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Slmod- multiplayer server mod for new mission logic functionality


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Hey guys,

 

I just starded using SL mod and I tried building a units_firing script from scratch using the "latest" functions of SLmod.

 

This... Is... So.. Sexy! :D

 

 

 

 

do
local firingUnits = {'[blue]'}

local firing_tbl = {
	init_units = firingUnits,
	flag = 100,
	stopflag = -1,
	weapons = {'all'},
	text = '%s just fired %s',
	display_units = 'iw',
	display_time = 5,
	display_mode = 'text',
	coa = 'all',
	}

slmod.units_firing(firing_tbl) 		

end

 

 

 

Amazing. All the new features like declaring variables etc. works so nice! And I am a total god damn noob at coding!

 

Question: Is there a way to put units that are inside a zone into a table? If unit inside zone -> put into table?

 

Also - is there a way to run this straight from the mission editor? Or do I always have to have the MP client up and running for this?

[sIGPIC][/sIGPIC]

System specs:

2500k @ 4.6 GHz

8GB RAM

HD7950 OC'd

Win7 x64

 

Posting tracks to make your DCS better - attention bump incoming!

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Question: Is there a way to put units that are inside a zone into a table? If unit inside zone -> put into table?

 

With Slmod, no. However, I'm planning on having a little "fun" today by working on Mist (Mission Scripting Tools). It includes the function you are talking about. I donno when it will be ready to be released thoguh. First, I gotta get my DCS all caught up to current versions though... see my sig, I've been rather busy doing real life CRAP instead :(

 

Also - is there a way to run this straight from the mission editor? Or do I always have to have the MP client up and running for this?

 

Slmod only works in multiplayer. I won't cause any errors or anything in single player, it simply won't function.


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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Hi speed, two question:

 

1: is there a way to tell a group to compose the table on itself?

 

Example: a LOS function launched by TRIGGERED ACTION that take into account as table uniset1 the function's owner group name.

 

e.i.

 

Group name: BMP_Group_1

 

NOW: slmod.units_LOS({'[g]BMP_Group_1'}, 2, {'[blue]'}, 1, 3001, -1, 30, number checks, 5000 )

 

idea: slmod.units_LOS({'MySELF'}, 2, {'[blue]'}, 1, 3001, -1, 30, number checks, 5000 )

 

this way make possible to replicate LOS function of "seen someone hostile" by simply copy & paste the script into a group whitout having to care about possible name changes.

 

2. is there a way to discriminate between ground & air units in tables?

 

to be able to run 2 LOS function that take into account the approximate visibility range: one for air units (normal SLmod function using group name, to be able to make difference by sizes of planes) and another with a fixed limit of 5 km but only for ground troop, cause for someone at a 2 mt from the ground you can at most see at 5 km (orizon).

 

 

Thank you in advance :).

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Hi speed, two question:

 

1: is there a way to tell a group to compose the table on itself?

 

Example: a LOS function launched by TRIGGERED ACTION that take into account as table uniset1 the function's owner group name.

 

e.i.

 

Group name: BMP_Group_1

 

NOW: slmod.units_LOS({'[g]BMP_Group_1'}, 2, {'[blue]'}, 1, 3001, -1, 30, number checks, 5000 )

 

idea: slmod.units_LOS({'MySELF'}, 2, {'[blue]'}, 1, 3001, -1, 30, number checks, 5000 )

 

this way make possible to replicate LOS function of "seen someone hostile" by simply copy & paste the script into a group whitout having to care about possible name changes.

 

You are talking about scripts that are run as part of the RUN SCRIPT AI action? You want to have the script automatically know the group that it's run in? I'm afraid that this is not possible. I actually had thought that there was a way to do this, but I looked for the relevant variable and I could not find it.

 

It is not a bad idea though- maybe I could suggest it to the developer in charge of the scripting engine. The idea: there could be a local variable, named something like "currentGroup", that is only accessible to scripts run via a Run Script AI action, and it contains the group object that is running the script.

 

Edit: Actually, I think I know of a way to make Slmod implement something like this behavior, but it's probably best left to the devs.

 

2. is there a way to discriminate between ground & air units in tables?

 

to be able to run 2 LOS function that take into account the approximate visibility range: one for air units (normal SLmod function using group name, to be able to make difference by sizes of planes) and another with a fixed limit of 5 km but only for ground troop, cause for someone at a 2 mt from the ground you can at most see at 5 km (orizon).

