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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign


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I would like to say that this is what dcs badly needed.. Iwas waiting for something like this since i started flying falcon bms... This should really be that one reason for me to switch to dcs again.. Superb work

 

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Hi shdwp,

 

A bummer about the MP needing a re-design. The whole debrief.log from various clients, as tested from someone earlier, seems to indeed point there is some issue with that file if the host uses it directly. I'm certain you have a system in mind which may work, which is beyond my knowledge of how the game operates!

 

I have a quick note: digging through your pre-generated missions, I noticed that when one the CAP flights (3 x F15C) is escorting me (1 X A10C), you are putting their Radio on Silence-On on the Waypoint Advanced Actions. For any other planes, you are putting Silence-Off. Is this intentional? Reason I am asking is because I am not sure if that would prevent me from taking control of them to ask them to push ahead to secure the site before I get there, etc. Just asking from a mission perspective.

 

Thanks again for your hard, and awesome, work in this. Even in it's current form, this is amazing. :)

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Thank you for a great work and a few comments

 

First of all, I must thank you for this great work. This is exactly what I have been wanted almost for more than 10 years, and I am sure that many other people too.

 

I installed your Liberation Dynamic Campaign last Saturday and I found it really exciting and enjoyable. You just made my home pilot weekends much more fun and valuable!

 

As an experienced python (server) programmer myself, I like to suggest a few things. I know most of these is already in your TODO list, but I am so excited and could not help it ^^;

 

 

1. Short Term Improvements

 

1) Highlighting selected base:

When clicking on one of my bases, it would be helpful if the selected base is highlighted (like changing color or draw some box around it). Also, showing what base is selected on the right side of screen (buy/sell screen) may also helps.

 

2) Implementation of a config file:

I agree that using pywin32api is NOT an option. But since many of users will use windows PC as their platform, maybe using INI file as a config file would be a good option and it's fairly cross-platform solution, since python already has an INI file parser.

Windows specific variables like "%userprofile%" wont work inside python, so this would make some significant hassle. But this maybe a good way which a user can customize locations of various folders and other options easier. I plan to try various workarounds in my free time.

 

 

2. Mid Term Improvements

 

1) A dedicated launcher:

A python friendly launcher that can handle all the housekeeping regarding user and platform specific configurations, In conjunction with 1.-2).

 

2) An Official TODO List or Project Plan/Milestone

You can always receive good suggestions from end users, but I think maintaining and sharing a TODO List from developer's point of view would be a good way to manage a productive community dedicated into the project. (Possibly a dedicated Github wiki page?)

 

 

3. (Very) Long Term Improvements

 

1) Implementing a database engine:

At an early stage a log file should be enough (and better for debugging) and maybe it will enough for the whole project lifetime. But something simple and embedded like sqlite can be helpful along the way.

 

2) Switching to web-based UX

Maybe never needed and I really dont know well about running a dedicated DCS Multiplayer server. But if a dedicated MP server exists, maybe users want to remotely manage the application outside of the server box.

 

Again, thank you for the great dynamic campaign engine and I believe this should be THE dynamic campaign for DCS. I hope all of us can help making this project better!

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Any plans for an external waypoint editor / load out selection etc.? Seems like much of it would be possible. Similar to the old Weapons Delivery Planner for BMS. Would be nice to set up packages and ATO's

 

Would be nice to beak as much free from the ME as possible and keep it all externally for mission planning and setup.

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2) Implementation of a config file:

I agree that using pywin32api is NOT an option. But since many of users will use windows PC as their platform, maybe using INI file as a config file would be a good option and it's fairly cross-platform solution, since python already has an INI file parser.

Windows specific variables like "%userprofile%" wont work inside python, so this would make some significant hassle. But this maybe a good way which a user can customize locations of various folders and other options easier. I plan to try various workarounds in my free time.

 

 

I wrote a sample python script for config management. Hope this helps!

check_user_config.zip

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So I made a mistake on one of my missions and forgot to assign a client slot... so I just let the AI do it's thing... I watched as my KA50 flew right into the engagement range of the ground targets without ever shooting at them, it took damage then wobbled back to base. The rest of my strike package didn't engage, just went back home and landed.

