rassy7 Posted January 29, 2014 Posted January 29, 2014 I'm reading enough about people attempting to fix errors caused to previously-functioning missions on account of the 1.2.7 release to inquire here. I myself noticed that group stop wasn't working at mission start anymore. I have three missions I was close to finishing when 1.2.7 came out - tested and operational. I have opened them and saved them in 1.2.7 but the testing took foreeeeever because of all the triggers I have in place. Before I jump in and try to test them all again, I was wondering if there is a compiled list somewhere, all in one place, of mission triggers and events and/or other parts of missions that seem to be no longer working and would make good starting points for testing/correcting 1.2.6 missions. They use A-10's, Hueys (with CTTS), ai ships and tankers, dynamic weather ... Where to begin? The State Military (MAG 13) [sIGPIC][/sIGPIC] SHEEP WE-01 AV-8B BuNo 164553 VMA-214 Col J. “Poe” Rasmussen http://www.statelyfe.com Specs: Gigabyte Z390 Pro Wifi; i9-9900K; EVGA 2080 Ti Black; 32GB Corsair Vengeance LPX DDR4; Samsung 970 EVO Series M.2 SSD; WIN10; ASUS VG248QE; CV-1 and Index Modules: A-10C; AV8B; CA; FC3; F-5; F-14; F-18; F-86; HAWK; L-39; P-51; UH1H; NTTR; Normandy; Persian Gulf
Speed Posted January 29, 2014 Posted January 29, 2014 Well, I know that the "start" action is not working for uncontrolled planes. :( That breaks a lot of missions. 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.
rassy7 Posted January 29, 2014 Author Posted January 29, 2014 Ahhh hah. That would be why my tankers are not launching on command. Ouch. Thanks for the update. That ine definitely is going to save me some time. It's why my tankers weren't launching but my other a/c spawned later were. The State Military (MAG 13) [sIGPIC][/sIGPIC] SHEEP WE-01 AV-8B BuNo 164553 VMA-214 Col J. “Poe” Rasmussen http://www.statelyfe.com Specs: Gigabyte Z390 Pro Wifi; i9-9900K; EVGA 2080 Ti Black; 32GB Corsair Vengeance LPX DDR4; Samsung 970 EVO Series M.2 SSD; WIN10; ASUS VG248QE; CV-1 and Index Modules: A-10C; AV8B; CA; FC3; F-5; F-14; F-18; F-86; HAWK; L-39; P-51; UH1H; NTTR; Normandy; Persian Gulf
Stonehouse Posted February 3, 2014 Posted February 3, 2014 Well, I know that the "start" action is not working for uncontrolled planes. :( That breaks a lot of missions. Two questions: I'm very much a beginner scripter but have built most of my missions around this as it's a method with a lot of pluses and not many minuses unless you have a large number of planes. Is there a work around or alternate method someone more knowledgeable could describe? I understand any sort of ETA for an official fix isn't available and why but can anyone associated with the dev team please give a "we are looking at it so soon" or "we've too many other things on the go so this will have to wait" type answer so we can make a judgement call on our end as to how much effort we put into retrofitting another method of dealing with the lack of a start action into our existing and new missions? Thanks, Stonehouse
Grimes Posted February 4, 2014 Posted February 4, 2014 Group activation still works. Just make sure "late activation" is checked and uncheck "uncontrolled" and then change the triggers to Group Activate instead of Push AI Task> Start. The only difference between the two is that group activation spawns the group in and the AI go about a tasking, the uncontrolled start has the AI already spawned in but waiting to be ordered to start their flight plan. Speed and I have re-iterated the importance of fixing the bug and we will continue to do so until it is resolved. Aside from that there isn't much we can do. 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
