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Slmod- multiplayer server mod for new mission logic functionality


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yes I figured it out. I got the continuous check going to turn on and off the flag. It works like a dream. Now I can check to make sure my companies are in radio contact with their hq plt. If not they come to a halt until hq comms back in range. GREAT job.

 

Now one other question. Do any of your tools do mass change in conditions. I want all my goups to come to a halt if they sustain 70% casualties. I have 100 groups and short of putting in 100 triggers is there another way.

I was in Art of the Kill D#@ it!!!!

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Now one other question. Do any of your tools do mass change in conditions. I want all my goups to come to a halt if they sustain 70% casualties. I have 100 groups and short of putting in 100 triggers is there another way.

 

See page 34 of the guide draft:

 

slmod.num_dead_gt(units, numdead, flag, stopflag)

 

which stands for "number of units dead greater than".

 

Provide a table of unit names for the units variable, a number for numdead, and flag will be set true when the number of units in the units variable that are dead exceeds or the value of numdead. Example:

slmod.num_dead_gt({'[g]armor1', '[g]armor2', '[g]armor3', '[g]armor4', '[g]armor5', '[g]armor6'}, 20, 100)

 

Flag 100 is set true when the total number of dead (or non-existing) units in the groups named "armor1", "armor2", "armor3", "armor4", "armor5", and "armor6" exceeds 20 units.

 

Another example (using alternate variable specification method):

 

slmod.num_dead_gt{units = {'[blue]', '[-u]Chevy 11', '[-u]Chevy 21'}, numdead = 50, flag = 1001}

Sets flag 1001 to true when the total number of dead units on the blue coalition, excepting the units named "Chevy 11" and "Chevy 21", exceeds 50.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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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.

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Sorry my bad on the explanation. I have 10 groups and if any one of the groups sustains 70% casualties, that group will come to a halt. Can that be done without making individual triggers.

Also on the moving in zone.

Example

Group 1 controls 4 other groups. If any 1 of those 4 groups leave the zone, that group only halts until it comes back. Do I have to make 4 separate move functions, 1 for each group linked to the same master group?

I was in Art of the Kill D#@ it!!!!

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Sorry my bad on the explanation. I have 10 groups and if any one of the groups sustains 70% casualties, that group will come to a halt. Can that be done without making individual triggers.

Also on the moving in zone.

Example

Group 1 controls 4 other groups. If any 1 of those 4 groups leave the zone, that group only halts until it comes back. Do I have to make 4 separate move functions, 1 for each group linked to the same master group?

 

No, you'll need 10 different triggers and trigger actions for that. Utilizing the "Clone" trigger feature, creating the necessary trigger logic should take less time than it took to make these two last posts :)

 

Understand that I do not intend Slmod to replace trigger logic- it's just supposed to supply new actions and conditions that can be used in trigger logic.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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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.

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Speed I got this whole thing working. WOW. What Ive done is put the moving zone options on each subordinating unit. If the HQ unit goes further than 5000 m away that unit comes to a halt until the HQ comes back in the zone. Simulates the requirement to be in radio comms. I believe the PRC-119 has an effective range of approx 5 miles or so. Now it makes chain of command integrity vital for the player to win the mission. If his units go on a flyer they will quickly come to a stop. Great job on the SLMOD. The real beauty of this is its at the group level not the unit level which is much less tedious to put together.


Edited by gunterlund21

I was in Art of the Kill D#@ it!!!!

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I have posted a mission for Slmod v6 that utilizes the slmod.weapons_impacting_in_moving_zones function to allow a Ka-50 to act as an Airborne Forward Air Controller (AFAC) by marking targets with smoke rockets and having AI aircraft attack the marked targets. The mission began as a proof of concept mission, but I developed it a bit more so that it was a suitable combat mission. See it here: http://forums.eagle.ru/showthread.php?t=92348


Edited by Speed

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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.

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hello,

 

i don't speak english well enough, but i hope enough to understand me.

