ENO Posted December 20, 2013 Posted December 20, 2013 Any insight on compatibility with 1.2.7? I'm running the server dry right now to enhance the testing phase but I'm curious about whether or not MIST and SLMOD will merge? I've been enormously happy with SLMOD since it came out, as well as the support provided by Grimes (and of course Speed when he was around)... just wondering what to anticipate in the future. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Pman Posted December 20, 2013 Posted December 20, 2013 Maybe. I'm still debating how much I should maintain slmod vs modifying it with my own new features or modifying existing code to add new features. It is still all of Speed's work in my eyes and I am reluctant to modify it to much. I donno, maybe I oughta do a "slmod non official" similar to what is done with servman for any changes I make. To be honest though I think servman has more thorough admin controls than slmod does, specifically the "Sub administrator and squad login system" it has. Also slmod should still play nicely with servman if you follow the installation instructions from the first post. slmod started out life as an extension of the mission editor of sorts by giving access to the lua environment before it was formally a feature. It morphed into server admin controls when servman had been dormant for a long time, and only this year Speed had added stats/banning based on stats. Yeh its the things like the MOTD and mission restart timers that prevented me doing SLmod on the VA server. The sub admin commands make it easy for me to give admin roles to my server admins for when Rock or I are not around. As/when things are added to Slmod (or its successor) then I will happily move across, so if your going to implement the things I need Grimes then I'll happily pop it on the VA server Pete
ENO Posted December 20, 2013 Posted December 20, 2013 (edited) Maybe I'm missing a step but giving admin commands in SLMOD is, in many ways, easier than in Servman... The name and UCID is entered in the serveradmin.lua file, or -admin add (name / slot number) in chat from an already designated admin. They don't need to enter two levels of passwords to get access... they just have access. No longer need their services? Just remove them from the serveradmin.lua. Exclusions to autokick rules can be applied in the config.lua... Granted mission restart timers aren't available but that's an ME function that can happen in a single (time more) trigger... There's also a MOTD that is customizable... What am I missing? Edited December 20, 2013 by ENO "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
xcom Posted December 20, 2013 Posted December 20, 2013 I wish SLMod had mission rotation options. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
ENO Posted December 20, 2013 Posted December 20, 2013 If you give trusted regulars admin rights, technically you can do one better. Not trying to sell it- it's just... a really good program and it's been a staple of Firehouse and Hollo Pointe servers for most of our existance. We started with Servman... (well, firehouse did- back before HP started) and yes, granted- there were a few additional things you could do with it but since this latest version of SLMOD I'm seeing less and less disparity between the two. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Wrecking Crew Posted December 20, 2013 Posted December 20, 2013 I wish SLMod had mission rotation options. Hi xcom, With v126 I wanted more 'rotation' of the missions on the Hollo Pointe server. All of those missions have a Load Mission event at the end, so I set these events to load the next mission, in alphabetical order. There is typically a few minutes countdown with notices to let the clients know that the mission is about over. I'm not all that jazzed with the way the 'load next mission' works, there are times when I'd like the completed mission to re-load, to fly it again. What I plan to do is add in some Radio Items during the countdown phase that will give the players selections to load a different mission. I'll add in two or so choices. If no choice is selected then the same mission will reload. Any client in the game will be able to choose a next mission this way, you won't need to be an admin to switch a mission. But the Radio choices will only appear in the countdown phase. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
xcom Posted December 20, 2013 Posted December 20, 2013 Hey WC I also got rotation going on our server with the ME. Your idea with the radio is good and doable, problem is to do it for several missions is kind of a hassle, especially if you have a rotation of more than 10 missions. Also, most of the guys who come in won't really know what's this option about, even if you run a message out to all. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
Interceptor Posted December 23, 2013 Posted December 23, 2013 I wish SLMod had mission rotation options. http://spare-time-pilots.de/viewtopic.php?f=82&t=2507 There is an Autoloader (Random or Restart) Just copy the Scripts-Folder in your saved_games/dcs. Works only with SLmod! replace the server.lua and edit the line local loadVersion = '7_0'for the version you use on your server. or keep your old server.lua and add the line below the SLmod --AutoLoader dofile(lfs.writedir() .. 'Scripts/net/AutoLoader/AutoLoader.lua')Loads new Mission if Server is empty. AutoLoader.lua -->Einstellungen local autorotate = [b]true[/b] --<Einstellungentrue -> Random false -> MissionReload
xcom Posted December 23, 2013 Posted December 23, 2013 Very nice interceptor! I'm gonna try and use it. Just to clarify, how is the rotation triggered exactly? [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
Interceptor Posted December 23, 2013 Posted December 23, 2013 The last client disconnects, then the same or a randomly choosed mission is loaded. I use the SLmod-Clients-Value and the on_disconnect-Function as Trigger. The RandomMissions are read from the Missionsfolder that is set by slmod.config.admin_tools_mission_folder-Value.
