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Smooth Operator Hotshot
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Smooth Operator Hotshot
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I wonder why different script files would need to be invoked on a trigger event?
Maybe,,, to avoid loading the complete Mist file on a Time More (5), Do Script event. Instead only snippets of the Mist functions are loaded on the Initialization Script bar to support that event's function. ?
^^^ If Yes, it may help processing cycle time. Like the 'Event' line where you can set it to 'On Destroy'.
I set all of my events to Event = No Event.
WC
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Well there not really different script files- It basically establishes tables that the program can reference when they are called through triggers. It really is quite interesting to me.
But basically right now it's like watchinga foreign film without subtitles... I can be entertained by the cinematography and the visuals but I haven't got a clue what they're saying nor what is actually happening in the movie.
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So obviously it's night shift and I'm sitting here devouring this new script. There are SO MANY possibilities!
Huey's... I used to think were restricted to just moving troops back and forth, evacuating the wounded... but no- there's a whole new parameter to consider. Logistics.
This will actually allow you to pick up and drop off ammo, fuel- whatever... suddenly it adds an additional element to missions like Killbox- where they could be flying supplies into Anapa... or initially from Krymsk to the FARP... or to beleagered troops out in the field engaged in prolonged fights...
Want a fully functional Farp? Maybe we'll make ya work for it!
You can be pre-loaded with troops and drop off anywhere... you can go to "pick zones" and pick up troops... extractable units can be spawned in various areas... even relatively random. when dropped off these troops will adhere to pre-determined distances to seek out the enemy and will move about within a certain distance of their drop zones.
The same is true for IFVs and other APCs. They can be loaded with their normal allotment of troops and the F10 radio menu can be used to deploy or collect them.
I have a few things I need to sort out, but generally it's literally as easy as one line scripts.
Pretty excited- and it's only 0230 so I have lots of time for tinkering!
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Yes, ground and air vehicles warp at light speed and some graphic tearing last night. 
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GORDO's 9th: we was playing it last night I was flying the ka 50 and the shivl was wandering terribly bad. I got worse the longer into the mission we got before I got off the server it was where I couln't control it at all. I have seen this before in this mission back in 1.2.3. USMC Beans was having similar issues last night too.
Last edited by Molasses; 08/21/13 04:00 PM.
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Master of None Member
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I was having similar issues as well. I only was able to fly for about 10 minutes because of it.
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Well I have no idea what else could have changed other than something in an upgrade patch. Admittedly we may need to go back in and re-engineer Gordo's mission in terms of how units show up because it does require a bunch of data transmission to maintain all the units he has in it.
However I also posted Crew's "Back to School" mission to test whether or not it was the mission- and I still got complaints about it. We've never had trouble with that mission before...
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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The couple of new F-15C missions that have been running on Hollo Pointe are doing OK. No big stuttering issues or client crashes. But these missions are real light on the event trigger stuff, hardly any Group Is Dead events that are being reported on at DCS.
Except that on Tuesday night I left Kill Transports up and on Wednesday the server had had a Can't Connect To Master.
I do think there are master server issues that need to be ironed at on DCS' end. A post on DCS this morning by a DCS guy was about the master server list not displaying...
--> edit - On Friday I'll put up my Back To School on HP so we can test it there. I prolly won't be flying tonight, family stuff.
WC
Last edited by Wrecking Crew; 08/22/13 07:50 PM.
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I've taken the server down for a bit to do some editing... If anyone's looking for it. It'll be back up tonight. Hope to see some of you out there!
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Mol / Wheel- Or anyone else who wants to help me feel out this UH1 CTTS program... please join the firehouse for UH1 only test.
Basically just taking off with troops pre-loaded... deploying those troops, then picking up other spawned units elsewhere... then dropping back off at the ap for delivery.
password is: fire safety
I'm just trying to see how the script responds to different inputs.
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This Ground Commander crashing the game everytime I try to set a waypoint is pissing me off.
i5 3570k ivy(4.5 OC), ASUS Maximus V Formula, 16gb GSkill RipJaws 2133mhz, 2xEVGA SuperClocked+ GTX 680 in SLI, 2x Kingston HyperX 240GB SSD's(1 for OS, 1 for Games), Corsair H100 Watercooler,ASUS Xonar Phoebus SC, Windows 7 x64, Razer BlackShark BF3 Headset. CoolerMaster Cosmos II, XFX Pro 1250w. Samsung 46" LED TV(7100 series) ASUS VG278HE 27"144Hz, Saitek Pro Flight pedals, Thrustmaster HOTAS Warthog, Razer Nostromo, Razer Naga, Razer Deathstalker Ultimate.