 

i have one question, maybe somebody help me.

 

my question is not exactly about slmode,

 

the fact is, i'd like to use lua-scripts to check stop\start conditions of trigger actions and to use trigger actions like "do script".

 

to check stop\start conditions in my mission i've done following things:

 

1. i added group of units

2. i added waypoints for them

3. i added trigger action "Hold On" for group of units

4. i added stop conditions:

 

function air_defence_group_clear_to_move_on()

return true;

end

-- this s simpliest function, which always returns true. as we can see trigger action must stop immediately with this stop condition (i used this just for example).

 

5. i added trigger to activate ai_task "Hold On"

 

In result:

 

Group had stopped after ai_task "Hold On" was activated, but function in stop condition

didn't cancel this task - group of units still didn't move.

 

The question is, why stop conditions with lua-script doesn't work?

does_not_work.png.439b6c587715f88f83a3f3c4e9f938ee.png

Крайняя версия MSF 1.0.1 (для 1.2.6.): http://forums.eagle.ru/attachment.php?attachmentid=89817&d=1382379803

 

Новая версия MSF 1.0.2 beta: http://forums.eagle.ru/attachment.php?attachmentid=93422&d=1390584292

 

Миссия для тестирования возможностей MSF 1.0.2: http://forums.eagle.ru/attachment.php?attachmentid=91514&d=1386954362

----

Руководство по MSF (не полная версия для MSF 1.0.2): http://forums.eagle.ru/attachment.php?attachmentid=92959&d=1389558825

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Even for a native English speaker, the GUI manual isn't worded very clearly on Lua conditions.

 

The problem is, your stop condition does not return a value; it creates a global function.

 

Lua Conditions start/stop conditions are pretty simple. This is the most simple condition:

 

return var

 

When you want the Lua condition to become true, in another script, such as a "DO SCRIPT" trigger action, run this:

 

var = true

 

That creates the global variable named "var", and sets its value equal to true. Inside the Lua condition, the "return var" script suddenly starts returning true instead of nil, and the condition evaluates as true. Remember that in Lua, both nil and false evaluate to logical false.

 

Of course, your variable doesn't have to be named "var", I just use "var" for sake of example.

 

If you have any further questions about this, please PM me. Don't be afraid to make topics in the Mission Builder's Corner either.


Edited by Speed
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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.

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It has come to my attention (thanks Spiderpig) that I left the "export_world_objs" variable set to true in the SlmodConfig.lua file. This will output a file to Saved Games/DCS/Logs/. Unless you are using this feature, it should be turned off. I have uploaded new files to the forums that have this setting disabled. If you already have Slmodv6 installed, there is no need to re-install; in C:\Program Files\Eagle Dynamics\DCS World\Scripts\net\Slmodv6_0\SlmodConfig.lua, simply change line 4 from

export_world_objs = true

to this:

export_world_objs = false

 

Sorry bout this... I was using it for testing and forgot to turn it off.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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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.

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Hi Speed,

 

again thank you very much for this brilliant tool.

 

While testing with the slmod.units_ejected function I realized that it requires both the client name as defined in each players multiplayeroptions and the airframe name as defined in the missioneditor in the unitstable in order to get that function working and the same seems to be true for the slmod.msg_LL which I called as a result of the player ejecting.

 

Does this apply to other functions as well?

 

Best regards

 

Herby


Edited by JaBoG32_Herby

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Hi Speed,

 

again thank you very much for this brilliant tool.

 

While testing with the slmod.units_ejected function I realized that it requires both the client name as defined in each players multiplayeroptions and the airframe name as defined in the missioneditor in the unitstable in order to get that function working

 

No, if it does, that is a bug, or perhaps you are using it in some way I never anticipated. I cannot reproduce this issue. I will upload a test mission for you to demonstrate. All the units_ejected function should require is the unit name as named in the mission editor, and that's the way it works when I test it.

 

After joining the aircraft, are you waiting less than 5-6 seconds before ejecting? That might cause an issue like what you describe.

