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Posted

FYI: when a C-130 lands at Gelendzhik runway 04 it leaves a piece in the very center of the runway which disappears after ~10 seconds. The C-130 will do a U-turn to the right and taxi half on the grass and take the long way around to park.

 

If I Deactivate the C-130 anywhere from 30 seconds to 5 minutes the Group Is Dead flag will be triggered when in fact the plane landed safely (it is a single-unit group).

 

I had set a flag when the C-130 lands so I simply used this same flag to prevent a 'Unit is dead' kind of message from inadvertently being displayed when the group/unit deactivates. Yeah its a bug but I easily coded around it.

 

 

Wrecking Crew

 

:gun_smilie:

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.

Posted

I had set a flag when the C-130 lands so I simply used this same flag to prevent a 'Unit is dead' kind of message from inadvertently being displayed when the group/unit deactivates. Yeah its a bug but I easily coded around it.

 

This is not a bug; deactivating a group permanently deletes that group from the game world. Why should it not trigger the unit/group is dead trigger condition? The group is no longer in existence, so of course it's dead.

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

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Posted (edited)

Hi, Speed,

IMHO Deactivation isn't Dead. I want to deactivate an aircraft group that has flown away to a base that is now out of the scope of the mission. I have a flag that is set if the group gets killed and it generates a "group killed" message to all. So the aircraft group lands safely, taxis and shuts down, a messages is sent to all that they landed safely and then I deactivate it and get this message that the aircraft were all destroyed by the enemy. That's just wrong. :wacko:

 

WC

Edited by Wrecking Crew

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.

Posted (edited)
Hi, Speed,

IMHO Deactivation isn't Dead. I want to deactivate an aircraft group that has flown away to a base that is now out of the scope of the mission. I have a flag that is set if the group gets killed and it generates a "group killed" message to all. So the aircraft group lands safely, taxis and shuts down, a messages is sent to all that they landed safely and then I deactivate it and get this message that the aircraft were all destroyed by the enemy. That's just wrong. :wacko:

 

WC

 

 

 

Well, you see, that's your opinion. I think considering the group dead because it no longer exists is perfectly natural. For ED to change it, that could require significant code changes on their part that could cause bugs in other parts of the program. And not only that- this change would break the logic of some people's missions. I've actually depended on deactivated groups being considered dead as part of my ME trigger logic before.

 

I want to deactivate an aircraft group that has flown away to a base that is now out of the scope of the mission. I have a flag that is set if the group gets killed and it generates a "group killed" message to all. So the aircraft group lands safely, taxis and shuts down, a messages is sent to all that they landed safely and then I deactivate it and get this message that the aircraft were all destroyed by the enemy. That's just wrong. :wacko:

 

WC

 

All you need to prevent this is a single flag that goes true when the group lands/is deactivated, that prevents the message from being played. I think you're already using this solution, right?

Edited by Speed

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

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Posted

Doctor McCoy, "He's Deactivated, Jim!"

 

Captain Kirk, "Do something, Bones!

 

Doctor McCoy, "Well, he's not Dead, Jim. I'll just make a Copy of him and Activate him again."

 

 

See it now, Speed?

 

Yes, it is IMO, and Yes, I coded around it.

 

And now I'm deactivating and (re)activating units in my new mission. :-) Just a different point of view, nothing we can't code for.

 

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.

Posted

Captain Kirk: "Bones, I might have..... contracted something from..... that green woman wemetonourawaymissiontotheta7"

 

Bones: "Damnit Jim I'm a doctor not a.... oh... yeah, sure, come by medbay"

 

 

heh, sorry, couldn't resist.

 

Sounds like you want 1 of 3 things, all of which would be nice to have in addition to how it currently works.

 

1. AI can despawn and respawn in the same location

 

2. AI can respawn at their initial position

 

3. AI can land, do whatever, and then take off again from the same airbase.

 

The sim will almost always have a feature that is lacking in one department or another, the best we can do is workaround it hoping it will get implemented into the next patch or major release.

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

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Posted (edited)
Doctor McCoy, "He's Deactivated, Jim!"

 

Captain Kirk, "Do something, Bones!

 

Doctor McCoy, "Well, he's not Dead, Jim. I'll just make a Copy of him and Activate him again."

 

 

See it now, Speed?

 

Yes, it is IMO, and Yes, I coded around it.

 

And now I'm deactivating and (re)activating units in my new mission. :-) Just a different point of view, nothing we can't code for.

 

WC

I'm not saying your point of view is wrong, I'm just saying it's wrong to consider this a bug, and not working correctly. It's not possible to reactivate deactivated units... they're gone. If you've found some way, I'd love to find out what it is, because that would basically allow endless respawning. Unfortunately, every single test I've ever made shows that once deactivated, groups are erased from existence, permanently. Sorta like they were victims of a Star Trek transporter failure :D

 

I do believe that the way that group dead is evaluated is by simply detecting the existence or non-existence of that group. A group that has been killed in battle also does not exist.

 

Which is why group dead goes true when that group is deactivated.

Edited by Speed

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

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Posted (edited)
Which is why group dead goes true when that group is deactivated.

 

Speed,

No problem. We can live with it.

 

I would have coded the sim with a logical distinction between Dead & Deactivated; basically I would not set the Dead attribute on Deactivation. I am not asking for it to be changed, even as illogical as it is. I am informing the community of how it works. :book:

 

WC

 

--- edit ---

I used to work for a software company as a customer support engineer. My customers would report erratic behavior and if I could repeat the issue then I'd enter a bug report to get it fixed. Can't tell you how many times the QC department came back with the *excuse* of "working as designed". Or if we fix this it will break old customer code. Sometimes it was understandable, but often these reasons were quite frustrating. At least we got the issues documented in the reporting database so others could see that they had been addressed. WC

Edited by Wrecking Crew
Working As Designed

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.

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