say thanks for pretense! I've been really enjoying it the last couple of nights, and that was without persistance too (which I've set up now). Your dynamic campaign makes the game feel much more alive. Cheers 1
Abburo Posted July 13, 2023 Posted July 13, 2023 Quick one: how are the waypoints defined for Awacs and Tankers. They are definitely in the scripts but not able to understand how are they operated. I would like to move the waypoints a bit more behind the frontline... if possible. Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
Dzsekeb Posted July 13, 2023 Author Posted July 13, 2023 Pretense v1.3 - 13 July 2023 Changelog: Added support for Hercules Supply and Infantry drops Unified logistics capacity for squads and extracted pilots Now able to load multiple infantry squads as long as capacity allows it Added Rapier SAM as a deployable squad 1
edmuss Posted July 13, 2023 Posted July 13, 2023 Probably a really stupid question.... With the updated/different versions, do they all read off the same persistence? So progress made in 1.3 will be read into 1.4 etc. etc.? Ryzen7 7800X3D / RTX3080ti / 64GB DDR5 4800 / Varjo Aero / Leap Motion / Kinect Headtracking TM 28" Warthog Deltasim Hotas / DIY Pendular Rudders / DIY Cyclic Maglock Trimmer / DIY Abris / TM TX 599 evo wheel / TM T3PA pro / DIY 7+1+Sequential Shifter / DIY Handbrake / Cobra Clubman Seat Shoehorned into a 43" x 43" cupboard.
Dzsekeb Posted July 14, 2023 Author Posted July 14, 2023 5 hours ago, edmuss said: Probably a really stupid question.... With the updated/different versions, do they all read off the same persistence? So progress made in 1.3 will be read into 1.4 etc. etc.? They all read the same file unless i intentionally change the save file name embedded in the scripts. Last time i did that was with 1.1 because that patch was incompatible with old saves 2
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