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I'm disabling ground commander slots in the missions as I make my way through. Mol came in and tested out the CTTS and it actually worked reasonably well- we were able to deploy troops, pick them back up... move them around and the troops then go about their mission. I have the function integrated into Killbox- but when Mol went to recall the troops and load them (before they got smashed by a large incoming convoy) it crashed everyone in the server- but the server stayed up. I've submitted the crash files at ED... but it really does add an exciting element to the missions. We'll get there boys... just be patient and submit your error reports (from the firehouse server) here: http://forums.eagle.ru/showthread.php?p=1847442#post1847442
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Good work on the troops Eno the picking up and unloading seems to be working rather well. All but a few bugs to work out and that kill box mission should be more interesting.
I pickup the Huey last night not far from max gross weight and then loaded troops. I can't be for certain it wasn't because I was so close to MGW already but I came close to crashing it
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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Well, I ran Back To School last night and got Stopped Working messages - two for two, and w/in 30-40 minutes. So, took a break and came back later for some F-15C action in Kill Bombers, along with Wheel and Einstein. We had a pretty good time of it, but after an hour or so we all got kicked - I had a Server Ping Timeout. Thing about that one was the server went completely off-line - it was not showing on TV. I was doing some computer work when Hollo Pointe signed back into TV about 30 minutes later - that surprised me. I got onto the server and it was still running but had a Can't Connect To Master -- so I think it was a Comcast error on their network. --- I have another F-15C mission coming called 'Southern Wind'. No Combined Arms, very little event logic. I may need to put a couple of A-10s in it... hmmm A's or C's?  WC
"Your ballroom days are over, baby"Find my DCS World missions at Wrecking Crew Projects. All released missions are free to download, modify and publicly host -- enjoy!
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Off to greener pastures
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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You got it, mang!
Southern Wind is up!
WC
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
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Joined: Mar 2007
Posts: 5,111
Smooth Operator Hotshot
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Smooth Operator Hotshot
Joined: Mar 2007
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How the heck do man caves get soo frackin dusty/dirty!? Took the computers out back for a good dusting, and wiped down all horizontal surfaces in the cave - vacuumed, too, my wife would be proud of me but she won't see it. 
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It's crazy...
I'm running an HAFX, an HAF 932... and a HAF 921- without the screens I'd be surprised if the comp would even run. My heat sinks, regardless, are just packed solid- looks like lint out of a drier.
I have to do that on a monthly basis with the server comp since it runs 24/7. The other 2 aren't too bad and can be done quarterly.
On a side note, I've been taking a REAL hard look at the new 4770K processor... thinking of upgrading the gaming rig- get the 680 SLI'd and just do an overhaul. That would slide the 980X and its associated components into the server role.
Thing is, I'm reading these things get UBER hot when overclocked without being de-lidded (which is a simple procedure involving a hammer and a 2x4- imagine) and the 980X is considered the "prince of processors."
So I might skip another generation of processors before I upgrade- but with that being said if it turns out EDGE will utilize more cores / threads- maybe even split the load between all available physical or theoretical cores... then I'll upgrade the server to the 980X and then make the move to regen my gaming rig.
Anyone else got any computer upgrades coming up? Any hardware you're excited about? Do tell!
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The key is positive case pressure.
i5 3570k ivy(4.5 OC), ASUS Maximus V Formula, 16gb GSkill RipJaws 2133mhz, 2xEVGA SuperClocked+ GTX 680 in SLI, 2x Kingston HyperX 240GB SSD's(1 for OS, 1 for Games), Corsair H100 Watercooler,ASUS Xonar Phoebus SC, Windows 7 x64, Razer BlackShark BF3 Headset. CoolerMaster Cosmos II, XFX Pro 1250w. Samsung 46" LED TV(7100 series) ASUS VG278HE 27"144Hz, Saitek Pro Flight pedals, Thrustmaster HOTAS Warthog, Razer Nostromo, Razer Naga, Razer Deathstalker Ultimate.
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HOA's
by Terl9999 - 09/18/26 04:12 AM
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Football
by Terl9999 - 09/18/26 02:42 AM
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Flags
by Terl9999 - 09/15/26 10:03 PM
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