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Posted

had two convoy tasks assigned

 

we (2 clients + dedi server) spent 2+ hours looking for convoy1 and found nothing, and gave up after that...so cant comment on makeup of either convoy.

 

wp1 of convoy1 was 4218400/04257666

wp1 of convoy2 was 4233033/04151616

[sIGPIC][/sIGPIC]

Posted

Just spent "a full hour" on the 3SQ MP server giving On Station v6 a good go. There is something wrong with this MP mission. To the designer: perhaps worth putting it offline until this is fully tested and working.

 

Wizard is reporting a suspicious person (?!), scanned the area but couldn't find this "little" person in that "big" city. Worst, JTAC was telling us that there are no tasks avail... you may depart etc... wtf

 

Wizard was also reporting the targets at 42 37 000 / 041 44 000 but those were already up in smoke

 

Obviously...... this mission needs to be re-worked from ground up, or simply trashed. I've been wasting my time twice on this one this week. Don't waste your time anyone until someone else (idealy a player) confirms that it is working

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Posted
Just spent "a full hour" on the 3SQ MP server giving On Station v6 a good go. There is something wrong with this MP mission. To the designer: perhaps worth putting it offline until this is fully tested and working.

 

Wizard is reporting a suspicious person (?!), scanned the area but couldn't find this "little" person in that "big" city. Worst, JTAC was telling us that there are no tasks avail... you may depart etc... wtf

 

Wizard was also reporting the targets at 42 37 000 / 041 44 000 but those were already up in smoke

 

Obviously...... this mission needs to be re-worked from ground up, or simply trashed. I've been wasting my time twice on this one this week. Don't waste your time anyone until someone else (idealy a player) confirms that it is working

 

There's too many tasks in this mission to test them all. Also Mission making is slow and difficult and you can only test this in MP and you won't get every task so it's difficult to see if it's working. Also this was made a long time ago. There may be problems with updating it each time.

Always remember. I don't have a clue what I'm doing

Posted

Making this mission has always been an on going process because of its complexity. Taking a massive break from editing it didn't help either. Minor mistakes occur in the triggers, or stuff simply breaks over time. Its not like I've abandoned the mission, I'm reading the server chat logs and forum posts to see what players are commenting on and am checking the mission on my end, both playtesting locally and combing the triggers for possible flaws. The interesting thing is, the group who played the mission a few hours before you, had a completely opposite experience as you. So it seems the player experience depends on the tasks given.

 

A note toward the suspicious persons task. Its always been kinda weird. Originally it was simply to fly low over an area to "scare" potential combatants into not engaging friendly troops there. But I never really liked it that way and removed it in v5. I kept all the triggers there, and decided to use the new armed buildings for targets. I opted not to have Total record additional audio, as I thought the audio was close enough the the mission. I agree the information available for this task doesn't really exist until you contact JTAC. Unfortunately it seems JTAC isn't as reliable as I had thought it would be and therefore I'm looking into it.

 

 

The mission will stay hosted on the 3Sqn server. If you see "v6a" or "v6b" attached to the name it means I've fixed something. In the case that you do encounter issues with the mission, please provide coordinates of the task, what the task was, and if any other tasks are running. Believe me, I want to get this thing functional and enjoyable for everyone.

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Posted

saying 'dont waste your time anyone' / full tested etc is a bit harsh...its not like he's getting paid to create missions for us and has staff on hand to run comprehensive regression test scripts.

 

the more people trying it and reporting (any) errors..the better.

 

per my post -the suspicious person task worked fine for me as of the most recent mission update (and it was the only task active at the time)...but it wasnt working for you.

 

Maybe its something specific to hosting the mission on a dedicated server? Maybe its only when there are two active tasks at a time ?

I have no idea.....but look fwd to giving it another crack if Grimes comes up with another verison

[sIGPIC][/sIGPIC]

Posted (edited)

Had a horrible week at work... yes covering the office all week while everyone is on holiday/leave etc. So friggin pissed!

 

I had 1 (one) hour between the coming back home from hell (i.e. work) and the time the wifey walks in. Was sure I could go unstress and blast a few moving targets or whatever it is to shoot (stress management). Now that was a total failure and i couldn't find anything better to do than to bitch at someone who, quite frankly, is quite kind to put up some (free) mission for some retards like myself to enjoy.

 

Chokko - you said it right... bit too harsh and therefore, I would like to send my sincere apologies to Grimes for my shellfish coments and thank him for putting this thing up for us (afterall, he is generous indeed).

 

Anything I can do to help (being constructive), please let me know. Happy to test, run low, etc.

 

again sorry buddy

Edited by Fred
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Posted
Had a horrible week at work... yes covering the office all week while everyone is on holiday/leave etc. So friggin pissed!

 

I had 1 (one) hour between the coming back home from hell (i.e. work) and the time the wifey walks in. Was sure I could go unstress and blast a few moving targets or whatever it is to shoot (stress management). Now that was a total failure and i couldn't find anything better to do than to bitch at someone who, quite frankly, is quite kind to put up some (free) mission for some retards like myself to enjoy.

