Jump to content

Slmod- multiplayer server mod for new mission logic functionality


Recommended Posts

thanks :).

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Link to comment
Share on other sites

can you explain how works flag off in slmod.chat_cmd??

 

for example: i need to set smoke on unit every time digit (smoke on)

 

slmod.chat_cmd('-unit1_1', 1101, -1102, 'blue')

 

trigger: flag in true ---> 1101 ---> smoke on unit

flag in true ---> 1102 ---> smoke off unit

 

this works only 1 time for me!!! Can you help me?

 

First thing to understand is that the "stopflag" is just a flag that, when set to true, stops execution of the Lua function. Currently, all of the Slmod functions that evaluate conditions (currently: slmod.chat_cmd, slmod.mapobj_destroyed, slmod.mapobj_dead_in_zone, slmod.units_firing, slmod.units_hitting, slmod.num_dead_gt, and slmod.units_LOS) only should be called once for each specific condition you want to evaluate. The function will automatically call itself again every second after that (except the units_LOS function where you can specify how often you want it the function to run with the interval variable).

 

If it helps, imagine each function call that evaluates conditions as like a separate program/process (they are NOT anything like a program or a process in reality, but this is a useful analogy). If you want to play DCS: Black Shark, you don't keep starting the program over and over again; you double click it once and play for as long as you like.

 

Also, when I speak of each function call, I am meaning each specific function call. For example, slmod.chat_cmd('-CAP', 15, 1015) and slmod.chat_cmd('-CAS', 25, 1025) are separate function calls. Each only needs to be called once, after which it will continuously look for someone to say the chat message "-CAP" or "-CAS", respectively.

 

Anyway, I hope this wasn't confusing. The reason I go into depth with that is that the stopflag variable exists so that you can STOP the execution of each of these functions. If for some reason, at some point, you want to STOP looking for the chat message "-CAP", then you would set flag 1015 (in this example) to true.

 

So, to be more complete, the functions slmod.chat_cmd, slmod.mapobj_destroyed, slmod.mapobj_dead_in_zone, slmod.units_firing, slmod.units_hitting, slmod.num_dead_gt, and slmod.units_LOS all need to be called just once for each condition you want to evaluate with them. After they are called, they will continuously evaluate whatever condition they are trying to detect UNTIL stopflag becomes true, or the mission ends.

 

Anyway, I hope that clears up what stopflag is for.

 

The second part I want to respond to involves what you are trying to do, smoke on a unit via a command, right?

 

Correct me if I am wrong, but I believe that the "smoke on unit" trigger action works by creating a smoke marker on the current position of the particular unit it is called on. That smoke marker cannot be turned off, and it lasts a fixed quantity of time, like 5 minutes. If the unit is moving, the smoke marker will not travel with the unit; it will stay on the spot on the ground where the unit was when the "smoke on unit" trigger action occurred.

 

Assuming what I state above is true, then how you might make what you want to do work by making it so that every time someone says something like "-pop smoke B6" in chat, then a smoke marker is created at the position of a unit. Here's how to do this:

 

1) Create a slmod.chat_cmd function call triggered action in your scripting group (aka "scriptman"), something like this:

slmod.chat_cmd('-pop smoke B6', 51)

 

Name this triggered action something like "pop smoke B6".

 

(Note that this is not coalition specific. You only NEED to specify a coalition in force on force missions- where people are playing for both red and blue in the same mission. Also note that there is no stopflag. You only need to specify a stopflag when you either a) want to stop the Lua function operating, or b) You have to specify a stopflag so that you can specify a coalition (in which case, you might want to use a value of -1 for stopflag- negative one is basically the "no stop flag" value))

 

2) Now, create the following triggers:

 

Once("start script")-> Time More (5) -> AI TASK("scriptman", RUN SCRIPT(1- "pop smoke B6"))

 

Continuous ("smoke on banshee 6")-> Flag is True (51)-> Smoke On Unit ("Banshee6_1"), Flag Off (51)

 

Now, everytime someone says "-pop smoke B6" in chat, then flag 51 get set to true. After flag 51 goes true, smoke will go off on the unit named "Banshee6_1", and then flag 51 will be set false immediately. The next time someone says "-pop smoke B6", the cycle will repeat again.

