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TracerFacer

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  • Location
    Plano, TX
  • Interests
    Mission Designer - F99th.COM
  • Occupation
    IT
  1. This is ridiculous. I can't play more than 20-30 mins before the game decides my client is tainted. It's a different file every single time. Most of the time no repair needed, just restart the game, sometimes I'm forced to delete the offending file and repair. Why in the middle of the game is the freaking file tainted? You can't figure that out before I get in the air? You waste my time with this stupid checks!:mad::mad::mad::mad::mad::mad::mad::mad::mad::mad::mad::mad:
  2. This is also happening on Vegas map! 2.1 Very rarely can we complete a mission. The more people on it the faster it crashes. Got logs and dumps if ya want it. Exact same problem with exact same messages before it crashes.
  3. Also, does this have anything to do with the "Prepare Mission" option in the ME? I've never used that feature until I saw the moose vids. So started using it after that, but then last night noticed that my A10's would not reload their DSMS - after much pulling of hair, I took a look inside the .miz and noticed all these extra folders that I'd never seen in a mission file before. I removed them and fixed the problem with the A10's Am I saving the mission correctly? What exactly is "Prepare Mission" doing?
  4. I'm struggling to get the Tasking system working consistently and correctly. When I play the game locally, all of the missions and their tasks show up on both sides like I expect, either SP or MP it's fine when I am the server and the client. But when I load it on the remote server, the Command Center menu is empty. All other aspects of moose are working fine. GCICAP etc. Just the F10 Command Center menu's are empty. No missions / tasks listed. It wasn't always like this. It started happening when I tried to add the red side tasks. I turned all that off but now can't even get the blue side to cooperate when the mission is remote. Attached are mission, moose lua, and images of what I'm seeing in the F10 menu. :dunno: CaptureOfPahrump.zip F99TH-CAPTURE OF PAHRUM2.miz
  5. responded to your PM, but thought i would here to. Yes, I was using that method. Soon as I commented that out - the mission stopped crashing!
  6. sorry to report that after removing all the statics - I get the exact same crash. Seems like when the F10 menu is updating during the task creation process. (guess from the logs) dcsMooseCrashVegas.zip
  7. Seems to only happen in Vegas. Used example script and made a mission with correct contents and it crashes.
  8. Hello again. I've been trying to use the A2G Tasking and a few seconds after the units are detected, DCS crashes. A2A works quite nicely. I updated to the latest version of moose today. Mission is attached. Interesting bits of log below. Can attach full log if needed. :book: F99TH-CAPTURE OF PAHRUM2.miz
  9. Sweet, thx for the confirmation of the mechanics. This will work perfectly for my scenario.
  10. That was going to be the next thing I try FC. Thank you. I did have a few question about the ai balancer though. My missions tend to have a lot of slots. 20+ on each side in some cases. Having 40 AI take off at the beginning trends to have them all clumped together. I found a way to limit how many are active at any giving time and how often they take off, so was able to get the balance right in that regard. Question: if I have 40 slots, but used an initlimit() on the spawn object.. To say 10 (so only 10 active AI at time) when players join slots will the number of AI be reduced? Or will all slots have to be full before AI slots are reduced? Or put another way. Server has 40 slots, If there are 10 blue AI flying around, and a player joins blue, will I have 11 aircraft in the air? Or will one ai go home / be disabled? What I would really like to do to balance a mission with AI is Instead of the entire server launching every plane.. That it works one for one. I. E Player joins blue. Red AI is spawned. Player joins red. Blue AI is spawned. 1 player on each side, No AI is spawned. 5 players on blue, 5 AI on red. Etc
  11. I've been trying to use the AI Balancer all day today.. I am able to get both sides to spawn, and both sides fly to their assigned patrol zones, and then they ignore anything and everything around them. Other AI, other players, etc. The opposing patrol zones overlap each other so I expected a huge air battle.. but instead they just all fly around not doing anything. Landing and respawning works and they continually populate the air space. They just don't attack. I'm a little confused by the example code for AIB-002 It seems within the function the intellisense breaks down and no longer gives hints as to what options are available for a given object. function RU_AI_Balancer:OnAfterSpawned( SetGroup, From, Event, To, AIGroup ) local PatrolZoneGroup = GROUP:FindByName( "PatrolZone" ) local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup ) PatrolZones[AIGroup] = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 400, 600 ) PatrolZones[AIGroup]:ManageFuel( 0.2, 60 ) PatrolZones[AIGroup]:SetControllable( AIGroup ) PatrolZones[AIGroup]:__Start( 5 ) end The PatrolZones[AIGroup] doesn't give hints as to options that can be set. I thought by adding a :SetEngageZone(PatrolZone) would help but it logs as a nil value. Any tip as to what I'm doing wrong? :helpsmilie:
  12. Hi, there, my first post in this thread. I'm new to moose and I'm trying to do something that I thought would be simple. I have 6 targets (static objects) that I would like to add to an a2g tasking mission. Do static objects work with the tasking system? I don't want to use dynamic tasking. These are are the main mission objectives. I can add them to the scoring system, but I'm unclear how to get them (the static objects) added to a predefined a2g mission within moose. If that makes sense? Having lots of fun learning this and appreciate all the docs/vids that have been made. Thx for reading. -tf
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