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Posted (edited)

Possible problem

 

Druid during startup on the SPv2 mission im seeing 2 a10's on the runway the one in front has part of the wing missing, its TUSK 21

Edited by snak
Posted (edited)
Druid during startup on the SPv2 mission im seeing 2 a10's on the runway the one in front has part of the wing missing, its TUSK 21

Arrgghh, sorry guys my mistake. In rushing to convert MP to SP I forgot to to place tusk21 &31 in same group as player (silly mistake). Fixed now. Also due to AI unable to use taxiways for take-off, I've removed the runway blockage. UPLOADED FIXED Ver 2.1 (Post #1)

Druid,

 

You have done an excellent job. Thank you, indeed. We really enjoy this mission.

Thanks, glad you enjoyed it.

We tried this online yesteday with 4 pilots but could not get task at CAS HOLD area. On F10 menu I got 4 tanker relocation selections and "5. On Task & CAS ready". After selecting 5. there was voice comms saying "standby for task" or something but we never got one. Tried selecting 5 again but all I got was silence. We also did not get cargo plane emergency landing at all.

Hmmn don't know why that is will look into it. How long did you wait for a task? sometimes you may have to wait in CAS hold for up to 5 minutes. Asking again for task will not do anything as trigger for initial comms has been activated.

Edited by Druid_

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Posted
Arrgghh, sorry guys my mistake. In rushing to convert MP to SP I forgot to to place tusk21 &31 in same group as player (silly mistake). Fixed now. Also due to AI unable to use taxiways for take-off, I've removed the runway blockage.

 

Thanks, glad you enjoyed it.

 

Hmmn don't know why that is will look into it. How long did you wait for a task? sometimes you may have to wait in CAS hold for up to 5 minutes. Asking again for task will not do anything as trigger for initial comms has been activated.

 

We were flying at least 15-20minutes holding pattern there, with no indication of nothing going to happen.

Posted (edited)

Ver 2.1 MP & SP

 

* Fixed Random Task generator not sequencing next task (I think)

* Convoy now moves in convoy hunt task

* Messaging deconfliction in 'Mayday' task.

Edited by Druid_

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Posted (edited)

Yep I was playing a different mission with 2 others and server crashed. Funnily enough I've only had 1 crash with Op Lagavulin and that was a complete crash when I killed the last unit of a convoy whilst JTAC was sending the last of the details (sometimes he just takes far too long!). Reported here.

 

Getting more crashes in 1.1.1.1 that I did in any of the previous patches. Plenty being written about MP stability at the moment e.g. http://forums.eagle.ru/showthread.php?t=85207 Hope ED can find the root cause as its frustrating as hell.

 

Not much I can do I'm afraid unless people are getting crashes on the same task in which case I can investigate further & start removing units and/or triggers.

Edited by Druid_

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  • 3 months later...
Posted (edited)

Uploaded slmod version (in #1st post) for those running a server.

Edited by Druid_

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  • 5 months later...
Posted

Ok, yep, there have been some changes to Lua script since this was written and probably also slmod (although Speed has made all versions compatible I believe).

I will take a look and upgrade it to 1.2.2. Thanks for heads up

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Posted

It was a simple fix (lua trigger.setUserFlag is now trigger.action.setUserFlag). At least I hope so. New missions uploaded to first post.

 

Let me know how you get on.

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Posted (edited)
Ok, yep, there have been some changes to Lua script since this was written and probably also slmod (although Speed has made all versions compatible I believe).

I will take a look and upgrade it to 1.2.2. Thanks for heads up

 

That was actually just the "debugger" that was added in Slmodv6.0 detecting a syntax error in the code. I added it to help alert people when they had messed something up in their code, so that they could see that there was an error right away and not have to go digging through dcs.log for it. The problem is, it's a little obsolete now because it only checks AI triggered actions and DCS is also now a lot more obnoxious when you make a Lua error (removing much of the necessity of this feature), so I probably either need to remove it entirely or upgrade it to search all possible locations that Lua can be entered.

Edited by Speed

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Lua scripts and mods:

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Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

Posted

Ah, roger that.

 

LUA boooy, complicated stuff!

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Posted (edited)

LOL Druid, I was getting connection interrupted/could not open the mission in the editor.

 

I looked at the file and yep, hehe, you packed the folder instead of only the files. :P Can't do that brotha. :D

 

 

Running the mission I got a SLMOD debugger syntax warning again. No other warnings/errors though so you did fix one thing. :)

 

I am not sure what to do about that other 9999 thing though.

Logs.zip

Edited by Megagoth1702

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Posted

Heck, I think I made the changes to it in my testers version. That'll teach me to check which version (of the 4) I have running!!

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Posted (edited)

Right, ... sorry. Uploaded Slmod, MP & SP versions for now (packed correctly).

 

The slmod version is also included but not tested, I think I removed all references to the stopflag 9999 but can you please test and see. Op lagavulin has complex interaction call logic and I may have just broken it. Let me know how you get on.

 

EDIT: OK I just tested the MP mission, it appears the last few updates have made some changes to AI behaviour which are causing some problems with this miz. I have pulled them off the first page, will work on them and upload them when they are working again.

Edited by Druid_

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Posted (edited)

Thank you Druid.

 

Aint them random changes a charm...

 

Thanks for your work man.

 

 

@Stopflag - I thought only the flags 1-100 can be used as "stop condition" for actions? :-/ I would love to use more than 100 but oh well... ATM it does not seem to work. I can not go higher than 100.

Edited by Megagoth1702

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Posted

the stopflag was a Lua Slmod stopflag not a group stopflag. Yeh the 100 limit is ... ummm limiting.

 

The good thing is I can take this opportunity to make this mission better with some of the new ME features.

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Posted

Ah, of course. SLmod's stopflags... How could I forget.

 

Make it even better with new features? Hehe, like what? Follow and escort? I havent noticed any other "new" features.

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Posted

theres a couple of helicopter extraction tasks in there so the other ME action .. 'LAND' is useful. Also the Simulator Scripting Engine is done, so I can now have friendly aircraft saying "Rifle" when they shoot (tired of dumping flares for a friendly AI missile!) a missile/hellfire/agm. With Lua, the list of available options increases drmatically.

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Posted

You just let us know when it's done...

 

We wait to play it in our squadron, with two human FC3 F-15 CAP pilots as protection for us mud movers... :thumbup:

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...the few, the proud, the remaining...

Posted (edited)
theres a couple of helicopter extraction tasks in there so the other ME action .. 'LAND' is useful. Also the Simulator Scripting Engine is done, so I can now have friendly aircraft saying "Rifle" when they shoot (tired of dumping flares for a friendly AI missile!) a missile/hellfire/agm. With Lua, the list of available options increases drmatically.

 

Ah, the land one. :) Nice.

 

And for "rifle" I currently think of using SLmod'S firing function... Although I guess there might be a sneakier, faster way with the scripting engine...

Edited by Megagoth1702

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  • 2 months later...
Posted

Hi Druid_,

 

I was wondering if you have the non-slmod version updated to v2.6 as well? Your first post says "Updated MP versions to DCSW1.2.2", but only the slmod version is attached...:huh:

 

Thanks! :thumbup:

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Posted

Sorry, no not yet. Its been a bit manic recently getting as many things sorted as possible for patch 1.2.3

 

When I have some time available I shall update it and send you a PM.

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