 

 

Thank you in advance :).

 

Yes. See the new unit table shortcuts:

Prefixes:
"[-u]<unit name>" - subtract this unit if its in the table
"[g]<group name>" - add this group to the table
"[-g]<group name>" - subtract this group from the table
"[c]<country name>"  - add this country's units
"[-c]<country name>" - subtract this country's units if any are in the table

Stand-alone identifiers
"[all]" - add all units
"[-all]" - subtract all units (not very useful by itself)
"[blue]" - add all blue units
"[-blue]" - subtract all blue units
"[red]" - add all red coalition units
"[-red]" - subtract all red units

Compound Identifiers:
"[c][helicopter]<country name>"  - add all of this country's helicopters
"[-c][helicopter]<country name>" - subtract all of this country's helicopters
"[c][plane]<country name>"  - add all of this country's planes
"[-c][plane]<country name>" - subtract all of this country's planes
"[c][ship]<country name>"  - add all of this country's ships
"[-c][ship]<country name>" - subtract all of this country's ships
"[c][vehicle]<country name>"  - add all of this country's vehicles
"[-c][vehicle]<country name>" - subtract all of this country's vehicles

"[all][helicopter]" -  add all helicopters
"[-all][helicopter]" - subtract all helicopters
"[all][plane]" - add all  planes
"[-all][plane]" - subtract all planes
"[all][ship]" - add all ships
"[-all][ship]" - subtract all ships
"[all][vehicle]" - add all vehicles
"[-all][vehicle]" - subtract all vehicles

"[blue][helicopter]" -  add all blue coalition helicopters
"[-blue][helicopter]" - subtract all blue coalition helicopters
"[blue][plane]" - add all blue coalition planes
"[-blue][plane]" - subtract all blue coalition planes
"[blue][ship]" - add all blue coalition ships
"[-blue][ship]" - subtract all blue coalition ships
"[blue][vehicle]" - add all blue coalition vehicles
"[-blue][vehicle]" - subtract all blue coalition vehicles

"[red][helicopter]" -  add all red coalition helicopters
"[-red][helicopter]" - subtract all red coalition helicopters
"[red][plane]" - add all red coalition planes
"[-red][plane]" - subtract all red coalition planes
"[red][ship]" - add all red coalition ships
"[-red][ship]" - subtract all red coalition ships
"[red][vehicle]" - add all red coalition vehicles
"[-red][vehicle]" - subtract all red coalition vehicles


Country names to be used in [c] and [-c] short-cuts:
"Turkey" 
"Norway"
"The Netherlands"
"Spain"
"UK"
"Denmark"
"USA"
"Georgia"
"Germany"
"Belgium"
"Canada"
"France"
"Israel"
"Ukraine"
"Russia"
"South Osetia"
"Abkhazia"
"Italy"

 

BTW, ships don't work currently in Slmod due to a bug in the Export Lua environment, but they do get added to the unit tables.

 

So, for example, if you want to detect LOS on all blue coalition planes and helicopters to another unit named "EWR1", with 0 meters altitude offset on the aircraft and +8 meters altitude offset on the unit named "EWR1", out to a max radius of 175km, with 500 terrain checks, checking every 5 seconds, and setting flag 501 when LOS conditions are met, then run this script:

 

if slmod then
slmod.units_LOS{
	unitset1 = {'[blue][plane]', '[blue][helicopter]'},
	altoffset1 = 0,
	unitset2 = {'EWR1'},
	altoffset2 = 8,
	flag = 501,
	interval = 5,
	checks = 500,
	radius = 175000
}
else
trigger.action.outText('Game host, please install Slmod to make this mission work correctly!', 60)
end

 

Also, notice that I encapsulated the Slmod function call inside an if slmod then statement so that if the game host does not have Slmod installed, there is no Lua error generated, and he is prompted to install Slmod if he wants the mission to work :)


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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Oh cavolo, I missed the "category" shortcuts! Thank you very much Speed :).

 

PS:

 

funny, I actually have a group called "EWR1" in the scenery :p

 

PS2:

 

can you explain in other words what are the terrain checks exactly? every seconds the function perform 500 terrain checks, or the function perform one terrain check every 5 seconds till 500?

 

PS3:

 

I prefer to use the hold linear way to create function, due to the excel "autobuild" file... but it's interesting the ELSE action that you included.