 

 

Does this apply to other functions as well?

 

It should apply to zero functions. Could you upload the mission and describe the steps I need to follow to reproduce the issue?

 

Anyway, see the attached mission file for an example mission- join the aircraft, wait 5-6 seconds, then eject. The message "Unit ejected" should show up on the top of the screen. It even shows up when I don't wait 5-6 seconds before ejecting, so even when I deliberately try to sabotage the function I can't make it fail.

 

Perhaps your real issue is with msg_LL? If you are trying to output the coordinates of a unit that has already ejected... that is an unknown situation I never tested. I only rarely tested Slmod functions on pilot-less manned aircraft. That said, pilot-less manned aircraft ought to be treated in Lua the exact same before and after ejection. I wouldn't expect there to be a problem, unless the aircraft that was ejected out of breaks apart or slams into the ground before the msg_LL function has a chance to take effect.

units ejected test.miz


Edited by Speed

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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.

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OK: Herby, I may have found something that will cause problems, but I still cannot reproduce your issue. Are you having this issue with an aircraft that is not the A-10C?

 

The problem is that in patch 1.1.1.1, the type names of the humanable aircraft supported by Slmod were "a-10a", "A-10C", "ka-50", "mig-29", "mig-29c", "su-25", "su-25T", "su-27", "su-33", "L-39_ZA", , "F-15C", and "P-51D".

 

However, DCS: World has changed the type names in the export environment to "A-10A", "A-10C", "Ka-50", "MiG-29A", "MiG-29S", "Su-25", "Su-25T", "Su-27", "Su-33", "L-39ZA", "F-15C", and "P-51D".

 

The ones in bold have changed, and some Slmod functions may fail on them when they are used for humanable aircraft as a result. This protential problem slipped through testing because I haven't found a single case yet of it actually causing a problem. However, the potential exists.

 

(In case your curious, L-39 is in there because back in February or March when I added the FC2 aircraft, I also added the L-39 because I noticed that several scripts referenced it as potentially human flyable. I knew that the Virtual Patriots flew it, maybe this was for their benefit?)

 

To fix the problem, you can correct the aircraft type names on line 456 of ./Scripts/net/Slmodv6_0/SlmodUnits.lua, by changing line 456 of SlmodUnits.lua from this:

	if ((v.objtype == 'A-10C') or (v.objtype == 'ka-50') or (v.objtype == "mig-29") or (v.objtype == "su-25") or (v.objtype == "su-27") or (v.objtype == "a-10a") or (v.objtype == "L-39_ZA") or (v.objtype == "mig-29c") or (v.objtype == "su-25T") or (v.objtype == "su-33") or (v.objtype == "F-15C") or (v.objtype == "P-51D")) then  -- do a check here to hopefully minimize processing time

 

TO THIS:

	if ((v.objtype == 'A-10C') or (v.objtype == 'Ka-50') or (v.objtype == "MiG-29A") or (v.objtype == "Su-25") or (v.objtype == "Su-27") or (v.objtype == "A-10A") or (v.objtype == "L-39ZA") or (v.objtype == "MiG-29S") or (v.objtype == "Su-25T") or (v.objtype == "Su-33") or (v.objtype == "F-15C") or (v.objtype == "P-51D")) then  -- do a check here to hopefully minimize processing time

 

If I can replicate a problem caused by this, I will upload a quick fix for the problem as Slmod v6_1 shortly.


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.

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It`s somewhat awkward but now I can`t reproduce this issue either.

 

Whatever it was that I did wrong for two days, it`s gone. :music_whistling:

 

The slmod.units_ejected works as described and with the flag set by this function the doscript for the slmod.msg_LL is called and executed as advertised.

 

Btw, I did not even have to change the type names for it to work.

 

So all what´s left for me is to thank you for your reply and the magic you´ve done.

 

P.s. After some more testing I realized that your suggested fix is necessary for e.g. slmod.units_LOS to function properly.