rassy7 Posted February 4, 2014 Author Posted February 4, 2014 Did what ya said, Grimes, and so far it's working fine. Thanks for working to expediting the fix, tho. Only problem is I have unfortunately, a couple fairly large groups of former "start" tasks that happen at the same time which is generating a decent lag spike, but as I said, that one is at least work-aroundable now, :-) The State Military (MAG 13) [sIGPIC][/sIGPIC] SHEEP WE-01 AV-8B BuNo 164553 VMA-214 Col J. “Poe” Rasmussen http://www.statelyfe.com Specs: Gigabyte Z390 Pro Wifi; i9-9900K; EVGA 2080 Ti Black; 32GB Corsair Vengeance LPX DDR4; Samsung 970 EVO Series M.2 SSD; WIN10; ASUS VG248QE; CV-1 and Index Modules: A-10C; AV8B; CA; FC3; F-5; F-14; F-18; F-86; HAWK; L-39; P-51; UH1H; NTTR; Normandy; Persian Gulf
Yurgon Posted February 4, 2014 Posted February 4, 2014 Speed and I have re-iterated the importance of fixing the bug and we will continue to do so until it is resolved. :thumbup:
Stonehouse Posted February 4, 2014 Posted February 4, 2014 Thanks Grimes! As always your fast responses and help with scripting info and knowledge are much appreciated. @rassy, yes the noticeable stutter in the mission when things spawn in was why I liked the start action plus since the start is triggered you get some free randomly animated sort of "statics" around bases. I guess the group activations will need to be spread out a bit timewise to minimise the impacts although that means several smaller spikes.
Ranger79 Posted February 4, 2014 Posted February 4, 2014 Group activation still works. Just make sure "late activation" is checked and uncheck "uncontrolled" and then change the triggers to Group Activate instead of Push AI Task> Start. The only difference between the two is that group activation spawns the group in and the AI go about a tasking, the uncontrolled start has the AI already spawned in but waiting to be ordered to start their flight plan. Speed and I have re-iterated the importance of fixing the bug and we will continue to do so until it is resolved. Aside from that there isn't much we can do. Thanks Grimes! [sIGPIC][/sIGPIC] Ranger79 OEF/OIF Veteran YouTube Channel Twitch Channel Mods, Missions, & Tutorials: Operation Piercing Fury Campaign Ranger79's Object Pack ISIS CrisIS Campaign Mission Editing Video Series
Grimes Posted February 4, 2014 Posted February 4, 2014 The slight pause is caused by having to load the 3d model and textures. Spawn in a flight of 4 A-10Cs when none are in the mission will cause a slight stutter, spawning another group of A-10Cs moments afterward and it will be difficult to notice a pause. 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
ENO Posted February 4, 2014 Posted February 4, 2014 Interesting... "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Stonehouse Posted February 4, 2014 Posted February 4, 2014 My memory may be playing tricks on me but I recall from IL2 days where the pause was quite pronounced that various people recommended putting the same aircraft and with the appropriate skin as the ones being spawned somewhere out of the way on ground map with no waypoints to minimise the pause because the 3d model and skin were already in game. It sounds like that same idea might give a benefit in DCS missions? Cheers, Stonehouse
rassy7 Posted February 4, 2014 Author Posted February 4, 2014 The slight pause is caused by having to load the 3d model and textures. Spawn in a flight of 4 A-10Cs when none are in the mission will cause a slight stutter, spawning another group of A-10Cs moments afterward and it will be difficult to notice a pause. Really? Interesting, thanks! I should be able to make adjustments with that in mind easily in the meantime. The State Military (MAG 13) [sIGPIC][/sIGPIC] SHEEP WE-01 AV-8B BuNo 164553 VMA-214 Col J. “Poe” Rasmussen http://www.statelyfe.com Specs: Gigabyte Z390 Pro Wifi; i9-9900K; EVGA 2080 Ti Black; 32GB Corsair Vengeance LPX DDR4; Samsung 970 EVO Series M.2 SSD; WIN10; ASUS VG248QE; CV-1 and Index Modules: A-10C; AV8B; CA; FC3; F-5; F-14; F-18; F-86; HAWK; L-39; P-51; UH1H; NTTR; Normandy; Persian Gulf
