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Drexx

ED Closed Beta Testers Team
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About Drexx

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  1. HUGE +1 - this is the bane of DCS multiplayer right now, people having to much intel based off a select screen, where intel is everything
  2. @BIGNEWY@NineLine Is this reported yet to the devs (I don't want this one to get lost), its a CA breaker right now and my server relies on CA, I have lost 30% of my population being the most heavy user of CA in the multiplayer server list, basically, the units needs to follow the path the user sets and not veer off on its own, the game taking its own path is causing this. When I send in a path to the API tasking a group, it drives completely fine and runs the path, so its between the CA f10 menu set path waypoint code I believe (wish I could help you with it being a developer) Thanks (and
  3. I wish my server didn't say "mission ended" when you join it, its annoying (I don't use any part of the in game mission start/end system)
  4. Yep we spent 4-5 hours yesterday trying everything and figured it out, place a unit on the runway, then spawn there and take off, crash everytime, even in single player
  5. I have some more crash logs for you Big Newy, constantly crashes, essentially made DDCS a ghost server... I cant generate track files because it will degrade the server bigtime - if we make it crash on command we will pull off to the side and make a simple track file, just takes us lots of time to do I have 5 of my most dedicated server players trying to debug as we speak (because they cant play) - will update you if we find anything, we think it has something to do with auto ATC tasking while you drive around an airport, or on take off raising the gear up dcs.log-20210420-014031.z
  6. I cant develop DDCS on my network without it delisting my main DDCS server, its VERY frustrating, please please PLEASE base the server on IP:PORT together and NOT just the IP address....
  7. Please add spawning player units (units that a player can spawn in) to this, why - because what is the use of a FARP spawn if you cant spawn player units there too dynamically.
  8. @nineline are you planning to only support the most popular scripts, this leaves out people like me that built an amazing system that just isn't opensourced(for the time being) Just making sure we are focusing on the right things with this thread And if there is a vote, I vote to support the API better directly. All of these scripts use it, kill all the birds with 1 stone with better support of the DCS Lua dedicated API, and I do feel we use pretty much every single endpoint in that API. its all important
  9. We at DDCS have been coding with the Direct ED DCS API for a while (4 years now) now so here is the things I think we need (DDCS, MOOSE, MIST, and every other script out there does the same thing), I directly use the direct API to keep everything smooth, the less loaded in lua the quicker the engine runs, more resources for the server to do its normal things, here is a few things that we could leverage greatly to make this sim even better: 1. The more hooks you allow us to manipulate on the direct mission API side of things, the more interesting things we can do in the game engine for examp
  10. No rush, getting it done right is important(and stress does no one good), also thanks for your hard work!
  11. We am happy to include this carrier in the DDCS engine, the more assets we have the better the game can be! Thanks for listening to our feedback!
  12. How the Forrestal is implemented is how ED should have handled the Nimitz since the Nimitz is behind a paywall, I cannot use it on my public server(or forced to lose 50%+ of my player base or more), it's a real shame, Bravo Heat Blur!
  13. Yea, need the same unit:playername() system for CA units also on top of having an array for multicrew(but have the order always the same, for f-14 pilot [1], rio [2] (this is lua, no 0)), ddcs relies on knowing who is in each vehicle(imagine using f10 in a tank!), and wish it could be ucid based, we have many players with the same name and their records map on each other (I track everything by ucid)
  14. DDCS Update: 1. Admins now have gamemaster (can do their job better) 2. 2nd cockpit permission prompt now works 3. caught up on jtac/GCI requests, if you have something other than a green checkmark, see me (most likely I couldn't find your name) 4. discord has been cleaned up a bit 5. new French translated manual (if you want to do one in your language, you have my full permission!) Will be working on MrComms checker soon, you will need to be at least in discord to play here and your name matching you're in game name. This server values teamwork, lone wolfs are not the focus Buildin
  15. Found the issue: So-> in the main DCS World Directory: /Scripts/Hooks/multislot.lua The file sets hooks.onPlayerTryChangeSlot = onPlayerTryChangeSlot Then when my GameGUI script ALSO sets the onPlayerTryChangeSlot function (API dictates I can set this function), which overwrites the previous. Solution: change multislot.lua to use a different firing function, so it doesn't break anyone using the onPlayerTryChangeSlot function inside the hooks directory. Next DDCS restart will get permission prompts back (already tested it local instance and it works) I used the function onPla
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