Edited by chromium

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Eh Speed... I think I love you.

 

On a business related note- I'm wondering if bantables.lua can be created in advance using a similar format to what was used in servman? Is there another option? I have a list of ucids I'd like to input before these clowns have a chance to come in and crap all over everyone (again.)

 

Possible? (Disregard- found another way)

 

If someone knows how to edit (I don't)... could you help me out in Speed's absence? I banned myself for a bit to get the proper format. What I'm wondering is if I don't have a name (because the idiots change their names all the time)... can I ONLY enter the UCID... without a name and without an IP?

 

For example:

 

slmod_banned_ips =

{

["192.168.0.10"] = "Smacktard",

} -- end of slmod_banned_ips

 

slmod_banned_ucids =

{

["a1ab96ebde3cc89566022528f1454469"] = "Smacktard",

["a234544h4bhb3rfwffmi4n346jobn3ert9"],

["423kjh234kjh234klnj234lnjb234ljbn234"],

} -- end of slmod_banned_ucids


Edited by ENO

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

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Eh Speed... I think I love you.

 

On a business related note- I'm wondering if bantables.lua can be created in advance using a similar format to what was used in servman? Is there another option? I have a list of ucids I'd like to input before these clowns have a chance to come in and crap all over everyone (again.)

 

Possible?

 

Previously, there was a bug where UCIDs were not constant and would change. That was fixed around the beginning of November. There was a small format change in UCIDs as well- the "dcs" part at the beginning was removed, and now UCIDs are only a long string of hex digits. For those reasons, all your old ban tables by UCID are probably useless now. :cry: However, if Servman banned by IP, you can add those. Slmod bans by both IP and UCID.

 

The Slmod ban tables are stored in Saved Games/DCS/Slmod/BannedClients.lua, and look something like this:

slmod_banned_ips = 
{
["95.162.42.66"] = "Dbag",
["122.170.10.141"] = "Jerkwad",
       ["76.110.61.12"] = "Old banned IP from Servman",
       ["82.10.167.109"] = "Old banned IP from Servman",
} -- end of slmod_banned_ips


slmod_banned_ucids = 
{
["072c21f98f02aa91ac14efd583c6fff2"] = "Dbag",
["af701c68d3501b450124adf510529501"] = "Jerkwad",
} -- end of slmod_banned_ucids

 

In the above example, I "simulated" adding a bunch of banned IPs manually.

 

The name associated with each banned IP/UCID does not have to be unique, it's just to help you identify who is who, and also is used in the unban feature. If you are manually adding a UCID and/or IP, you can make the name for it be anything, but it MUST be a string (simplified explanation: string = set of characters inside quotes).

 

I would rather not have to support Servman compatibility on this- that could add a lot of extra code, and the old UCIDs are probably useless now anyway. While some people have a static IP for years, for other people, their IP is something that can change on a daily basis.


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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For example:

slmod_banned_ips = 
{
["192.168.0.10"] = "Smacktard",
} -- end of slmod_banned_ips

slmod_banned_ucids = 
{
["a1ab96ebde3cc89566022528f1454469"] = "Smacktard",
["a234544h4bhb3rfwffmi4n346jobn3ert9"],
["423kjh234kjh234klnj234lnjb234ljbn234"],
} -- end of slmod_banned_ucids

 

This will not work, each UCID and IP MUST have a name associated with it. In fact, the above is not correct Lua, and will cause a Lua error when it tries to load. Slmod will catch this error and try to give you an error message telling you what's wrong, but you might have to go to dcs.log to see it. Maybe I need to come up with a better way of displaying error messages.


Edited by Speed
  • Like 1

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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That's fine Speed- I was just using this as kind of a proposed example... not actually using that. I totally understand what you're saying about name associations and I can work with that!

 

Also the IPs... that's exactly the info I needed and thanks for the heads up about the user IDs... cleared up something I've been wondering about.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

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with your slmod.msg_LL - i can put out the coordination of a unit, and than i put it on my TAD in the A-10C and find the position, but this will not work for the aircrafts of FC3!

 

 

My idea/problem: i am an escort flight for a VIP, during the fly from A to B i need to intercept some enemy fighter - after destroyed the threat, i fly back to line up with the VIP aircraft. But how can i find back to my VIP transport aircraft in a F-15C or Su-27 with the "low tech NAV"? :music_whistling: (without using F10!)

