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Posted

How many dynamic spawns can be filled on the Super carrier and Tarawa? At FOBs it seems you have at most the number of pads, but carriers would behave differently I hope. Otherwise we need to continue to use traditional spawns.

Hard to test the theory without several folks, so thought I'd ask here in case anyone has already tried.

Zyll @ TAW

Posted

While I think this is a fantastic addition to DCS and mission building. It certainly takes a load off. It would be good if the coalition of the template was respected. 

Right now on my PvP server that has capturable airfields and helo farps. Even though the F-4 template is set to blue, I can spawn a red on on a red airfield.

This feature could be abused by players that can be funny not funny and spawn modules intended for blue players on red airfields.

  • 2 weeks later...
Posted
В 03.07.2024 в 12:40, BIGNEWY сказал:

Dynamic Spawn Guide
 

Dynamic slots work alongside the traditional slot system to add additional functionality to missions, and reduce mission creator workload. 

Dynamic Slots utilize the warehouse system for control of available airframes, and allow aircraft to spawn at airbases, FARPs and ships without a traditional Client aircraft being placed there. 

Restrictions on aircraft type, and number can be customized using the warehouse system, or can be set to unlimited. 

The traditional slot system remains in place, and all its functionality preserved. Both systems can be used in a mission simultaneously, or individually.

Enabling Dynamic Slots is done on a per airfield/FARP/Ship basis. To do this select the spawn location you wish to edit, and click on “Full info”  button to enter the warehouse properties.

Here you will see new options “Dynamic Spawn” and “Allow Hot Start”

ds1.jpg

Dynamic Spawn: This enables/disables the functionality

Allow Hot Start: This option allows the mission creator to give players the option in game to select a hot or cold start aircraft. If disabled, then all dynamically spawned aircraft at this location will be forced cold start. Mission creators no longer need to add dedicated Hot/cold slots.

Also in this screen, Aircraft quantities can be set. Default is unlimited, but all can be customised to suit requirements. Individual aircraft types can be set to unlimited if required, or set to 0 if they are to be restricted from spawning. 

 

Templates for Dynamic Spawn

If you wish to customize waypoints, Aircraft properties and weapon restrictions to aircraft spawned using dynamic spawn this can be done by creating templates.

To create a template, first place a client aircraft of the same type that you wish to give the waypoints to on the airfield, and set the waypoints as required. 

Then select the “Dyn. Spawn Template” option on the aircraft information panel

ds2.jpg

Now return to the warehouse screen for that airbase, and apply the template with related group name to the aircraft type

 

ds3.jpg

Aircraft used as templates can be hidden from the players using the slot password option, to prevent them being visible in the traditional slot selection screen in game. This is recommended to avoid player confusion.
 

Using Dynamic Spawn in game

When loading into a server using Dynamic Spawn, players will be presented with an overview of the new interface. This can be hidden on future server joins using the “Do not show again” option.

Select your coalition, and once the coalition is selected, the “Join” button will become active and the coalition can be joined.

ds4.jpg

On the spawn dialogue, there are now 2 tabs - “Spawn Slots” and “Dynamic Slots”

Spawn slots is the traditional spawn system, and any slots using it will be shown here. 

Also this tab is used to join multi-crew aircraft. The first pilot can spawn the aircraft using either dynamic or traditional spawn, and then other clients can join using the “Spawn Slots” tab.

When “Dynamic Slots” is selected, you will be presented with a list of spawn locations available. 

ds5.jpg

They will also be shown on the map with icons at the spawn location 

ds6.jpg

When a location is selected, a dialogue will be shown to allow the player to select the aircraft type required.
Here the loadout can be selected, along with fuel quantity, countermeasures, Hot/Cold Start (if enabled) and livery.

ds7.jpg 


 

Thanks for the guide!

Posted (edited)

Can Dynamic Spawn 'Hide Not Flyable' and 'Dy. Spawn Template' restrictions be used to permit players without certain mods to load the .miz and circumvent the 'Mods Requirement'? 

 

Edited by seavoyage
  • 3 weeks later...
  • ED Team
Posted
10 minutes ago, 81banana said:

How does DS work in a small airfield like Lar in PG map, which has only 3 parking slots? @BIGNEWY

Hi,

In the same way as far as I am aware, from large airfields to single FARPS it should be the same, when a spot is available for spawn it should allow you to. 

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

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Posted (edited)
14 minutes ago, BIGNEWY said:

Hi,

In the same way as far as I am aware, from large airfields to single FARPS it should be the same, when a spot is available for spawn it should allow you to. 

Thanks for quick reply mate.

The problem is then it is not possible to take 4 or 6 planes at the same time, let say in competitions, where we all need to take off at the same time, because the airfield has only 3 parking slots. Is there a workaround? Specially in PG map there are not many choices for near airfield on iranian side to fly from for a BVR competition.

Edited by 81banana
  • ED Team
Posted
6 minutes ago, 81banana said:

Thanks for quick reply mate.

The problem is then it is not possible to take 4 or 6 planes at the same time, let say in competitions, where we all need to take off at the same time, because the airfield has only 3 parking slots. Is there a workaround? Specially in PG map there are not many choices for near airfield on iranian side to fly from for a BVR competition.

 

Best option in that scenario would be not to use dynamic spawn for that airfield, go for ground start and place them where you want the aircraft to spawn, that is how I would do it. 