xcom Posted December 23, 2013 Posted December 23, 2013 So once someone joins the script starts? Which means someone joins and quits and the mission would then change? Any chance to make a timer? [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
Interceptor Posted December 24, 2013 Posted December 24, 2013 Why a timer? How long should the timer be? 2 hours? Too short for missions with duration of 6 hours. 12 hours? Way too much for short Missions. If EVERYONE disconnects from server after mission is finished, then a new mission is loading. Started paused. You want to change the mission but there is no Admin?! No problem, communicate with the other pilots (the most of us are matured), all client disconnects, et voilà, new mission loads! Server is empty and you want to fly another mission? Join the server, let dcs load, disconnect, new mission is loading! No Admin needed! Thats my Opinion for "No Timer"
Grimes Posted December 24, 2013 Posted December 24, 2013 Maybe someday I'll find the time to figure out how to implement a mission rotation option I've wanted to have for a while now. Basically its organized by a bunch of subfolders on a per category basis. Something like generic mission types, coopCAS, coopCAP, coopFull, tvtCAP, tvtGameType, etc. Players vote on the type of mission they want and it is randomly picked within the winning category. Additionally I'd like having multiple versions of the same mission. Different time of day or weather would be the major difference, and if applicable different threats. Anyways, I've always wanted to just put those into the same folder and for players to vote on the core mission. Instead of having 4 of the variants of "On Station" listed, its just "On Station". And if its picked then 1 of the 4 variants will be randomly chosen. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Wrecking Crew Posted December 24, 2013 Posted December 24, 2013 I did implement the rotation scheme that I described above. In the new Paradise mission, there are triggers to determine if Red or Blue wins. These conditions start a five minute countdown to re-load, with appropriate messages every 60 seconds depending upon which side won. At the start of this countdown phase, two Add Radio Items are put up and another message is repeated in between the interval for the countdown messages. The Radio choices let any player choose one of two missions -- in alphabetical order they are the mission before the current one and the mission after, to keep it simple. If either of these missions are selected, then it will load after 60 seconds, and there is another Add Radio to cancel that action. If an alternate mission is not selected then the current mission will re-load. I don't want the 'change mission' option to be available until the mission is decided. This took 6 regular events to add this option. It will be a pita to maintain this when mission names change due to the way I manage my mission file versions. --- It would be nice to have a vote capability to switch missions with Slmod. But having a mission switching capability available to any one client at any time would cause problems IMO. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
mwd2 Posted January 30, 2014 Posted January 30, 2014 is SLMOD 7.0 still the last working version? Playing: DCS World Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815
Alex_Po Posted February 12, 2014 Posted February 12, 2014 Need help :( Why does not work slmod.mapobj_dead_in_zone? slmod map object.miz Thanks... Форум DCS Aviasibir Server Канал DCS Aviasibir Server в Telegram MSI P67A-C45 (B3) /Intel Core i5-2500K 3.3 (4.5) ГГц / SSD Plextor M5 Pro 128Gb / 32 Gb CORSAIR Vengeance / ASUS HD 7970 DirectCU II TOP 3Gb / БП Chieftec 750W // DELL U2410 / TrackIR 5 + TrackClip PRO / Saitek X-52Pro (мех-ка BRD-X) + педали BRD-M2 :joystick: :pilotfly:
St3v3f Posted February 12, 2014 Posted February 12, 2014 Need help :( Why does not work slmod.mapobj_dead_in_zone? [ATTACH]94289[/ATTACH] Thanks... Not having looked at your mission, but i would assume that it is part of the functionality that was broken with 1.2.5 But have a look at Mist: http://wiki.hoggit.us/view/Mission_Scripting_Tools_Documentation There's a getDeadMapObjsInZones function as well aka: Baron [sIGPIC][/sIGPIC]
TRITATUTTO Posted May 6, 2014 Posted May 6, 2014 SLmod is working with 1.2.8 ? i was using it with 1.2.7 , but now the clients remane on loading mission page and i can't enter in the lobby anymore ( where i choose the slots /planes). I have to reinstalled it? AMD Phenom II x4 945 3.0ghz 8G Ram Windows 7 64bit ATI Radeon HD 5700 1G
xcom Posted May 6, 2014 Posted May 6, 2014 It is working for us on 1.2.8. check that the server.lua and missionscripting.lua files are correct. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
chromium Posted June 3, 2014 Posted June 3, 2014 Hi, can you confirm that there is an error in the SlmodUtils.lua file? I have some error using function coded inside that file. (es. line 215) 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.
ENO Posted June 3, 2014 Posted June 3, 2014 Yeah- Ajax was mentioning there were quite a few SLMOD errors in one of my last reports too. Unfortunately he hasn't had a lot of time to dig into it... but it would be nice if someone could take a look and sort out what happened? "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
chromium Posted June 3, 2014 Posted June 3, 2014 (edited) I'm not that expertize, but I may try... Just looked into the utils of Slmod 6.3. The strange things are there also. I'm not understanding quite some things, i.e. my friend uses sucessfully some of those functions. I'm starting to think that there are not errors, but simply I can't understand what is going on... Edited June 4, 2014 by chromium 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.
Wrecking Crew Posted June 5, 2014 Posted June 5, 2014 Slmod v7 is the one I have for Hollo Pointe. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Blooze Posted June 5, 2014 Posted June 5, 2014 I have been having numerous missions malfunctioning since the last update. One in particular had problems with AI aircraft not triggering. Today I decided to try uninstalling and reinstalling slmod like we used to do before and the mission in question was working again as designed. I will test other missions soon but this was encouraging. Maybe we will have to go back to doing this with every update again. It sure can't hurt to try. [sIGPIC][/sIGPIC]
Grimes Posted June 13, 2014 Posted June 13, 2014 Sorry for being gone for a while. If anything with slmod is not functioning with 1.2.8+ as expected please make a post and I'll look into a fix for it. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
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