 

 

I suspect this is more an issue with ED's AI programming than this campaign though?

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So I made a mistake on one of my missions and forgot to assign a client slot...

Exit mission, don't save log, load in mission Editor, edit Client slot to flight leader, replay.

Specs:

 

System: Asus Z170-E, I7 6700K, 16GB DDR4, Asus GTX1070 8GB, 1TB M2 SSD + 2x 250GB SSD,TrackIR, TM Warthog, Saitek Rudder

Modules: A-10C, KA-50, Mi-8, UH-1H, FC3, F5E, M2000, AJS37, AV8b, F18C

 

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it's a cool idea and has promise OP. my only gripes are:

 

 

ATM it needs to wait for everyone to go to the marshalling point, but some of the steerpoints it will generate as marshaling points are too high for helicopters to go to (or, they didn't spawn at least making it impossible to progress) making a "force mission start" option might be good. in addition to this, marshaling points often have little relation to ultimate target steerpoints. in a mission i flew earlier it sent me 20-30nm east from my base (soganlug) then i flew nearly 100nm west to my target (kutaisi) if it could somehow evaluate distance to target and then place them between T/O location and target that would be maybe better.

Those 1 and 2 waypoints are actually on the opposite direction of the attack, since often the objective is too close to have that buffer between the base and activation zone. It's not required to actually reach those, cause when friendly units leave the base, all AI will proceed with waypoint 3. This is actually described in the manual, and I don't really have any other ideas on how this would work differently (there's a number of issues with alternative implementations and currently this one works best).

 

also naval missions seem broken. i launched 2 hornets (me & buddy in MP) earlier and despite following waypoints 1 --> 2 several times nothing spawned and the map was empty besides us. mission type was "intercept" i believe.

It looks like missions where you start from the carrier are generated with invalid triggers and ultimately bugged. Will fix.

 

also if you could allow the ability to buy naval escorts, having a single unescorted CVN seems odd and also makes the group vulnerable (depending on how red AI handles it) theoretically it could be sunk by a handful of mig-15s as carrier air defenses are relatively tame IIRC.

 

 

also if you could have it handle tankers that can be based at certain airbases that would be neat.

That is something that is already on the TODO list. As you can probably tell, there are lot of missions that could use an gameplay improvement :)

 

and if missions could be grouped. granted, i don't know if i want the whole theater flying around in one mission (though it would be neat) but having a bunch of "grouped" missions that can be simultaneously written into a .miz file would be nice. as it is, often some of my buddies won't be able to fly what they wanted in particular because the mission doesn't call for it.

 

While this is a cool idea on paper I doubt that would bring much so I'm afraid it wouldn't ever be implemented

 

Alright, I think I found the issue for why Carrier missions are not spawning the enemy aircraft (I am using 1.12).

 

The "Push trigger" for carrier ops is using the "ALL OF COALITION OUT OF ZONE" Condition. This is not a suitable trigger considering that the carrier itself is part of the Blue coalition and will never end up leaving the push zone. This means the flag 1 value is never set properly, so the enemy doesn't spawn.

 

In the meantime, I'm manually setting the condition for the push trigger to "PART OF GROUP OUT OF ZONE" and selecting the player group.

Thank you for the report, it looks like it. Will fix.

 

Hi all... How to quickly add f18 to do cas, bombing and more ground pounding ( from) carrier?

 

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Currently unit task only matters for Attack operations, and for loadouts. You should simply scramble F/A-18 for CAS mission, rearm at the airport and proceed with mission.

 

Hi shdwp,

First it looks like there is one loadout available. In all three missions, including CAP, I was armed with two Fab500 bombs, rocket pods and two R73's.

The weather gave me clouds on the ground which obscured the ground targets. I ended up blind dropping the bombs on the marker. I do like how you represent the frontline though. I also noticed through the external camera that all the targets where clustered on one spot. One Mk84 could take out the whole group.