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

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Posted
3 minutes ago, BIGNEWY said:

Best option in that scenario would be not to use dynamic spawn for that airfield, go for ground start and place them where you want the aircraft to spawn, that is how I would do it. 

Ok. Just like the past.

Is there any plans to extend the ramps for such airfields. It won't hurt I would say 🙂

  • Like 1
Posted

Do we have any news please on whether the Devs are going to permit us to set the Dynamic spawn options through code, so we can turn on and off dynamic spawn at airfields and FARPS? 

  • Like 1
Posted
14 hours ago, Dangerzone said:

Do we have any news please on whether the Devs are going to permit us to set the Dynamic spawn options through code, so we can turn on and off dynamic spawn at airfields and FARPS? 

I saw a script uploaded to User Files section for download, which should apparently do that. I haven't tested it yet, but it may be useful.

Posted
8 hours ago, 81banana said:

I saw a script uploaded to User Files section for download, which should apparently do that. I haven't tested it yet, but it may be useful.

Really? I didn't think the API was available to be able to do this. The only 'solution' (actually a hack) I've found so far is to modify core install files, but that breaks other things, so you've got to be OK with dynamic spawn everywhere with no individual control.

Do you know or remember the name of what you found in the user file section. I've had a look and I couldn't find anything relating to this?

Posted
10 hours ago, Dangerzone said:

Really? I didn't think the API was available to be able to do this. The only 'solution' (actually a hack) I've found so far is to modify core install files, but that breaks other things, so you've got to be OK with dynamic spawn everywhere with no individual control.

Do you know or remember the name of what you found in the user file section. I've had a look and I couldn't find anything relating to this?

https://www.digitalcombatsimulator.com/en/files/3339867/

Posted
8 hours ago, 81banana said:

It is not what @Dangerzone was asking for. It is a program to modify mission, not script to change spawns dynamically during runtime. I doubt it will ever be possible, tbh.

You don't know what you don't know.
Ты не знаешь то, чего не знаешь.

Скрытый текст

Hardware: AMD 5900x, 64Gb RAM@3200MHz, NVidia RTX3070 8Gb, Monitor 3440x1440(21:9), Samsung 980pro 1Tb NVMe SSD, VKB Gunfighter+MCGU, Virpil Throttle CM3, VKB T-Rudder, TrackIR.

 

Posted

Thanks, but that’s not what I’m wanting. I want to spawn a farp in at runtime dynamically (which we can do now), but then set dynamic spawn to true so we can spawn units there. This gives the players control with where they build farps and how they progress through dynamic missions. 

As for it being possible, I’ve already seen the lua that prevents this. As such, I’m very confident it wouldn’t be difficult for ED to add in an extra variable or parameter we can set to make this happen.

There are multiple ways you could be achieved with the current dynamic spawn option:

- Add a api for airbases and farps that allow us to toggle dynamic spawn at runtime. (Preferred)

- Add a global parameter for the .miz file for “dynamic spawn” that applies to all airbases, ships and farp that override individual farp.

- Make the dynamic spawn option a public parameter instead of a private one so we can access it or toggle it with triggers.

- Add an option to the dedicated server’s options that set the dynamic spawn option true or false on new farp creations. 

I don’t need to tell the DCS devs how to do this. They would already know. Just showing that it is easily possible IF DCS are willing to listen and implement IT for us. 

It could completely change online gameplay for persistent ongoing types of campaigns, so I’m really hoping ED don’t choose to deny us this option now that dynamic spawn has been implemented and it’s working finger tip reach. 

 

It’s definitely possible and not difficult, just whether ED decides to allow us. 

  • Like 1
  • 1 month later...
Posted

Is there a way for a dynamic slot to inherit the country of the template aircraft? It's currently set to Switzerland no matter what I do

  • Like 1
  • 2 months later...
Posted

So glad DCS finally implemented this. It's unfortunate that it took this long to provide such a basic MP feature. Hopefully this has improved some of the MP servers.
 

Spoiler

IL-2 pioneered this feature all the way back in 2001.

 

  • Like 1

Flying the DCS: F-14B from Heatblur Simulations with Carrier Strike Group 2 and the VF-154 Black Knights!

 

I also own: Ka-50 2, A-10C, P-51D, UH-1H, Mi-8MTV2, FC3, F-86F, CA, Mig-15bis, Mig-21bis, F/A-18C, L-39, F-5E, AV-8B, AJS-37, F-16C, Mig-19P, JF-17, C-101, and CEII

  • 2 months later...
Posted

@BIGNEWY
I did not see your feedback regarding this particular subject (not sure if it has been addressed or not yet); Is ED working on being able to assign a "country" to the dynamically spawned aircraft/helo without having to create templates for each modules?

  • Like 3

My systems:

 

Windows 10 64 bits

I7-8700k

32.0 GB RAM

500Gb SSD

Asus ROG 2080ti

HP Reverb

 

Windows 10 64 bits

I7-6820HQ CPU @ 2.70Ghz

32.0 GB RAM

500Gb SSD

Nvidia Quadro M4000M

TrackIR 5

  • 4 weeks later...
Posted

Hello,

In the context of creating a Cold War Germany theatre for a multiplayer server, I would like to use the dynamic spawn system.

After configuring an airbase with templates for dynamic spawn, I want to copy the configuration of this base to the others.

But it doesn't seem to copy the templates.
How can I do this?
@BIGNEWY Is there a solution?

Thank's
Tripack

 

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