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LoSboccacc

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Posts posted by LoSboccacc


  1. link https://steamcommunity.com/sharedfiles/filedetails/?id=2739041219

     

    currently logged: infanty, vehicles, planes, helis, bullets, shells, missiles

     

     

    all gets thrown into the rpt file, so you are going to need to clean up the file before feeding it into tac view.

     

    this is done in three steps:

     

    1) run this replace regex on the file (i.e. notepad++) 

    regex: ^.*"TACVIEW (.*)"|.*((?!TACVIEW).).*$  

    replacement: $1

     

    2) remove all blank lines

     

    3) if you ran multiple missions, split the files into one for each mission, using this the start marker:

    FileType=text/acmi/tacview

     

     

     

    • Like 4

  2. On 12/11/2021 at 7:54 AM, _IGL_ said:

    What can be implemented by one Command in fact must be implemented through a module.
    The system I came up with looks like this:
    A new module is created with which the vehicles are synchronized. Here in this question modules give out the list of the synchronized objects without problems. Then with the help of conditions we look for the necessary class of the vehicles to which we have to synchronize all this and attach to it an array with a list of synchronized vehicles with a module except for this machine itself.
    And in fact we have a result where the user instead of simply synchronizing the vehicles with the vehicles must put the module and synchronize with it all the vehicles.
    I don't understand why the appropriate command hasn't been added in how many years - it would simplify the world. 

     

    ugh this game scripting is one of the worse thing I've ever worked with, that's a lot of work both in editor and in code 😞

     

    I'm just  gonna loop all units and logic at game start and build a lookup table in a variable, screw it.

    • Thanks 1

  3. if (!isPlayer this) then 
    { 
    []spawn{ 
    player_2_blue moveInDriver plane_2; 
    player_2_blue enableSimulation  false;
    plane_2 engineOn true;
    sleep 7;
    player_2_blue enableSimulation true;
    plane_2 allowDamage false;
    plane_2 setVelocityModelSpace [0, 100, 0];
    sleep 0.01;
    plane_2 setVelocityModelSpace [0, 150, 0];
    sleep 0.01;
    plane_2 setVelocityModelSpace [0, 200, 0];
    sleep 0.01;
    plane_2 setVelocityModelSpace [0, 200, 0];
    sleep 0.01;
    plane_2 setVelocityModelSpace [0, 250, 1];
    sleep 0.01;
    plane_2 setVelocityModelSpace [0, 300, 1];
    
    
    plane_2 allowDamage true;
    };
    };

    a simpler solution for simpler missions


  4. so I'm trying to move a mission I've built on altis using rhs and alive to a dedicated server. ran locally using TADS or from the editor all is well. when joining the mission as ran on the server I get the "dlc content required" message

     

    the mission is on altis and afaik shouldn't use anything from dlc, all unit spawns are from the rhs escalation mod.

     

    I've searched around but neither limiting the mission rotation nor launcing on the empty world helped fixing it.

     

    anyone can help? here's the server configuration and mission files https://we.tl/t-zQQbP43xty

     

    here's me joining the server (yeah you can read the password, that's intentional if needed to troubleshoot, it's in the conf file anyway, ip is 192.210.255.125) https://streamable.com/o0nhd

     

    here's the server startup log file

     

     

    https://pastebin.com/DhChw6FH

     

     

    how can I blacklist dlc from a dedi server?

     

     

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