 

You might be wondering why I used "Continuous" instead of "Switched" for the second trigger. Since flag 51 is set to false in the actions, and flag 51 being true is one of the conditions, there shouldn't be a logical difference between "Switched" and "Continuous" in this case. However, using "Continuous" instead of "Switched" is more robust programming. There's no possible way a "Continuous" trigger can malfunction, but it's quite possible that a "Switched" trigger might be able to malfunction when the conditions are being manipulated by an outside source (in this case, Slmod). "Switched" works great when other triggers are the only thing that can set flags to true or false, but I've seen evidence to suggest that "Switched" might malfunction when used with Slmod. The evidence I refer to was just a single case, and it could very likely have been due to error on my part. It was involving a slmod.units_hitting function, and I was hitting the units A LOT- and thus, Slmod was setting a certain flag several times every second. I had a "Switched" trigger evaluating this flag and clearing it if it went true (along with some other actions), and after a while, the trigger appeared to malfunction. One possible explanation for this is that Slmod was still setting the flag, but that the "Switched" condition got confused and no longer worked.

 

Anyway, it stands to reason that it's certainly possible that Slmod might be capable of interfering with the "Switched" trigger type, based on my understanding of how the "Switched" trigger type works. However, I only ever saw this once, and I am not sure exactly what I saw. The problem was hard to replicate. But until I figure this out, it might be best to stick with "Continuous" when you are evaluating flag values that are being manipulated by Slmod. It is always possible to do this, as "Switched" can be thought of as just a special case of the "Continuous" type- "Once" and "Switched" trigger logic can all be implemented with nothing but "Continuous" triggers and flags.


Edited by Speed

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.

Link to comment
Share on other sites

lol, I think you're right- I forgot to document what the commands were.:doh:

 

Sweet thanks mate.

 

EDIT:

 

Regarding task 1, 2 3 etc.. I didn't see any way to define tasks by number. If i make 5 tasks what makes a task, task 1 or task 2 etc.?

 

This might be a dumb question... but as a mission maker this might be important to understand.

 

Thanks.


Edited by MadTommy

i5-3570K @ 4.5 Ghz, Asus P8Z77-V, 8 GB DDR3, 1.5GB GTX 480 (EVGA, superclocked), SSD, 2 x 1680x1050, x-fi extreme music.



TM Warthog, Saitek combat pro pedals, TrackIR 4

Link to comment
Share on other sites

Sweet thanks mate.

 

EDIT:

 

Regarding task 1, 2 3 etc.. I didn't see any way to define tasks by number. If i make 5 tasks what makes a task, task 1 or task 2 etc.?

 

This might be a dumb question... but as a mission maker this might be important to understand.

 

Thanks.

 

Tasks are numbered in the order that they get added to the task list. So the first one that gets added gets automatically assigned as task 1, the second one that gets added is automatically assigned to be task 2, etc. I think it's better this way, as when tasks are being dynamically assigned based on conditions within the mission, they will not get all out of order. And if you want tasks to always be listed in a certain order- well, then you're not using any kind of dynamic tasking anyway, and you can just assign the tasks to the task list in the order that you want them.


Edited by Speed

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.

Link to comment
Share on other sites

Tasks are numbered in the order that they get added to the task list. So the first one that gets added gets automatically assigned as task 1, the second one that gets added is automatically assigned to be task 2, etc. I think it's better this way, as when tasks are being dynamically assigned based on conditions within the mission, they will not get all out of order. And if you want tasks to always be listed in a certain order- well, then you're not using any kind of dynamic tasking anyway, and you can just assign the tasks to the task list in the order that you want them.

 

I understand, the logic makes sense, sounds like a good system, i just wanted to make sure i understood it.

 

Thanks.

i5-3570K @ 4.5 Ghz, Asus P8Z77-V, 8 GB DDR3, 1.5GB GTX 480 (EVGA, superclocked), SSD, 2 x 1680x1050, x-fi extreme music.



