Jump to content

Recommended Posts

Posted
15 minutes ago, BIGNEWY said:

this is where it is in the code

Huh. Now if that doesn't show me as a complete fool! No excuses, I should also have investigated the logs before jumping to conclusions. I stand corrected, thank you BN! 

Posted
43 minutes ago, BIGNEWY said:

this is where it is in the code

Leaving aside my gaffe at not checking the logs, I believe it would help if the code that is invoked has the ability to use the DCS debug feature (using setErrorMessageBoxEnabled(true) ). Invoking the handler with all debug options turned off (and not being able to turn it back on as it seemingly is implemented now) makes developing code for this feature even more bothersome than it already is. So, please allow script authors to turn debugging on in the invoked code. I also recommend that the documentation mentions that the invoked code has all debugging turned off, as simple-minded coders like I might expect the same scope being active as the rest of the code (I usually code with debugging on).

  • 2 weeks later...
Posted

it seemed the saved state function offered the possibility of missions starting from road bases. 
Unfortunately if I make a simple mission with a player Su-25 & land on a road, then use the save state function, exit and load the saved mission, the aircraft won’t be on the road, it will be on a parking space at the nearest airport. 
Is this the intended behaviour or a bug caused by an unexpected use case ?

 

Cheers.

  • 2 weeks later...
Posted
On 5/3/2025 at 9:29 PM, DragonSoulkin said:

On our dedicated servers I haven't been able to get this to work. I've got the option selected to automatically save the .sav file upon mission restart or end but it's not saving.

 

On 5/4/2025 at 3:39 AM, DragonSoulkin said:

Manually clicking "Save State as..." and saving from there also crashes the server.

So far, I have yet to have it spit out an autosave, no matter what I do. I am going to try setting a end mission value and see if that does anything.

 

A little feedback. I am not the current use case, as I am trying to code a dynamic server, but here is my feedback. I find myself wishing I could have it not save any unit in the air is saved because my end goal as a server would be for something that was killed for it to not be there next time the server runs. 

 

One bug I did notice was that AI units that are in the air tend to be put on the ground, and then they try to take off from the ground? But I have also had situations where a Ai plane was taxing and the save started it at a parking spot facing the wrong way. But once again, it just tried to take off right from where it was.

  • Thanks 1
  • 1 month later...
Posted

About the not saved flags and group activations: That would be very cool that an once activated group remains active after loading. 

However, for those who also struggle with this, there is a little workarround that works for me at the moment.

Let's assume, you want to activate a group (lets call it SupportForces) using the F10 Menu. (Set flag, activate group trigger rule). In order to restore this state after loading do the following:

- Create an additional single unit group (lets call it twintrigger) far away which is active from beginning - a kind of activation-twin
- Add a small trigger zone just beside it
- Add a waypoint to move twintrigger into the zone
- Add a 'hold' to the initial waypoint
- > but with 'condition stop' flag, in order to make the twintrigger move only when flag is set
- Add a trigger to set this flag whenever you activate your SupportForces .
- Important: Add a trigger, to also enable SupportForces when 'Parts of twintrigger is within the zone

Or maybe I oversaw an other, very obvious way to do it. in this case.. never mind 😄

Windows 11 Pro 64Bit - AMD Ryzen 5800X3D - RTX 5080 - 64 GB RAM

VPC MongoosT-50CM2 Throttle, VPC WarBRD Base, VPC MongoosT-50CM2 Grip

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...