 

Chokko - you said it right... bit too harsh and therefore, I would like to send my sincere apologies to Grimes for putting this thing up for us.

 

Anything I can do to help (being constructive), please let me know. Happy to test, run low, etc.

 

again sorry buddy

 

We've all been there.

Always remember. I don't have a clue what I'm doing

Posted

Had some time, and I did some testing tonight. Found an issue with multiple messages causing an infinite loop. For sure, 3 active tasks are known to cause the issue, possible with 2. This would eventually cause that error message to appear and pretty much break the mission as a whole. I'm in the process of fixing it.

 

I tweaked the "suspicious persons" task to radio "cleared hot" rather than "execute show of force." I'm also adding some audio for when the player overflies the JTAC. Expect to hear something like, "Tusk, we see you overhead. We have confirmed hostiles entering buildings throughout the target area."

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Posted (edited)

On Station v6a

 

Uploaded version v6a.

 

-Fixed an issue where additional tasks wouldn't spawn under a specific circumstance

-Adjusted triggers associated with multiple messages

-Changed show of force message to "cleared hot"

-Added voice over for when players activate JTAC mission

-Adjusted Weather on Spring Dawn

 

If you have any issues with the mission, be sure to post about it.

 

In 3Sqn Dedicated Server news I put the following missions into rotation:

Sky Cap and FOB Vekta by Deephouse

Blackjack 51 by Ranger79

Operation Nightowl by Jona33

 

 

 

edit: looks like there will be a version 6b :( There are still issues with multiple messages.

Edited by Grimes

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Posted

played the new version 4 times now, no problems so far :thumbup:

 

would i be right in saying the fix was to stop more than 1 task being active at a time ? (i.e. we haven't had more than 1 simultaneous task in each 2+ hr session)

[sIGPIC][/sIGPIC]

Posted

Great to hear its working as it should. Multiple tasks were not disabled. The fix was a really silly user error on my part where if 1 task was active and there were enough players for 3 tasks, it wouldn't spawn the 2nd task. Were you playing with 4 or more aircraft active in the mission? Having 4 players in the mission is the default requirement for 2 tasks.

 

The reason for version 6b is that there are a few coordinate typos, I'm putting more slmod commands in there, I want to modify a few minor aspects of the mission. and messages for 3 tasks is still screwed up for some reason, so I need to fix that.

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Posted

Do you need SL Mod as host to host this mission?

 

Nope. The mission has F10 commands built in for the player/host to use. slmod is only used for text commands of F10 functions when on a dedicated server box. Even on a dedicated box without slmod the mission functions as it should as the commands are simply force automated functions to act on demand.

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Posted (edited)

I realized that the changes I was making for "version 6b" were enough to warrant calling it the "version 7" update. So I figured I oughta add some more tasks while I'm at it.

 

Version 7 changelog (so far)

 

-Added - 8 new tasks

-Changed - The triggers dealing with time delay have been changed. It was a set time + a short random delay. It now picks a number at random within a set range and counts down by 1 at a specified rate until the value reaches 0.

-Added - "realism mode" I hope you have alot of time to kill :D

-Added - There is now a 20% chance a task will spawn even if the player requirment for an extra task is not met. (Still maximum of 3 concurrent tasks)

-Added 'spawntask' command to slmod functionality. Identical in function to the F10 command

-Fixed message error caused once 3 tasks were assigned

-Changed automated messages to appear every 30 minutes since last auto or player requested update

-Improved Timing of triggered messages

-Fixed known typos with coordinates

-Made player spawn bases prettier (added a few parked aircraft and trucks)

-Changed default aircraft payloads

 

Payloads:

All aircraft have TGT pod, sidewinders, Jammer pod, and M151 HE rockets

 

Tusk, Boar 1-4

2x AGM-65D, 2x AGM-65H, 2x GUB-38, 2x GBU-12

 

Tusk, Boar 5,6

4x AGM-65D, 2x CBU-105, 2x CBU-103

 

Tusk, Boar 7,8

1x AGM-65G, 1x AGM-65K, 2x GBU-31, 2x GBU-12

 

-Added hope that this is the last update for this mission

 

 

 

Commands not part of mission briefing and are meant to be set by server admins.... but they can still be changed at anytime

 

'easybutton' - Disables random AI patrols and extra defenses at some targets

'normalbutton' - Sets random patrols to normal level and enables randomly spawned defenses at some targets

'hardbutton' - Doubles enemy patrols and enables randomly spawned defenses at some targets

'normalmode' - spawns tasks at normal rates

'realismmode' - Spawns tasks REALLY slowly

 

 

 

A few of the features need to be playtested, but a download should be up in the near future.

Edited by Grimes
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The right man in the wrong place makes all the difference in the world.

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Posted (edited)

Nice work Grimes keep it up, really like these missions :)

 

One little thing that bugs me, the voice messeges seems to cut off a bit too soon at the end - for example when it says "new picture" it sounds like it's saying "new pict"

 

Other than that minor gripe it's all good :)

Edited by Mustang
Posted

i dont get any of the words cut off

 

there is one case i've noticed where the sentence is not finished.

 

i think it happens when a getupdate is done, and the last part of the response is "picture is clean (clear?)"