TM Warthog, Saitek combat pro pedals, TrackIR 4

Link to comment
Share on other sites

Ok, is anyone else getting this error occasionally?

 

attachment.php?attachmentid=59669&stc=1&d=1322802272

 

This error SHOULD appear when you try to open two instances of DCS simultaneously, but one person is reporting that it occurs to them randomly. On my system, it never pops up randomly- only when I try to open two copies of DCS.

 

So has anyone else seen it pop up randomly when just in the middle of hosting a mission?

 

Anyway, it's happened enough to that person that I'll have to look at reprogramming this line of the dcs.log daemon. The only problem is, VBscript is like Chinese. HOW THE HELL IS THIS A VALID SCRIPT?!?!

	Set copyof_dcslog = dcslogcmds.OpenTextFile _
	(strFile, ForAppending, True)

 

That looks like gibberish, a syntax error, but in VBscript, that is apparently valid code...

 

Yea, not looking forward to reprogramming the daemon :( Biggest issue is that this is an intermittent problem only affecting a subset of computers, and just about impossible to reproduce reliably.

 

Edit- I think I may have fixed it... still don't understand why it would only pop up for some folks and not others. If this fix works, I'll work on pumping out a version 5.3 sometime soon.

1251336713_vberror.jpg.1453fb186878a18928ac1dc7f3f71536.jpg


Edited by Speed
  • Like 1

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.

Link to comment
Share on other sites

Let me guess: this fail will (maybe) affect only hosts, is it correct?

 

:).

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Link to comment
Share on other sites

Let me guess: this fail will (maybe) affect only hosts, is it correct?

 

:).

 

The error only occurs on the host, yes, but it's going to affect everyone in that new Slmod commands will not work. All ones previously called will keep working, however. What's happening is it's a windows scripting host (VBScript) error. The daemon that sorts through dcs.log and passes commands to Slmod is failing to open a certain file. Now, it may be that the daemon is not crashing, and if you hit "OK" to the error, then things will proceed as normal.

 

Anyway, I think I did get it fixed, as under certain circumstances I was leaving a file handle open previously that I am now closing. That should hopefully fix it. What is odd was how it wasn't affecting everyone, and even the person who was affected only got it occasionally.

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.

Link to comment
Share on other sites

What I mean is: if the host do not have problems, the client will not have it (even if someone of the client has SLmod and do not work for him as an host).

 

Just to now that if our server have not problems, than also our clients won't have any.

 

:)

 

(believe me, I'm trying to write as clear as possible... but this is my best, for the moment ;) )

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Link to comment
Share on other sites

What I mean is: if the host do not have problems, the client will not have it (even if someone of the client has SLmod and do not work for him as an host).

 

Just to now that if our server have not problems, than also our clients won't have any.

 

:)

 

(believe me, I'm trying to write as clear as possible... but this is my best, for the moment ;) )

 

Slmod only runs on the host, so its pretty meaningless to talk about clients having Slmod problems. If someone has Slmod installed, its inactive unless he's hosting- and with the next update, Slmod will only become active on that person's computer when a mission is being hosted AND that mission uses Slmod. Worrying about having a Slmod problem while being a client makes as much sense as worrying about being pregnant when you're a man :smilewink:

 

Remember if you never host any missions at all, there is never any reason to install Slmod in the first place. Do you have to install Servman to play on a Servman-using server? No. It's the same with Slmod.

 

Now, if you're talking about a specific mission? If your question is if whether someone hosting a specific mission never has this issue, does that mean no one else will ever have this issue? I don't know. I don't know why this issue only rarely pops up. It does SEEM to be computer-specific, but I don't even know that for sure. Furthermore, the person having this problem will run the same mission, and seven times out of ten, this problem will not crop up.

 

Regardless, this is probably a moot point, as I now think I've fixed the problem (because it's rare though, it will be a few days till I know for sure), and if so, I will be releasing an update soon.

 

Let me know if that was a satisfactory answer, or if I didn't quite interpret what you were asking correctly.


Edited by Speed

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.