That's on TODO. Generally making the CAS missions more interesting.

 

Not sure if this the following is ED's problem but taking off on the CAS mission, two Mig15's and myself in Mig29 we took off from oppisite ends.

IIRC AI will select the runway and direction by itself. I don't explicitly specify it.

 

Further I noticed that the price for the Su25A and T are the same. I should say that the T version should be more expensive then the A version considering the planes capabilities.

Will bump the price I guess.

 

Hello and thank you, just a question, how to start with the red AB in Iran and not to the Emirates by being in the red coalition? Thank you

That's something that could only be done by changing the python files. You could look into "theater/persiangulf.py" file.

 

Hi shdwp,

 

A bummer about the MP needing a re-design. The whole debrief.log from various clients, as tested from someone earlier, seems to indeed point there is some issue with that file if the host uses it directly. I'm certain you have a system in mind which may work, which is beyond my knowledge of how the game operates!

 

I have a quick note: digging through your pre-generated missions, I noticed that when one the CAP flights (3 x F15C) is escorting me (1 X A10C), you are putting their Radio on Silence-On on the Waypoint Advanced Actions. For any other planes, you are putting Silence-Off. Is this intentional? Reason I am asking is because I am not sure if that would prevent me from taking control of them to ask them to push ahead to secure the site before I get there, etc. Just asking from a mission perspective.

 

Thanks again for your hard, and awesome, work in this. Even in it's current form, this is amazing. :)

Sometimes AI bugs out and starts spamming waypoint change messages, so I silence them for this period. You should wait for the chat message about "task force is in the air", after that everyone will unsilience and proceed to waypoint 3.

 

1) Highlighting selected base:

When clicking on one of my bases, it would be helpful if the selected base is highlighted (like changing color or draw some box around it). Also, showing what base is selected on the right side of screen (buy/sell screen) may also helps.

Yeah, that probably should be done. Thanks for the suggestion.

 

2) Implementation of a config file:

I agree that using pywin32api is NOT an option. But since many of users will use windows PC as their platform, maybe using INI file as a config file would be a good option and it's fairly cross-platform solution, since python already has an INI file parser.

Windows specific variables like "%userprofile%" wont work inside python, so this would make some significant hassle. But this maybe a good way which a user can customize locations of various folders and other options easier. I plan to try various workarounds in my free time.

The "start.bat" already works like one. Ability to select the folders by GUI is also in the TODO (since I haven't found a reliable way to get the path even from the bat, not in all cases).

 

A python friendly launcher that can handle all the housekeeping regarding user and platform specific configurations, In conjunction with 1.-2).

As an alternative for the previous solution this could also go. Thanks for the suggestion.

 

2) An Official TODO List or Project Plan/Milestone

You can always receive good suggestions from end users, but I think maintaining and sharing a TODO List from developer's point of view would be a good way to manage a productive community dedicated into the project. (Possibly a dedicated Github wiki page?)

I don't think the project is in that state yet, to be honest. It's still miles away from anything consumable, so this would only come later (if it ever will).

 

1) Implementing a database engine:

At an early stage a log file should be enough (and better for debugging) and maybe it will enough for the whole project lifetime. But something simple and embedded like sqlite can be helpful along the way.

At one point that would need to be implemented sadly, as pickle will bring too many issues regarding versioning.

 

2) Switching to web-based UX

Maybe never needed and I really dont know well about running a dedicated DCS Multiplayer server. But if a dedicated MP server exists, maybe users want to remotely manage the application outside of the server box.

I think at the scale of this campaign a groups of only a handful of players would play it in coop, without any kind of establishment community of anything like that.

 

Any plans for an external waypoint editor / load out selection etc.? Seems like much of it would be possible. Similar to the old Weapons Delivery Planner for BMS. Would be nice to set up packages and ATO's

 

Would be nice to beak as much free from the ME as possible and keep it all externally for mission planning and setup.

Load out selection (and spending money on it) was planned at some point, but now in TODO. I doubt that waypoint editor will ever come to the fruition.