 

And to confirm what you supposed for the slmod.units_LL, if the airframe gets destroyed right after the ejection with the pilot still being alive the coordinate output will not occure.


Edited by JaBoG32_Herby

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Slmod version 6.1 for DCS World 1.2.0:

 

Fixes:

-Fixed a problem where some Slmod functions would not properly detect human-controlled Ka-50s and Su-25Ts.

-Exporting of active units to active_units.txt off by default (was accidentally left on).

 

Content additions:

 

-Added function: slmod.units_in_zones( table units, table zones, number flag, number stopflag, string zone_type, number req_num, number interval)

 

-Added the "slmod_humanable_types" variable to SlmodConfig.lua, so that server hosts can more easily adjust Slmod to work properly with custom flyable aircraft mods.

 

-Greatly expanded the unit table short cuts. This is the new list:

Prefixes:
"[-u]<unit name>" - subtract this unit if it's in the table
"[g]<group name>" - add this group to the table
"[-g]<group name>" - subtract this group from the table
"[c]<country name>"  - add this country's units
"[-c]<country name>" - subtract this country's units if any are in the table

Stand-alone identifiers
"[all]" - add all units
"[-all]" - subtract all units (not very useful by itself)
"[blue]" - add all blue units
"[-blue]" - subtract all blue units
"[red]" - add all red coalition units
"[-red]" - subtract all red units

Compound Identifiers:
"[c][helicopter]<country name>"  - add all of this country's helicopters
"[-c][helicopter]<country name>" - subtract all of this country's helicopters
"[c][plane]<country name>"  - add all of this country's planes
"[-c][plane]<country name>" - subtract all of this country's planes
"[c][ship]<country name>"  - add all of this country's ships
"[-c][ship]<country name>" - subtract all of this country's ships
"[c][vehicle]<country name>"  - add all of this country's vehicles
"[-c][vehicle]<country name>" - subtract all of this country's vehicles

"[all][helicopter]" -  add all helicopters
"[-all][helicopter]" - subtract all helicopters
"[all][plane]" - add all  planes
"[-all][plane]" - subtract all planes
"[all][ship]" - add all ships
"[-all][ship]" - subtract all ships
"[all][vehicle]" - add all vehicles
"[-all][vehicle]" - subtract all vehicles

"[blue][helicopter]" -  add all blue coalition helicopters
"[-blue][helicopter]" - subtract all blue coalition helicopters
"[blue][plane]" - add all blue coalition planes
"[-blue][plane]" - subtract all blue coalition planes
"[blue][ship]" - add all blue coalition ships
"[-blue][ship]" - subtract all blue coalition ships
"[blue][vehicle]" - add all blue coalition vehicles
"[-blue][vehicle]" - subtract all blue coalition vehicles

"[red][helicopter]" -  add all red coalition helicopters
"[-red][helicopter]" - subtract all red coalition helicopters
"[red][plane]" - add all red coalition planes
"[-red][plane]" - subtract all red coalition planes
"[red][ship]" - add all red coalition ships
"[-red][ship]" - subtract all red coalition ships
"[red][vehicle]" - add all red coalition vehicles
"[-red][vehicle]" - subtract all red coalition vehicles


Country names to be used in [c] and [-c] short-cuts:
"Turkey" 
"Norway"
"The Netherlands"
"Spain"
"UK"
"Denmark"
"USA"
"Georgia"
"Germany"
"Belgium"
"Canada"
"France"
"Israel"
"Ukraine"
"Russia"
"South Osetia"
"Abkhazia"

 

Known issues...

-As of 1.2.0, many Slmod functions will not work properly on ships!! There is a bug in ED's Lua exporting code, apparently.

-The last_to_hit variable of slmod.units_killed_by still probably not working correctly... it needs testing.

-Many Slmod functions will not work on static objects

-No guide yet for 6.1... the 6.0 guides are still 100% correct though.

