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About TP_Fritz

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  1. I'm having the strangest issue with my DServer that I've ever seen. I typically use my DServer to test multiplayer missions before I submit them (I fly with the Tangmere Pilots). I recently decided to have a friend try to join it just for kicks and mess around. Unfortunately, he cannot successfully get it to work. He can connect to the server, and I see him connect, and the DServer shows him connected. But if he attempts to select an aircraft and Start, he'll hear the "clank," the game will look like it's trying to load, and then the Start button will show green again. I never see his plane show up. If he tries to hit the Start button again, he'll get an "Already Spawned" error. Oddly, if he selects Spectate instead, he'll appear inside a plane - and can even manipulate it (start up engines, etc.) - but I don't see him or hear him at all. He also cannot enter into any of my multi-crew slots, it will tell him they are all taken. With further testing, we disabled Mods and went online to some of the public servers. On those, he has absolutely no trouble at all connecting, spawning a plane, and hopping into a gunner's position. With this new bit of info, I then disabled Mods on my DServer's IL2 instance (in the Startup.cfg file), restarted the DServer, and connected to test. Exactly the same thing happens - he cannot spawn, cannot join as a gunner, and "spectates" as if he's actually spawned inside a plane. So clearly, it's an issue with my DServer settings - but for the life of me I can't figure out what would be causing this. Does anyone perhaps have any ideas?
  2. Does anyone know what font is being shown in these images by chance? I've not been able to locate one that matches: (created by 216th_Peterla)
  3. Okay, thanks everyone. I need the train to be moving, so it seems I won't be able to do this like I thought, or hoped, I could.
  4. Earlier today I was thinking about putting a "on Critical Damage" to a Counter from a train. Once I opened up the mission editor though, I realized that it is probably not that simple. So, is it even possible to do? What I'd like to do is, for example, have a train with 8 carriages trip a counter when at least 6 of the carriages are destroyed... but I don't see a way to do that. Is this possible?
  5. I recently built a multiplayer dogfight mission where there were quite a few Subtitle messages that were designed to pop up and alert the pilots to the location of a train they were assigned to protect was. The Subtitles worked as expected; however, in testing, I had determined that - should the pilot(s) be involved in a fight - it was possible that they could miss the pop ups. To deal with that, I thought about the possibility of adding a short, half-second burst of static (as an MP3 sound file) that would play roughly a second before the Subtitle message. I threw together a quick test mission to try this idea out and get the timing just right. Unfortunately, I ran into an issue I was never able to solve. Initially, I had the design like so: Check Zone -----> Timer (2s) -----> Media Translator (play MP3 Sound file) | Timer (2s) -----> Subtitle Msg That worked... but it only worked once. For all the rest of the Subtitles where this occurred (as the object triggering the Check Zones moved through each Zone), the sound would not play again. So I tried setting it up so that there was a Media Translator that stopped all media before each Media Translator that played sound: Check Zone -----> Timer (2s) -----> Media Translator (stop media) | Timer (2s) -----> Media Translator (play MP3 Sound file) | Timer (2s) -----> Subtitle Msg and then one that set it up so that a Media Translator stopped all media after the sound played: Check Zone -----> Timer (2s) -----> Media Translator (play MP3 Sound file) | Timer (2s) -----> Media Translator (stop media) | Timer (2s) -----> Subtitle Msg In all these situations, the MP3 sound would play once - the very first time it was called - but then never play again. I was never able to figure out why this was happening, so I eventually abandoned the idea of playing a sound file and hoped for the best. The question here is, basically, twofold - is there a method that has to be followed to allow sounds to play that is different than the method I used? And, in my case, I was using the same sound file (static.mp3)... could it be that calling the same sound file called by an earlier Media Translator is the problem?
  6. Thanks Habu - but I've found something really strange. When I unzip your mission, it works like I expect it to. So, just to check my own suspicions, I opened your Debug mission in the ME myself, didn't change anything, and then saved it as a different mission name (i.e., Debug_MSGTesta). When I ran that saved mission, the Subtitles didn't work anymore. Something's got to be screwy with my install of the ME or something.