 

So I made a mistake on one of my missions and forgot to assign a client slot... so I just let the AI do it's thing... I watched as my KA50 flew right into the engagement range of the ground targets without ever shooting at them, it took damage then wobbled back to base. The rest of my strike package didn't engage, just went back home and landed.

 

 

I suspect this is more an issue with ED's AI programming than this campaign though?

CAS AI should do the job just fine, I haven't checked the Ka50 since it was added mostly for a single operation that would only involve the player.

 

my Question: If i Choose A10C for Attack Mission or CAS, and bring in a few Cap Planes, do they do what They are supposed to (protect my A10C Flight) or just fly WP and RTB.

 

do i have to place Client Slot in Cap too and start them first on my own, and after clearing Airspace, Respawn in A10C (AltGr+J) and fly my mission?

No, you simply scramble them and they would escort the CAS up until the point of them noticing bandits. After initial engagement they would circle around the objective for some time and only then RTB.

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Currently about the status of it all: MP is a priority (as well as some bugs like naval interceptions), but I have a rough week on the job so I won't be able to work on that for a couple of days.

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shd, are multi-base attacks planned at all? IE attack is launched on kutaisi from multiple bases taking forces from each?

 

 

as currently implemented distributing your forces (as done in real life) is mostly pointless as really what counts is having a numerous force at the base that launches the attack.

 

 

also, it means that as soon as a base falls behind the "front line" all of it's attendant aircraft (sometimes like half a sq. or more) are useless (unless i am wrong about this)

 

 

 

really if i buy half a sq. or hornets at al dhafra, they should easily be able to participate in the whole campaign as no DCS theater is really that big. even without tanker support F-15/18 can easily fly CAP over the vast majority of the theater.

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Currently about the status of it all: MP is a priority (as well as some bugs like naval interceptions), but I have a rough week on the job so I won't be able to work on that for a couple of days.

 

aww! I understand life gets in the way though. I've been checking this almost daily.

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Hey man, this is awesome.

 

I think that helicopters may spawn too close to each other or have some other parameters messed up. I should have pulled some logs to be more helpful, but if you want to try and re-create: I committed 4 KA-50's to my last mission. Two of them were so close on spawn that they almost immediately collided in mid-air (quick mission) and died.

 

I spawned 4 or 5 KA-50's on another mission, with myself in one of them, and every time I loaded the game my helicopter went immediately and super hard nose up (despite input) and seemed to spawn nose-up for some reason. Unrecoverable. I fixed this one by editing the mission file so that I spawned lower and slower and it worked just fine.

 

Random edge cases that I ran into:

 

For anyone having issues running the batch file: the python 3.6 interpreter (python.exe) does need to be listed in the windows PATH environment variable.

 

For anyone having issues starting missions: Your saved games folder needs to be in the default location with the usual DCS folders. [i had mine on a separate drive and just restored it to default.]

Member of TAW-North America.

Practices Thursdays at 2045 Eastern. Missions Sundays at 1945 Eastern.

F/A-18C | A-10C | AV-8B | M2000C | Huey | KA-50

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shd, are multi-base attacks planned at all? IE attack is launched on kutaisi from multiple bases taking forces from each?

 

Not in the way they are implemented now. I was thinking more of a mission that would let you patrol the entire frontline and pick out the targets there (or something like that).

 

as currently implemented distributing your forces (as done in real life) is mostly pointless as really what counts is having a numerous force at the base that launches the attack.

 

also, it means that as soon as a base falls behind the "front line" all of it's attendant aircraft (sometimes like half a sq. or more) are useless (unless i am wrong about this)

 

really if i buy half a sq. or hornets at al dhafra, they should easily be able to participate in the whole campaign as no DCS theater is really that big. even without tanker support F-15/18 can easily fly CAP over the vast majority of the theater.

Yeah, there's a logical problem with that. As a solution for the time being - you could sell most of the aircraft behind the lines and re-purchase it where it's needed. There's an idea for later to add enemy attacks on behind the lines bases (similarly to how carrier ops work now for the player) so that there'd be a reason to keep the bases stocked.