 

Install Directions

Slmodv6_1 for Non-Servman installation

0) Download and extract this file:

http://forums.eagle.ru/attachment.php?attachmentid=68942&stc=1&d=1344055983

 

1) In C:\Program Files\Eagle Dynamics\DCS World\Scripts, rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory.

 

2) In C:\Program Files\Eagle Dynamics\DCS World\Scripts\net, rename "server.lua" to "server_original.lua". Now, paste the "server.lua" file included with this mod into this directory. NOTE: DO NOT CONFUSE THE "server.lua" file LOCATED IN C:\Program Files\Eagle Dynamics\DCS World\Scripts WITH THE ONE LOCATED IN C:\Program Files\Eagle Dynamics\DCS World\Scripts\net!!

 

3) Paste the "Slmodv6_1" folder into C:\Program Files\Eagle Dynamics\DCS World\Scripts\net.

 

Slmodv6_1 for Servman 301 installation

0) Download and extract this file:

http://forums.eagle.ru/attachment.php?attachmentid=68943&stc=1&d=1344055983

 

1) In C:\Program Files\Eagle Dynamics\DCS World\Scripts, rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory.

 

2) In C:\Program Files\Eagle Dynamics\DCS World\Scripts\Addons\ServMan3, rename "servman_server.lua" to "servman_server_original.lua". Now, paste the "servman_server.lua" file included with this mod into this directory.

 

3) Paste the "Slmodv6_1" folder into C:\Program Files\Eagle Dynamics\DCS World\Scripts\net.

Slmodv6_1 NON Servman.zip

Slmodv6_1 For Servman 301.zip


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.

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PS: Italy isn't in the country list: it should be ;)

 

An Idea... since SLmod use some "unit names" related function, and since inserting every single unit name is sometimes time consuming... why don't add an auto naming function like nomedeplume did for BS1?


Edited by chromium

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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.

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PS: Italy isn't in the country list: it should be ;)

 

Odd. And Italy is one of the choices in game? I must have missed it somehow.

 

Regardless, even if I missed it in the guide, any country name that's actually in the game will work with the unit table short-cuts.

 

An Idea... since SLmod use some "unit names" related function, and since inserting every single unit name is sometimes time consuming... why don't add an auto naming function like nomedeplume did for BS1?

 

 

Adding every single unit name to a table is no longer a necessary with Slmodv6. This is exactly the problem that the unit table short-cuts solve. Adding a bunch of unit names into tables of unit names is something that is done automatically for you if you use the unit table short-cuts. That's why they are called "short-cuts" ;) I plan to indicate more specifically in future versions of the guides as to which tables are unit tables, and which are not.

 

For example,

slmod.units_in_zones { units = {'[blue][vehicle]'}, zones = {'victory zone'}, flag = 100}

Sets flag 100 whenever any blue vehicle enters the zone name "victory zone". Note that it doesn't set flag 100 to true if any kind of aircraft flies within the zone. That is a common problem when folks are trying to use the PART OF COALITION IN ZONE trigger condition. The slmod.units_in_zones function was included to save time in situations such as this.

 

Bascially, the '[blue][vehicle]' entry in the units table tells Slmod to automatically add the name of every single blue vehicle into the table.


Edited by Speed

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Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

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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.

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do you have a list of all the weapon names for the slmod.weapons_impacting_in_zone?

 

That is a good question, but unfortunately, I do not have a list of weapon names at this time.

 

As described on page 32 of the draft Slmod v6.0 manual, this is the procedure for getting weapon names:

The weapon names are the same as used by the slmod.units_firing function and all the other

weapons-tracking functions; thus, to find out the names for the weapons you must use, you

have to fire or get an AI to fire the weapon in a mission. Next, open C:\Users\<Your Account

Name>\Saved Games\DCS\Logs\debrief.log. Find the weapon firing event, and copy the nameof the weapon out of that.

 

There are hundreds of weapons in the game, and it's tough to know if I got them all too. I can probably get all weapon types for the most common flyables (A-10, P-51, Ka-50) without too much difficulty, but it takes time I don't have.