ED Team Raptor9 Posted February 5, 2014 ED Team Posted February 5, 2014 I've been making missions and training maps since DCS World became modular, so I've seen several instances in which updating to a new version has made using older mission files problematic. The best such example of this prior to the 1.2.7 update was when clients would see some wacky aircraft textures on aircraft. I forget what version it was (last summer), but the only solution I found was to start an entirely new mission file under the current Mission Editor (ME) and rebuild the mission from scratch. Fast forward to 1.2.7, and I'm faced with the same issue, this time with tankers and JTAC/FAC units. I tried deleting the tankers and the JTACs, saving the old mission as another version within the ME, and then manually re-adding the tankers and JTACs. However, no change. When I hopped in a Warthog, there weren't any tankers or JTAC options in the radio menu. So, to experiment, I created a brand new mission file, added a tanker, a Humvee with a FAC tasking, a few enemy BTRs 2km away, and hopped in a single A-10C slot. No issues with either the JTAC or the tanker, period. NOW TO MY SINGULAR QUESTION TO ANYONE WITH THE ANSWER... Is there anyway to import mission data from one mission file to a new one, without copying and pasting unit, after unit, after unit, and retyping all the triggers and misc data?? Thoughts?:helpsmilie: I posted this in the DCS World section, but wanted to see if any of you gentlemen have found solutions to trying to import mission data? Afterburners are for wussies...hang around the battlefield and dodge tracers like a man. DCS Rotor-Head
Grimes Posted February 6, 2014 Posted February 6, 2014 Provide mission files where this occurs and I'll investigate it. You shouldn't have to remake part of a mission to get stuff functional again. 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
ED Team Raptor9 Posted February 6, 2014 ED Team Posted February 6, 2014 Hey Grimes, thanks for the reply. Can you PM me an email address I can send the mission file to? Afterburners are for wussies...hang around the battlefield and dodge tracers like a man. DCS Rotor-Head
Grimes Posted February 6, 2014 Posted February 6, 2014 Just put em up on dropbox, google drive, or any other sharing site that you control the link to. 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
ED Team Raptor9 Posted February 6, 2014 ED Team Posted February 6, 2014 Roger, PM with link sent. Afterburners are for wussies...hang around the battlefield and dodge tracers like a man. DCS Rotor-Head
Grimes Posted February 6, 2014 Posted February 6, 2014 I can't help but wonder if the mission is simply overloading or severely screwing up the radio code in general. When I brought up the radio menu without editing the mission I couldn't access any submenu at all, nor did any AWACs, Tanker, or JTAC option appear. After deleting, and I'm not overestimating, 2470 units from the mission the radios worked again without issue. There is the possibility that a single unit or other object is simply causing an error of sorts preventing the radios from functioning. I have a little script that iterates through the mission file to get assorted stats, mostly unit and trigger count. Your mission is certainly the highest unit count I've seen in a mission, and while I am generally pushing for more stability in the 500 to 1500 unit range, I think 2000+ is a bit much... So it may be worth it to scale back if you can. { ["groundVehicles"] = 1485, ["clients"] = 97, ["ships"] = 12, ["helicopters"] = 68, ["totalUnits"] = 2479, ["totalTriggers"] = 637, ["totalGroups"] = 1384, ["fixedWingAircraft"] = 117, ["static"] = 797, } -- end of Mission Details 1 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