 

I need some reference point for the transport flight (like the VIP give me his coordination in referring to Bullseye (which should be one of my waypoints).

 

An AWACS will not solve the problem, because it will give me only direction to Tanker, Homeplate and Enemy aircrafts!

 

Any ideas?

Playing: F-16C

Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof.

Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh

Ghost0815

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I don't know how, but maybe with the scripting engine you could be able to obtain a BRA reference of another object from yours.

 

I can imagine something like SLmod POS option that, once activated, turn on the flag "n". and after 5 seconds of flag "n" activation another trigger turn off the flag (so you will be able to ask again) and run a proper script that print on screen his BRA respect of bullseye or your plane.

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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with your slmod.msg_LL - i can put out the coordination of a unit, and than i put it on my TAD in the A-10C and find the position, but this will not work for the aircrafts of FC3!

 

 

My idea/problem: i am an escort flight for a VIP, during the fly from A to B i need to intercept some enemy fighter - after destroyed the threat, i fly back to line up with the VIP aircraft. But how can i find back to my VIP transport aircraft in a F-15C or Su-27 with the "low tech NAV"? :music_whistling: (without using F10!)

 

I need some reference point for the transport flight (like the VIP give me his coordination in referring to Bullseye (which should be one of my waypoints).

 

An AWACS will not solve the problem, because it will give me only direction to Tanker, Homeplate and Enemy aircrafts!

 

Any ideas?

 

With just Slmod, you could use the msg_LL or msg_MGRS functions in combination with the chat-based coordinate conversion utility. That's a bit of extra legwork on the part of the pilots, and chromium is right- there is a better way using the new scripting engine.

 

Unfortunately, somehow, in some recent update the trigger.action.outTextForCoalition function was broken, so you can only output for all. However, if you use Slmod (slmod.msg_out function) in combination with the scripting engine, you can work around the bug in the scripting engine and output the message for only one coalition:

 

 

do
--Script that sends a bullseye location of a unit to coalition.  Created by "Speed".

local unitName = 'C-17 #1'  -- change to the name of the unit

local coa = coalition.side.BLUE  -- change to coalition.side.RED if you want red coalition

local msg = 'Enfield1, this is Crystal Palace, the friendly transport is now at bullseye %s'   --change to the desired message, %s is where the bullseye coords will go.

local displayTime = 20     --time the message will be displayed

local metric = false  -- if metric == false, then bullseye distance is in nautical miles; change to true to put bullseye distance in kilometers.

-- change nothing below this line.
---------------------------------------------------------------

local unit = Unit.getByName(unitName)
if unit then

	local function round(num, idp)
		local mult = 10^(idp or 0)
		return math.floor(num * mult + 0.5) / mult
	end

	local function getNorthCorrection(point)  --gets the correction needed for true north, errases error from gnomonic projection.
		if not point.z then --Vec2; convert to Vec3
			point.z = point.y
			point.y = 0
		end
		local lat, lon = coord.LOtoLL(point)
		local north_posit = coord.LLtoLO(lat + 1, lon)
		return math.atan2(north_posit.z - point.z, north_posit.x - point.x)
	end

	local bull = coalition.getMainRefPoint(coa)
	local unitPos = unit:getPosition().p

	local heading = math.atan2(unitPos.z - bull.z, unitPos.x - bull.x)


	heading = heading + getNorthCorrection(unitPos)

	if heading < 0 then
		heading = heading + 2*math.pi  -- put heading in range of 0 to 2*pi
	end

	heading = round(heading, 0)

	local dist = ((unitPos.z - bull.z)^2 + (unitPos.x - bull.x)^2)^0.5

	if metric then
		dist = round(dist/1000, 0)
	else
		dist = round(dist/1853, 0)
	end

	local bullMsg = string.format(msg, heading .. ' for ' .. dist)

	local coaString
	if coa == coalition.side.BLUE then
		coaString = 'blue'
	elseif coa == coalition.side.RED then
		coaString = 'red'
	else
		coaString = 'all'
	end

	slmod.msg_out(bullMsg, displayTime, 'text', coaString)

end
end

 

The crap with coaString and the slmod function call are where trigger.action.outTextForCoalition would normally be if this were a pure scripting engine script.