 

however the audio for the last word (clean) is often not heard.

 

But when the next task is assigned (i.e. new picture) a few minutes later, then the word "clean" is also broadcast over the top of the new picture being broadcast.

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Posted

But when the next task is assigned (i.e. new picture) a few minutes later, then the word "clean" is also broadcast over the top of the new picture being broadcast.

 

Thats a bug and has been fixed. I would have noted it in the above changes but I thought I might have caused it when I was trimming the message timing. :music_whistling:

 

I'll look into added a second or 2 of dead air to the end of the messages so the full audio gets played.

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Posted

I've been bug testing the mission the last few days, I've discovered an annoying little issue related to attacking non-assigned tasks. I considered a few different options, but I've opted to just go the simple route and if the needed targets are destroyed it's just going to remove the task from list and play the "tasking complete" message.

 

Also a few gameplay changes worth noting. The overall time it takes for the mission to automatically spawn a task has been drastically increased. At the default rate, instead of it being approx 22 minutes and change to spawn a task, it is somewhere between 10 and 40-50 minutes. I've yet to decide on the upper limit. This is due to the spawntask command being implemented where players request tasks whenever they want.

 

When in this mode it takes a considerable amount of time to spawn just a single task. All commands other than "getupdate" are denied automatically. I haven't decided yet, but I may require the mode to be set near the start of the mission and you won't be able to turn it off.

 

Hopefully no new issues will appear in testing and I can release the next version by the weekend.

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Posted (edited)

Hey grimes, just out of interest how are you randomising your task list? I am changing Op Lagavulin for slmod and random task ordering. It was easy when we could use lua and os.time to generate random numbers. I am using a combination of trigger random flag x,no1,no2 and lua but it requires 19 triggers to create just 9 tasks! Luckily they're similar so copy function is handy but previously I could achieve the same in just Lua with only 2 triggers.

Edited by Druid_

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Posted

I'm using the "list" method. Well, a double list actually, but that doesn't really matter.

 

Basically looks like this

 

Once> Random 5% AND Flag 101 is False AND Flag 1 is true> Flag 1 off, Flag 101 On

Once> Random 5% AND Flag 102 is False AND Flag 1 is true> Flag 1 off, Flag 102 On

 

Flag 101, 102, etc define the task

Flag 1 defines when a task can be assigned.

 

As tasks get assigned they are removed from the list. When you want a new task set flag 1 on and it picks a new one.

 

What I meant about the double list is it actually has a random list to pick the task type, convoy, CAS, etc, which then activates another list of the specific tasks.

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Posted

Nice method. I take it that the choice of 5% in the random check is :-

no. of tasks/100 ?

 

 

What I meant about the double list is it actually has a random list to pick the task type, convoy, CAS, etc, which then activates another list of the specific tasks.

ok, understand. But why? surely if you just took a single random pick of ALL of the tasks the end result would be the same. (Unless of course the random x% isn't truly random in which case 2 random calls would increase the randomness).

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Posted

Random x% isn't that much of an indication of how many options there are. I usually use 5% or so because it adds in a slight time delay before it is evaluated true. And due to the way triggers are evaluated, top first, this allows for items lower in the list the possibility to become true before higher items. If it was a higher percentage, 25% or so, there would be a chance a higher item and a lower item are both true at the same time, however because the higher one is evaluated first it will most likely be chosen first.

 

As for the "double list", I did it that way for organization. It was also great for testing as I could disable a set of tasks with the switch of a flag. I can also easily prioritize a task type by setting a slightly higher random percentage. But yeah, it works just the same using a single list.

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Posted (edited)

Version 7

 

On Station v7

 

Final Version 7 changelog

-Added 20 additional Tasks (mission now has 47)

  • 4x BAI strikes
  • 8x Enemy Roadblocks
  • 8x CAS utilizing JTAC with type 1 or 2 support and without EPLRS

 

-Added Realism mode

-Added 'spawntask' command to slmod. Identical in function to the F10 command

(spawntask is disabled in realism mode)

-Changed how the random time delay between tasks being assigned is handled

Time delay was 11 minutes + a small amount. Now it ranges between 15 and 40 minutes

-Added a 33% chance the time it takes to spawn a task is decreased by 10 minutes

-Fixed message error caused once 3 tasks were assigned

-There is now a 20% chance a task will spawn even if the player requirment for an extra task is not met. (Still maximum of 3 tasks)

-Changed automated messages to appear every 30 minutes since last auto or player requested update

-Improved Timing of triggered messages

-Added message condition for when players destroy an unassigned task

-Fixed known typos with coordinates

-Changed default aircraft payloads

-Changed date of the mission for darker nights

-Made player spawn bases prettier (parked aircraft and trucks)

 

Check first post for additional information. It has been submitted to the ED file server, just waiting for approval.

 

Notes:

I slowed down the overall pace that the tasks appear at due to the implementation of the 'spawntask' command.

It is as bugfree as I can get without releasing it for everyone to play. Graywo1f and I did have a 4 hour session the other day with a half dozen tasks or so without error. But if anything happens please report back.

 

 

Enjoy :D

Edited by Grimes

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