 

I think that helicopters may spawn too close to each other or have some other parameters messed up. I should have pulled some logs to be more helpful, but if you want to try and re-create: I committed 4 KA-50's to my last mission. Two of them were so close on spawn that they almost immediately collided in mid-air (quick mission) and died.

 

I spawned 4 or 5 KA-50's on another mission, with myself in one of them, and every time I loaded the game my helicopter went immediately and super hard nose up (despite input) and seemed to spawn nose-up for some reason. Unrecoverable. I fixed this one by editing the mission file so that I spawned lower and slower and it worked just fine.

It does look like the speed was too high. I've just adjusted it in the recent (1.13) build.

 

Random edge cases that I ran into:

 

For anyone having issues running the batch file: the python 3.6 interpreter (python.exe) does need to be listed in the windows PATH environment variable.

Shouldn't this be included as a standard installation options? I've checked that on the machines w/o any python installation and it worked just fine if you use standard installation options. Also it uses the py.exe launcher (which comes with installation) instead of default python.exe.

 

For anyone having issues starting missions: Your saved games folder needs to be in the default location with the usual DCS folders. [i had mine on a separate drive and just restored it to default.]

There's a few problems with that also. Currently it would use %UserDirectory%, which will specify the drive, if whole user directory has been moved. Although this will not work if only Documents were moved. In the meantime it could be fixed by editing the start.bat file.

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Okay, so regarding the multiplayer:

 

I managed to get it working. Necessary fixes are in this build: https://github.com/shdwp/dcs_liberation/releases/tag/1.13_rc1

 

However, the process is a bit tedious:

 

1. You have to play a mission as normally

2. After operation objective has been completed, host has to reload the mission file (Change slot - Change mission - select mission and hit Ok)

3. Only then DCS will correctly save the `debrief.log` and it could be moved from `Logs` to `liberation_debriefings`

4. At this point campaign should pick up the changes and display mission results

 

Changing the mission is the only way I've found that would actually flush the `debrief.log`, in all other cases (if you simply move the file, shut down the server, change the slot) `debrief.log` will be empty. You can check whether it's valid or not if you open it up and see whether there's events in the `events = {` section. If there's only a single one "mission start" - that means that DCS haven't flushed the changes and server should reload the mission.

 

Could somebody try this to confirm that its working, and whether it does for multiple clients?

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Okay, so regarding the multiplayer:

 

I managed to get it working. Necessary fixes are in this build: https://github.com/shdwp/dcs_liberation/releases/tag/1.13_rc1

 

However, the process is a bit tedious:

 

1. You have to play a mission as normally

2. After operation objective has been completed, host has to reload the mission file (Change slot - Change mission - select mission and hit Ok)

3. Only then DCS will correctly save the `debrief.log` and it could be moved from `Logs` to `liberation_debriefings`

4. At this point campaign should pick up the changes and display mission results

 

Changing the mission is the only way I've found that would actually flush the `debrief.log`, in all other cases (if you simply move the file, shut down the server, change the slot) `debrief.log` will be empty. You can check whether it's valid or not if you open it up and see whether there's events in the `events = {` section. If there's only a single one "mission start" - that means that DCS haven't flushed the changes and server should reload the mission.

 

Could somebody try this to confirm that its working, and whether it does for multiple clients?

 

Okay, so Krag6 and I have been testing.

Very strange results...

 

Situation 1: attack mission. units: 2x AV-8B player controlled, both of them. 4x abrams.

Server starts unpaused.

Result: Neither push nor activate trigger happen, map is completely devoid of all units except the 2 harriers that we occupy. Debrief not accepted by python program.

 

Situation 2: attack mission. units: 2x AV-8B player controlled, both of them. 4x abrams.

Server starts PAUSED.

Result: push trigger activates, we receive message but the activate trigger does not happen, map is completely devoid of all units except the 2 harriers that we occupy. Debrief not accepted by python program.