Link to comment
Share on other sites

It's perfect (I'm not the one who worry ;) ).

We are planning to use it in the next groups missions (maybe 10-17 december), if you have any suggestion about monitoring software or you like to have a feedback, I'll post it :).

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Link to comment
Share on other sites

Speed, I'm really curious, how are you calculating LOS? Are you doing your own calculations against a heightfield you extracted from the game? Or is an in game calculation possible?

 

Put simply, first the function formulates a simple 3D line equation in cartesian coordinates between the two units. Next, the function divides that line into checks number of points. Next, the function compares the height of each of those points to the height of the terrain underneath that point, and if the height of the land ever exceeds the height of the any of the points, then we know that LOS is obstructed. This is all done with in-game Lua functions (specifically, functions the "server" environment, which you can access from the "net" environment with net.dostring_in).


Edited by Speed

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.

Link to comment
Share on other sites

Alright, it looks like I did fix that problem with the VB daemon at line 48. It wasn't what I originally thought, but it is a rare error at least. Anyway, I will be releasing a new version, beta 5.3, hopefully this week. Beta 5.3 will fix the daemon line 48 error, contain a couple of performance and other tweaks, a dump _G function, and the new parallel options system.

 

The parallel options system is intended to be a complete functional replacement for the F10 "Other" radio options menu in multiplayer. If an option has been added to it, then typing in "-sol" (stands for "show option list") into chat will display a list of all the options on the list. Each option will have a description and an option number. Each option can be selected by typing in "-op#", where "#" is the option number. So for example, you might type in "-sol", after which four options might be displayed:

 

Option 1: Banshee Co. advance to Kutaisi, say "-op1" to select this option.

Option 2: Tanker orbit over Senaki, say "-op2" to select this option.

Option 3: F-15C CAP patrol over Kutaisi, say "-op3" to select this option.

Option 4: F-15C CAP patrol over Zugdidi, say "-op4" to select this option.

 

Anyway, the POS (parallel options system) is working well in tests. As a final test, I'll probably edit Druid's Operation Lagulvulin or whatever to use it (he gave me permission).

 

 

Anyway, as soon as I release this update, I can go full steam ahead on the next major update which I hope to release sometime in late December/early January. I intend the next version to feature these new capabilities:

 

- Chat-based Lat/Long to MGRS and MGRS to Lat/Long conversion utilities (should help out those Ka-50 pilots)

 

- units_killed_by function

 

- units_ejected function

 

- units_crashed function

 

- AFAC function set- command AI aircraft to perform pin-point attacks on coordinates. Initially, I plan to support B-52 carpet bombing with Mk-82s, F-15E JDAM strikes, and F-18C SLAM missile strikes. More will be added in the future.

 

- SAR rescue helo function set- when someone ejects, these functions (when used in the mission with a properly-prepared helo by the mission maker) will allow the players to literally send in the choppers, which will fly to the last known location of the ejected pilot and attempt to "rescue" them. As all of us know, ejected pilots are only visible locally once they hit the ground. However, if by some chance this is graphical only, and the location of ejected pilots IS in fact transmitted over the network, I will try to make it so that multiplayer players can escape and evade once they hit the ground. Don't get your hopes up on this though, I don't think it's possible.

 

Some of these might not make it, and I might add more to the list as well. No way to tell right now.


Edited by Speed

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.

Link to comment
Share on other sites

:D

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Link to comment
Share on other sites

Great! I'm eagerly looking forward future revisions of this AWESOME piece of work. Many and more thanks for your time and dedication, Speed ! :thumbup:

 

My 2 cents on the VB issue

 

Set copyof_dcslog = dcslogcmds.OpenTextFile _
        (strFile, ForAppending, True)

looks to me like vb is trying to open a file descriptor ("append" mode) to a file made of strings, and to create that file if it does not exist yet. Now about the things that could go wrong at this point, my guess is that the same file cannot be opened twice in write mode, so if anything is already busy writing in it (another instance of the game, for instance), it just goes "no joy, m8". Now knowing our Windows fellow quite a bit, there's a lot that could be the source of that "file is already opened" issue. The indexer service, for example, could very well be busy reading that file at the time one is playing, or any other kind of Windows background service like that.