  7. I've been working on a multiplayer mission that has several Subtitles in it to alert the players of some events. It's a Dogfight mission. When I test the mission in single player mode (as a saved Singleplayer mission), the Subtitles work perfectly. When I test it on my personal system in Dogfight mode, they work as well. However, when I upload the mission to my DServer and then run it, none of the Subtitles show up. At all. I've been wracking my brain trying to figure out why this is happening. I've tried changing how the Subtitles are triggered, going so far as to make sure that every one has a separate Timer Trigger that targets it (i.e., the Timer being one that is fired from a Check Zone solely attached to the Subtitle), I've tried changing the coalitions, etc. Nothing so far has worked. Here is a mission I set up to test this outside of the main mission. The Subtitle is set up exactly like it is in my mission (I've provided images of the Check Zone Advanced Properties as well as the Subtitle Advanced Properties). The truck starts to move once I spawn in, moves through the Check Zone... and nothing happens. I've attached the mission to this just in case. What am I missing? Logic would seem to dictate that the issue is most likely related to running on the DServer... however, I have no clue what that could be. A huge thanks to anyone who can show me where I'm going wrong. Test.zip
  8. Good question... hehe. I have no idea how I missed that. Too much skimming I guess.
  9. Your suspicion was correct, JimTM. I was starting the test mission on my server and then switching to my gaming machine to start IL2. That short amount of time was creating the problem. By doing what you suggested - OnPlaneSpawned - it fixed the issue. It never dawned on me that this could be what was happening... for some reason I kept thinking that the mission wouldn't run until I joined it. Thanks.
  10. I'm not sure if it's something I'm suddenly doing wrong and just can't see it, or if something's changed in the logic. I'm trying to test something for a mission I'm building, and for some reason I simply can't figure out why any AI that I put on the map and then have a WP assigned to it will start the multiplayer mission on the last way point assigned to it. For example: In this simple test multiplayer mission (Dogfight), when the mission starts and I spawn into the MiG, the truck (Vehicle 6) doesn't appear where it shows in the editor - instead, it appears directly where the Trigger Waypoint is located. The truck is Enabled (i.e., Enabled is unchecked in its Advanced Properties). If I attempt to create multiple waypoints, the truck will appear at the very last waypoint in the sequence. What am I doing wrong, if anything? I've had my head buried so deep in some rather complex mission design for the last few days, so I completely accept that I'm probably missing something very simple.
  11. I'm at work and can't view your mission, but one question I can ask - how many carriages do you have on the train? You can add so many carriages that the train won't move. Try editing the train so that it only has 1 or 2 carriages and test it - see if that works.
  12. Well - once again that teaches me to read JimTM's manual more closely... I seem to have missed that info in there. Thanks Coconut!
  13. I'm working on a multiplayer mission, and have a situation that I'm trying to create where an AI group of planes flies through a zone and fires a Trigger that launches a flare. Fairly simple. The problem, however, is that being a multiplayer mission, if I use a Check Zone it's quite possible that players will fly through the Check Zone area and trigger it before it's supposed to be triggered. There's no way to be sure that the players can't trip the trigger and yet still keep it within easy visual range (so the players can see the flares). To make things even more complicated, the AI group of planes are the same plane type as the players (MiG3s in this case). The only way I've found around this is to use a Complex Trigger and set it up to fire only when the specific named AI plane flies through it (using the Complex Trigger's "Object Names List" option). I generally try to avoid using Complex Triggers whenever possible in multiplayer missions, but in this case I haven't been able to figure out how to get this to work without one. Does anyone else have an idea how to get this to work just using a Check Zone or Proximity Trigger by chance?
  14. I'm assuming that you don't have VR based on this question (and others you've asked so far). I don't have experience with other headsets - I have an Oculus Rift. The rift headset's nose area is slightly more open and doesn't sit flush with your face. So what I do is map all my important "must have" buttons to my HOTAS setup (I have a CH Pro setup - Pro Throttle, Pro Pedals, and the CH Combatstick) - guns, bombs, mixtures, prop control, trim, gear, flaps, even nav lights. I leave everything that isn't really "must have" to the keyboard, like track recording, pause, etc. When I need to hit a key on the keyboard, because of the slight gap in the nose part of the headset, I just tilt my head and glance under the headset - you can glimpse the keyboard, find the key you need, and hit it. Some of the newer headsets, like the HTC Vive Pro, actually have little cameras in the front of the headset that allow you to bring up a small window in VR and see in front of you also (and there are small hardware options now that can attach to earlier headsets, like the Oculus, that do it, but I can't recall at the moment the brands).
  15. If you follow the graphic immediately above your post, it will work, with the following setup in the Check Zone Triggers. Set the CHECK ZONE SIREN CLOSER's advanced property "Distance Type (Closer)" to checked, set the "Zone (1)" to whatever range you want (I usually set it at between 6000 and 9000 meters), then set the Plane Coalitions to "TRUE" for whichever coalition you want to trigger the siren - for example, if you want German planes to trigger it, set Axis to TRUE. For the CHECK ZONE SIREN FURTHER, all the settings are the same except set the "Zone (1)" to about 100 meters further than the CLOSER Check Zone, and UNCHECK the "Distance Type" so it reads "Distance Type (Further)." That should do it. The SIREN ON and SIREN OFF Subtitle MCUs are optional - I put those there when I was testing so I could see a pop up message when the siren fired, and when it shut off. You probably don't want those in an actual mission.
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