 

Situation 3: attack mission. units: 2x AV-8B player controlled, both of them. 2x mirage computer controlled. 4x abrams.

Server starts Paused.

Result: push and activate trigger happens, mission goes on as planned, enemies show up and all however debrief is still not accepted by the program.

 

Situation 4: we ran the same mission that worked, only no player controlled units we just observed the AI. It didn't take the debrief that time either. It would seem that multiplayer is still broken.

 

On a side note, if you'd like to chat with us directly on discord so we could help you, we'd be happy to. Shoot myself or Krag6 a PM.


Edited by Shein
Grammar
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Okay, so Krag6 and I have been testing.

Very strange results...

 

Situation 1: attack mission. units: 2x AV-8B player controlled, both of them. 4x abrams.

Server starts unpaused.

Result: Neither push nor activate trigger happen, map is completely devoid of all units except the 2 harriers that we occupy. Debrief not accepted by python program.

 

Situation 2: attack mission. units: 2x AV-8B player controlled, both of them. 4x abrams.

Server starts PAUSED.

Result: push trigger activates, we receive message but the activate trigger does not happen, map is completely devoid of all units except the 2 harriers that we occupy. Debrief not accepted by python program.

 

Situation 3: attack mission. units: 2x AV-8B player controlled, both of them. 2x mirage computer controlled. 4x abrams.

Server starts Paused.

Result: push and activate trigger happens, mission goes on as planned, enemies show up and all however debrief is still not accepted by the program.

 

Situation 4: we ran the same mission that worked, only no player controlled units we just observed the AI. It didn't take the debrief that time either. It would seem that multiplayer is still broken.

 

On a side note, if you'd like to chat with us directly on discord so we could help you, we'd be happy to. Shoot myself or Krag6 a PM.

 

 

 

Not the campaign maker, but have you opened and re-saved the mission in the ME? I found I had issues until I did that step - then no more issues.

 

I’ll check the new MP build over the weekend.

 

 

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Not the campaign maker, but have you opened and re-saved the mission in the ME? I found I had issues until I did that step - then no more issues.

 

I’ll check the new MP build over the weekend.

 

 

Sent from my iPhone using Tapatalk

 

There were an issue (resaving the mission fixed it) where user couldn't press "Briefing" button on the slot selection screen (which starts the mission), but that should be fixed now (it could only happen when there's 0 player slots on the server).

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There were an issue (resaving the mission fixed it) where user couldn't press "Briefing" button on the slot selection screen (which starts the mission), but that should be fixed now (it could only happen when there's 0 player slots on the server).

 

 

 

I get what you are saying...

 

However, I am letting you know that I had the same issues as the above poster for all versions of your program (triggers would never start) UNTIL I resaved the mission in the ME. All the time.

 

How this relates to another potential bug is not clear to me, but I can confirm I had a 0% success rating activating your triggers on MP using your generated mission, and a 100% success rate activating triggers by using your mission AND then saving it again in the ME.

 

 

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Okay, so Krag6 and I have been testing.

Very strange results...

 

Situation 1: attack mission. units: 2x AV-8B player controlled, both of them. 4x abrams.

Server starts unpaused.

Result: Neither push nor activate trigger happen, map is completely devoid of all units except the 2 harriers that we occupy. Debrief not accepted by python program.

 

Situation 2: attack mission. units: 2x AV-8B player controlled, both of them. 4x abrams.

Server starts PAUSED.

Result: push trigger activates, we receive message but the activate trigger does not happen, map is completely devoid of all units except the 2 harriers that we occupy. Debrief not accepted by python program.

 

I could really use the debug information since it looks more like an issue with the triggers and not mp: https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting

 

Situation 3: attack mission. units: 2x AV-8B player controlled, both of them. 2x mirage computer controlled. 4x abrams.

Server starts Paused.

Result: push and activate trigger happens, mission goes on as planned, enemies show up and all however debrief is still not accepted by the program.

 

Situation 4: we ran the same mission that worked, only no player controlled units we just observed the AI. It didn't take the debrief that time either. It would seem that multiplayer is still broken.