 

Additionally, it's possible for weapon names to change across patches, making any such list, and all the hard work that went into assembling it, useless and wasted. For example, it appears that the names of many ballistic weapons changed between patch 1.1.1.1 and 1.2.0. I actually had a list of all the A-10 and Ka-50 weapon types assembled for Slmod, and this rendered that list useless. Not all names changed, but I certainly would have to go back and re-check all of them anyway.

 

I don't know why that happened, and the following is purely speculation, but maybe this was an attempt to "fix" object names. In 1.1.1.1, objects could be referred to by up to three completely different names in different parts of Lua. In some parts of Lua, an object might not have even had a name at all. Maybe someone got fed up with it and object names got standardized? I haven't checked yet, but I can hope.

 

But for now, I just recommend you harvest weapon names on a case-by-case basis from debrief.log.


Edited by Speed

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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.

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Odd. And Italy is one of the choices in game? I must have missed it somehow.

 

Regardless, even if I missed it in the guide, any country name that's actually in the game will work with the unit table short-cuts.

 

Yes Italy is there :).

 

About the units name, I was already using the "group" shortcut properties :)... and you are right, it's quiet less useful now :)

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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.

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Hello,

 

i can not install Slmod v6.0 on DCS World 1.2.0.

 

i've done all 3 steps from Installation Instructions:

 

1) I renamed original MissionScripting.lua into MissionScripting_original.lua

I pasted MissionScripting.lua included with this mod into Script folder.

 

2) I renamed orginal server.lua in the Net folder into server_original.lua

and pasted lserver.lua included with mod into Net folder.

 

3) I pasted Slmodv6_0 folder into the Net folder.

 

Now, every time when i try to connect to master server, DCS application raise an error.

 

What did i do wrong?

Крайняя версия MSF 1.0.1 (для 1.2.6.): http://forums.eagle.ru/attachment.php?attachmentid=89817&d=1382379803

 

Новая версия MSF 1.0.2 beta: http://forums.eagle.ru/attachment.php?attachmentid=93422&d=1390584292

 

Миссия для тестирования возможностей MSF 1.0.2: http://forums.eagle.ru/attachment.php?attachmentid=91514&d=1386954362

----

Руководство по MSF (не полная версия для MSF 1.0.2): http://forums.eagle.ru/attachment.php?attachmentid=92959&d=1389558825

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Hello,

 

i can not install Slmod v6.0 on DCS World 1.2.0.

 

i've done all 3 steps from Installation Instructions:

 

1) I renamed original MissionScripting.lua into MissionScripting_original.lua

I pasted MissionScripting.lua included with this mod into Script folder.

 

2) I renamed orginal server.lua in the Net folder into server_original.lua

and pasted lserver.lua included with mod into Net folder.

 

3) I pasted Slmodv6_0 folder into the Net folder.

 

Now, every time when i try to connect to master server, DCS application raise an error.

 

What did i do wrong?

 

I sounds like you did nothing wrong, because that's actually not Slmod causing a problem, that's a problem with your track IR doing something weird with DCS:

 

http://forums.eagle.ru/showthread.php?t=89788

 

To make a long story short: close track IR software, and then use the task manager to close every instance of TrackIR5.exe you can find.

 

Remember, just because you had a crash after installing a mod, doesn't mean it's the mod. In fact, most of the time, the mod is completely blameless and gets unfairly accused :thumbup:

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.

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Oh and, I just noticed, you said you're installing Slmodv6_0? Slmodv6_0 had a bug causing some Slmod functions to not properly detect multiplayer clients. It should be fixed in Slmodv6_1. You want to install Slmodv6_1 now. See the first post in this thread for links. I should probably remove the old ones to Slmodv6_0. Sorry for the confusion!


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.

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Ok, disregard what I said about Track IR causing the problem with crash on master server connection. I believe it is a different issue. And no, it has nothing to do with Slmod. I think you just have to wait the problem out :(

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.

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