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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Added new function

 

slmod.CA_chatmsg(text, coa)

 

Outputs chat message text to all battle commanders (and ONLY battle commanders!) on coalition coa.

 

I just got done playing a very fun Combined Arms Force-on-Force mission. We had 1 battle commander on red, 1 battle commander on blue (me) a blue A-10 pilot, and a blue Ka-50 pilot. It was amazing to actually battle against a thinking, unpredictable opponent.

 

Fog of War was enabled, but all red forces were hidden. Effectively, this gave the Red battle commander access to fog of war, but blue side did not have it. This way, friendly aircraft did not reveal all LOS targets on the map, killing immersion. To replace fog of war with something more immersive and fun, I ran line of sight scripts that output contact alerts to the blue battle commanders with the slmod.CA_chatmsg script. It worked great! Looking forward to more Combined Arms force-on-force battles :)

 

BTW, Slmod 6.2 is VERY close to release now. I just need to document some stuff... unfortunately, I have almost run out of time before I have to pack up the computer to complete my move :( I donno if I will be able to get it released in time.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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Added new function

 

...

Fog of War was enabled, but all red forces were hidden. Effectively, this gave the Red battle commander access to fog of war, but blue side did not have it. This way, friendly aircraft did not reveal all LOS targets on the map, killing immersion. To replace fog of war with something more immersive and fun, I ran line of sight scripts that output contact alerts to the blue battle commanders with the slmod.CA_chatmsg script. It worked great! Looking forward to more Combined Arms force-on-force battles :)

...

 

Very interesting, but how can the Red CA have access to his units, if they are hidden?

I am a little bit confusion, about your setup - did FoW not only show enemy in Line of Sight or/and with radar detection of your own units?

Playing: F-16C

Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof.

Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh

Ghost0815

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Very interesting, but how can the Red CA have access to his units, if they are hidden?

 

Battle Commander can now see all units on their own coalition, even if they are hidden. A vast change for the better.

 

show enemy in Line of Sight or/and with radar detection of your own units?

 

If fog of war only showed units that were being seen by ground units, I'd be fine with it. Unfortunately, it also shows all enemies line of sight and in range to my air units- even if those aircraft are piloted by humans who don't have a clue where the enemy units are! And the detection range is very long for air units too. In other words, it spoils the battlefield, showing me everything. I DON'T WANT THAT. It makes the game very boring.


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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Battle Commander can now see all units on their own coalition, even if they are hidden. A vast change for the better.

 

What? is this a sim feature or an SLmod implementation? it's beautiful!

 

PS: I agree with you. LOS ranges should be dependant by unit/vehicle/airframe type and moving/not moving status.. and customizable by the server and every client forced to use the custom server files. Maybe something to add to the ED World whislist :)


Edited by chromium

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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What? is this a sim feature or an SLmod implementation? it's beautiful!

It's a change I noticed with 1.2.2. I haven't seen it mentioned by the devs anywhere (have any of you? I've been out of the loop until recently), so I'm afraid to ask about it on the slight chance it's in fact a bug. Sometimes that actually happens- a bug gets introduced that looks like a feature and no one reports it :D If it is a bug, it's one bug I want to never be fixed! :)

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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so if you want play TvT with aircraft under human control on both side, you need to hide red and blue units?

 

slmod.unis_LOS function, never used is, i need to look deeper in your manual :music_whistling:

Playing: F-16C

Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof.

Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh

Ghost0815

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Check LOS, POS and PTL... and you'll discover a whole new world in this mission editing capabilities :)

 

(does this seems public relation activity? :s )

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Speed I have a force on force mission. Ill send it to you to check out. PM me if your interested.

 

When I get moved in to the new place, sure.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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Slmod Version 6.2 for DCS World

 

Changes from 6.1 (all that I can remember, at least):

 

- Added the Slmod Server Administration tools

Allows admins to kick, ban, add admins, pause the mission, reload the mission, change the pause-on-empty setting, load a different mission, etc. More details below.

 

- Added slmod.CA_chatmsg(text, coa)

Sends the string text as a chat message to ONLY the combined arms players on coalition coa. coa needs to be either "red" or "blue", but if you specify "all" or leave it blank, it will output the message to all combined arms players on both coalitions.

 

- Slmod settings are now configured in C:\Users\<Account Name>\Saved Games\DCS\Slmod\config.lua.

 

- Added new setting for Slmod: slmod_pause_when_empty.