 

On a side note, if you'd like to chat with us directly on discord so we could help you, we'd be happy to. Shoot myself or Krag6 a PM.

 

Same thing. I'd want to look at debrief.log especially, and want you to confirm that you did reload the mission prior to turning debrief.log in (as I stated in the post). Without that debrief.log would essentially be empty.

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I get what you are saying...

 

However, I am letting you know that I had the same issues as the above poster for all versions of your program (triggers would never start) UNTIL I resaved the mission in the ME. All the time.

 

How this relates to another potential bug is not clear to me, but I can confirm I had a 0% success rating activating your triggers on MP using your generated mission, and a 100% success rate activating triggers by using your mission AND then saving it again in the ME.

 

 

Sent from my iPhone using Tapatalk

 

Thanks a lot for the hint, I will check it again!

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Thanks for your continued work on this Shdwp :). I really feel like you have a spectacular idea here once bugs get ironed out and mission types and variety within the same type gets fleshed out more. Waiting patiently :).

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Shouldn't this be included as a standard installation options? I've checked that on the machines w/o any python installation and it worked just fine if you use standard installation options. Also it uses the py.exe launcher (which comes with installation) instead of default python.exe.

Yes, your standard installation instructions (download + install the stable python 3.6 distro) should set that interpreter as the system default in the path variable when using default installation.

 

I did a little reading and I think py.exe is relevant for when there are multiple interpreters on a system (listed in PATH), as it lets you set a shebang to specify which python version to use.

 

My (obvious to most people who would have multiple versions installed) case was that I wasn't sure whether I could just run your program, knowing that I had python 3.4 and 3.6 installed but NOT set in PATH. The answer was obviously no (because there's no py.exe in the dcs liberation folder.)

 

There's a few problems with that also. Currently it would use %UserDirectory%, which will specify the drive, if whole user directory has been moved. Although this will not work if only Documents were moved. In the meantime it could be fixed by editing the start.bat file.

Yeah I'm weird and moved various default directories to various different drives, figured my post might help someone else with an atypical setup.

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I could really use the debug information since it looks more like an issue with the triggers and not mp: https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting

 

 

 

Same thing. I'd want to look at debrief.log especially, and want you to confirm that you did reload the mission prior to turning debrief.log in (as I stated in the post). Without that debrief.log would essentially be empty.

 

Okay! here you go.

 

Important thing to note: NO TRIGGERS WORKED unless we start with the server paused first. Not sure why this is; might have to do with no units starting in the initial zone after the mission is started?

 

Anyway:

 

SITUATION 1: we started on the ground, server UNPAUSED, no triggers worked. at all.

See debrief attached.

 

SITUATION 2: we started in the air, server PAUSED and both triggers worked! we shot a few things and then quit the mission as per your instructions (select role, switch mission, etc) however the python program still refused to accept the debrief logs.

See debrief attached.

Debrief Logs.zip

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Okay! here you go.

 

Important thing to note: NO TRIGGERS WORKED unless we start with the server paused first. Not sure why this is; might have to do with no units starting in the initial zone after the mission is started?

 

Anyway:

 

SITUATION 1: we started on the ground, server UNPAUSED, no triggers worked. at all.

See debrief attached.

 

SITUATION 2: we started in the air, server PAUSED and both triggers worked! we shot a few things and then quit the mission as per your instructions (select role, switch mission, etc) however the python program still refused to accept the debrief logs.

See debrief attached.

 

Good find with server pause/unpause discrepancy, I'll test it and see whether it would work.

 

Also thanks for the debriefs - good news is that they are saved successfully and all of the information seems to be in there, so it's just a matter of me debugging the parser.

 

Yeah I'm weird and moved various default directories to various different drives, figured my post might help someone else with an atypical setup.

 

At one point I think I'll make a tiny native application which would access win32 and get the right paths. As I said previously I don't want to use win32 in python since it'd require external installation of pywin32 by the user and I don't want to require that only to find out one single path.

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