ED Team Raptor9 Posted February 6, 2014 ED Team Posted February 6, 2014 (edited) Oh I hear you. That mission file is a template that I use to generate individual missions. I just delete sections of the map I don't plan on using for any given mission I'm saving. I don't actually run any missions that large. Even when editing the overall mission file, a lot of units aren't activated, and those that are, ~98% have their AI switched off. But I never had any problems testing it before. Only after the 1.2.7 update I started having issues with tankers and JTACs. I figured after reading the changelog that the update might have messed with the mission file code in those two areas. I'll scale back the unit count for testing purposes and see if I can replicate your solution. But regardless, I appreciate the effort and the tips. Thanks. I have a little script that iterates through the mission file to get assorted stats, mostly unit and trigger count. Your mission is certainly the highest unit count I've seen in a mission, and while I am generally pushing for more stability in the 500 to 1500 unit range, I think 2000+ is a bit much To all, Grimes has decreed I hold the record for the largest mission file ever! Let it be written. :detective: Edited February 6, 2014 by Raptor9 Afterburners are for wussies...hang around the battlefield and dodge tracers like a man. DCS Rotor-Head
rassy7 Posted February 6, 2014 Author Posted February 6, 2014 To all, Grimes has decreed I hold the record for the largest mission file ever! Let it be written. :detective: WoW. That is impressive. 2000+ units? Bet they would have kicked up quite a dust cloud if ya let 'em all roll at once. The State Military (MAG 13) [sIGPIC][/sIGPIC] SHEEP WE-01 AV-8B BuNo 164553 VMA-214 Col J. “Poe” Rasmussen http://www.statelyfe.com Specs: Gigabyte Z390 Pro Wifi; i9-9900K; EVGA 2080 Ti Black; 32GB Corsair Vengeance LPX DDR4; Samsung 970 EVO Series M.2 SSD; WIN10; ASUS VG248QE; CV-1 and Index Modules: A-10C; AV8B; CA; FC3; F-5; F-14; F-18; F-86; HAWK; L-39; P-51; UH1H; NTTR; Normandy; Persian Gulf
ED Team Raptor9 Posted February 6, 2014 ED Team Posted February 6, 2014 WoW. That is impressive. 2000+ units? Bet they would have kicked up quite a dust cloud if ya let 'em all roll at once. Nah, it was 2000 units spread across the entire theater from Krymsk to Tbilisi, split up into red and blue side training areas, ranges, FARPS, randomized air incursions, random insurgents, etc. Like I said, lol, no one mission file would have all of that, just bits and pieces per mission. It just made it easier to generate missions rapidly after the other using the master mission file. Afterburners are for wussies...hang around the battlefield and dodge tracers like a man. DCS Rotor-Head
rassy7 Posted February 6, 2014 Author Posted February 6, 2014 Gotcha. I suppose I wanted it go be the full map, all-in-one. That would be pretty cool. The State Military (MAG 13) [sIGPIC][/sIGPIC] SHEEP WE-01 AV-8B BuNo 164553 VMA-214 Col J. “Poe” Rasmussen http://www.statelyfe.com Specs: Gigabyte Z390 Pro Wifi; i9-9900K; EVGA 2080 Ti Black; 32GB Corsair Vengeance LPX DDR4; Samsung 970 EVO Series M.2 SSD; WIN10; ASUS VG248QE; CV-1 and Index Modules: A-10C; AV8B; CA; FC3; F-5; F-14; F-18; F-86; HAWK; L-39; P-51; UH1H; NTTR; Normandy; Persian Gulf
ED Team Raptor9 Posted February 7, 2014 ED Team Posted February 7, 2014 (edited) Grimes, I seem to have found at least one of the problems. A Georgian 1L13 EWR Unit blocked the JTACs from appearing in the radio menu. I removed it, and the JTACs reappeared. I tried re-adding it, and even changed it to a Russian side 1L13. It appears that a Georgian 1L13 will mess with radios. Another guy also reported a similar problem: http://forums.eagle.ru/showthread.php?t=120350&highlight=ewr+radio EDIT: That darned EWR unit was also the reason why the KC-135 wasn't showing up in the menu. Swapped that unit out with a Georgian P-19 search radar, no issues.:thumbup: Edited February 7, 2014 by Raptor9 Solution found Afterburners are for wussies...hang around the battlefield and dodge tracers like a man. DCS Rotor-Head
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