If you set this setting to true in C:\Users\<Account Name>\Saved Games\DCS\Slmod\config.lua, then the server will pause when empty, and unpause when clients join, unless a server admin overrides it with the -admin pause override command.

 

Additional info on the Server Administration Tools:

 

 

These are the commands (entered through chat; not case sensitive):

 

"-admin" or "-admin help" If you are an admin, shows all the options on the admin menu and how to use them.

 

"-admin kick <player name>" Kicks a player.

 

"-admin ban <player name>" Bans a player by UCID and IP.

 

"-admin unban <player name>" Unbans a player.

 

"-admin add <player name>" Adds an admin (by UCID).

 

"-admin remove <player name>" Removes an admin.

 

"-admin pause" Pauses or unpauses the server.

 

"-admin restart" or "-admin reload" Reloads the current mission

 

"-admin load" Creates a new "menu" from which you can select and load a mission from a certain folder. This folder defaults to "C:\Users\<Account Name>\Saved Games\DCS\Slmod\Missions", but you can change this folder in the "C:\Users\<Account Name>\Saved Games\DCS\Slmod\config.lua" file.

------------------------------------------------------------------

If the server pause-when-empty option is enabled:

 

"-admin pause override" or "-admin override pause" Temporarily disables or re-enables the server pause-when-empty option.

----------------------------------------------------

If a string is specified for the slmod_admin_register_password option in the config.lua file:

 

"-reg" Your next chat message will be treated as a password entry (not shown to anyone else). If it matches the password specified for slmod_admin_register_password, then your UCID will be added to the list of server admins.

------------------------------------

 

The list of server administrators is maintained in C:\Users\<Account Name>\Saved Games\DCS\Slmod\ServerAdmins.lua.

 

The list of banned clients is maintained in C:\Users\<Account Name>\Saved Games\DCS\Slmod\BannedClients.lua.

 

You can specify a different folder for the admin tools to get missions from using the slmod_admin_tools_mission_folder option in the config.lua file.

 

 

 

IN GENERAL, PLEASE SEE THE C:\Users\<Account Name>\Saved Games\DCS\Slmod\config.lua FILE FOR ALL THE NEW CONFIG OPTIONS!

 

Installation instructions:

 

No Servman

0) Download and extract http://forums.eagle.ru/attachment.php?attachmentid=73791&stc=1&d=1353363525

 

1) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts", rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory.

 

2) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net", rename "server.lua" to "server_original.lua". Now, paste the "server.lua" file included with this mod into this directory.

 

CAUTION: MAKE SURE YOU DO NOT CONFUSE THE "server.lua" file LOCATED IN ./DCS World/Scripts WITH THE ONE LOCATED IN ./DCS World/Scripts/net!!

 

3) Paste the "Slmodv6_2" folder into "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net".

 

Servman 301

 

CAUTION: Servman 301 is a little buggy now as the code has not been updated or fixed in some time. Slmodv6.2 has also not been checked for Servman compatibility, but I see no reason why it won't work as well as previous versions did. The main issue is the old and unsupported Servman 301 code. Errors in Servman could potentially cause Slmod to malfunction too.

 

Installation Instructions:

0) Download and extract http://forums.eagle.ru/attachment.php?attachmentid=73792&stc=1&d=1353363525

 

1) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts", rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory.

 

2) In "C:\Program Files\Eagle Dynamics\DCS World\Scripts\Addons\ServMan3", rename "servman_server.lua" to "servman_server_original.lua". Now, paste the "servman_server.lua" file included with this mod into this directory.

 

3) Paste the "Slmodv6_2" folder into "C:\Program Files\Eagle Dynamics\DCS World\Scripts\net".

 

 

Re-installation after auto-update:

 

1) Open "C:\Program Files\Eagle Dynamics\DCS World".

 

2) Find and open the latest _backup.<number> folder.

 

3) Copy the "Scripts" folder. Go up one folder level and paste it into "C:\Program Files\Eagle Dynamics\DCS World". Say "yes" to all folder merges and file overwrites. Slmod does not modify any files that are subject to frequent change, so it's highly unlikely you will overwrite some necessary change that the auto-updater had made (however, following these instructions you will also re-install any other ./Scripts mods you had installed, and I cannot vouch for them).

(No Servman) Slmod Version 6.2.zip

(For Servman 301) Slmod Version 6.2.zip


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

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.

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