Command Modern Operations v1.01 update - Build 1141.1

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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Dimitris
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Command Modern Operations v1.01 update - Build 1141.1

Post by Dimitris »

Download: [Superseded by B1141.2]

To apply: Unzip to the installation folder, overwriting as necessary.

Release Notes (changes from B1139.2)
----------------------------------------------------------------

* SEMI-FIXED: Out-of-memory exception preventing autosave & manual save in large scenarios
* Fixed: Show MCM equipment for subs
* Tweak: Sweeping inactive mines (inactive moored mines can now be swept by cable-cutters and mine-disposal divers)
* FIXED: #13767: Fixed issue in calculating buffered area of missions
* FIXED: #13766: Special Actions window default description / selection not consistent
* FIXED: When the airgroup lead reached a waypoint, the waypoint's throttle preset and speed overrides were not applied to the entire group (As a result, wingmen may not always stick together or may have different throttle settings (thus burning more/less fuel))
* Various sim-core performance tweaks
* FIXED: Lua missing case-insensitive clause on GUID comparison check
* FIXED: #13637: Lua trigger on mines
* FIXED: "Recon" mobile-unit category not reported correctly
* Tweak: Lua - Removing Weapons from aircraft in air
* FIXED: Sensor time-to-next-scan value not persisted on save/load
* Fixed: GUID comparison failing when adding aircraft to a base via Lua
* [Lua] Added method: ScenEdit_DistributeWeaponAtAirbase
* [Lua] Added method: ScenEdit_ClearAllAircraft
* [Lua] Added ScenEdit_ClearAllMagazines
* FIXED: When removing a side's mission, off-grid units were not notified of this mission's removal
* Fixed: Lua date not handling non-integers
* Fixed: [B1139.2] Units never cavitate
* Fix on submarine recharge rate
* Fixed: [B1139.2] Lua "UnitX" returning nothing
* Fixed: "Browse scenario platforms" inconsistent view
* Includes updated version of C-LIVE "The King of the Border" (fixed map performance issue on US side, cleaned-up briefing texts)
* Includes updated version of C-LIVE "Spratly Spat" (improvements in Lua scripts)
* Includes updated version of Shifting Sands #17 (Bekaa Valley) - improved Lua script for comms disruption (thanks to Eboreg for the tweaks)
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Gunner98
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by Gunner98 »

FIXED: #13637: Lua trigger on mines

Thanks a lot guys.

Could someone explain this one a bit? Does this mean we can use mines in or mines cleared in an area as an event trigger?

Thanks
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Parel803
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by Parel803 »

thank you
Rory Noonan
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by Rory Noonan »

ORIGINAL: Gunner98
FIXED: #13637: Lua trigger on mines

Thanks a lot guys.

Could someone explain this one a bit? Does this mean we can use mines in or mines cleared in an area as an event trigger?

Thanks

Hey Gunner98,

The Lua docs have been updated with the new functions:

https://commandlua.github.io/#ScenEdit_AddMinefield
https://commandlua.github.io/#ScenEdit_DeleteMine
https://commandlua.github.io/#ScenEdit_DeleteMinefield
https://commandlua.github.io/#ScenEdit_GetMinefield
https://commandlua.github.io/#ScenEdit_SetMine

Using ScenEdit_GetMineField() you can check how many mines are in the field. This could be used to see if there are any left, or count the amount that remain. So you could have code that checks to see if the minefield is totally cleared, or what proportion has been cleared.
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bghvip1
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by bghvip1 »

Hey,
Thanks for the update guys !
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michaelm75au
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by michaelm75au »

You should also be able to include mines in the Detect and the Destroy triggers as weapons.
I've attached a sample based on the Mine Tutorial - just left the helos sweep the minefield.
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Mineluatest.zip
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gennyo
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by gennyo »

Running my scenario (rebuild using 1136.1 with scenario merging, db3k 483, a little less weapons per unit) for about 15 hours non-stop, without hiccups and crashes like earlier versions.
With some much more crazy moments like shooting 300+ missiles to a single target because of my wrong WRA settings, I think this update passed "pressure test" so far.
Thank you.
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michaelm75au
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by michaelm75au »

ORIGINAL: Gunner98
FIXED: #13637: Lua trigger on mines

Thanks a lot guys.

Could someone explain this one a bit? Does this mean we can use mines in or mines cleared in an area as an event trigger?

Thanks

I would be interested in how this goes. It seems to work well in test.[:D]
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Gunner98
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by Gunner98 »

Thank I'll give it a shot tomorrow.

B
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michaelm75au
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by michaelm75au »

I included a sample SCEN in one of the posts above to show how the events worked
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Gunner98
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by Gunner98 »

Mine Triggers work the charm - thanks.

going to give the Lua ScenEdit_GetMinefield bit now
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Gunner98
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RE: Command Modern Operations v1.01 update - Build 1141.1

Post by Gunner98 »

OK I can confirm that the add & delete minefield works like a charm. Didn't try the single mine commands and left a note in Lua Legion wrt the GetMinefield - I think it works but I've got other problems.

Tx this is great stuff
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