But in the end, it all depends on the actual setup of the machine hosting the game. Best thing to do against this kind of error is to make sure no other program/service could be actively reading/writing into DCS files during game play. If one wants to check which process is accessing some specific file, ProcMon is a valid solution.

If you're interested, I could look deeper into it and try to write a VB workaround work for this, with a temporary file for example, or some shenanigan of that sort. Just let me know! And please excuse my butchering of English ... :cry:

 

Link to comment
Share on other sites

[...]

I intend the next version to feature these new capabilities:

 

- Chat-based Lat/Long to MGRS and MGRS to Lat/Long conversion utilities (should help out those Ka-50 pilots)

 

- units_killed_by function

 

- units_ejected function

 

- units_crashed function

 

- AFAC function set- command AI aircraft to perform pin-point attacks on coordinates. Initially, I plan to support B-52 carpet bombing with Mk-82s, F-15E JDAM strikes, and F-18C SLAM missile strikes. More will be added in the future.

[...]

 

that's really great!

 

 

About AFAC-like funtions: could it be possible to give Arty units some coordinates where they can "fire at point" ?

Link to comment
Share on other sites

that's really great!

 

 

About AFAC-like funtions: could it be possible to give Arty units some coordinates where they can "fire at point" ?

 

Technically possible, yes, but it's not going to make it into Slmod. Besides, I have to draw the line somewhere. The larger Slmod gets, the harder it gets to support and keep current over the various patches to the simulation engine. I don't want it getting any bigger than about 10000 lines, and it's currently at 6000. Also, ED will be releasing a ground commander module probably within a year, and that will have artillery command- so we shouldn't have long to wait for that :thumbup: Once ED has released their ground commander module, it would make any Slmod feature such as what you suggest superfluous. The goal I'm working towards is to create features that the ED team didn't, not make crappier versions of what already exists or is about to exist.


Edited by Speed

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.

Link to comment
Share on other sites

Hello Speed,

i dont know exactly how to use '\n' to get multiple lines.

Can you show me a example?

slmod.msg_out('1.****'\n'2.****', 2, 'chat')---> does not work!

 

thx

Scorpi


Edited by Scorpi

ARMA 3 SUPPORTER

I7 2600K/ P8P67/ 2x 120GB SSD OCZ Agility 3/ 32GB DDR3/ MSI GTX680 Twin Frozr II /WIN 8 Pro 64-bit/ HOTAS WARTHOG™/ TIR5/ G19

Link to comment
Share on other sites

Hello Speed,

i dont know exactly how to use '\n' to get multiple lines.

Can you show me a example?

slmod.msg_out('1.****'\n'2.****', 2, 'chat')---> does not work!

 

thx

Scorpi

 

You need to insert \n directly into the string, like:

slmod.msg_out('1.****\n2.****', 2, 'chat')

 

Also, if you ever need to "add" two strings together (the proper term for this is string concatenation) then use the .. operator, like:

 

"text1" .. "more text" .. tostring(some_data) .. "\n"

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.

Link to comment
Share on other sites

I work for 2 days with your mod.the "chat2flag" scripting is priceless :thumbup:

Then I think you'll really like Parallel Options System. It's basically the F10 "other" radio menu implemented through chat :)

 

Do you think it is possible that this mod could punish clients who change their payloads before takeoff? :D

only as a method of education. ;)

 

No, but if I can figure out a way to detect payload in real time, then I will definitely make functions that allow you to query payload, and then you will be able to make missions that do whatever you want with that. I had given up on trying to detect payload in real time (the payload function in the export environment only works on host), but I have a new lead I will be investigating. Most of my "leads" turn out to be dead-ends, but at least there is still hope.

 

Anyway, thanks to the help of 16th Mojeaux, who made mission utilizing A LOT of Slmod functions and has been publicly hosting it, another bug was discovered last night. It has been fixed. I will put together a beta version 5.3 and upload it either late tonight or sometime tomorrow.

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.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...