

Recluse
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Yeah, now I understand why you were looking for triggers to specify landing etc..."The AGL is less than" didn't work, coupled with an IN Zone flag? BTW, the reason I went with the actual dropping of troops was that I couldn't get a BLUE helo to LAND at a RED airbase (in order spawn units) but they were happy to fly into a Hot LZ to disembark troops, and effect the capture. Wouldn't be a problem with a ZONE but is with an Airfield. Was going to have them HeloCap a nearby ZONE and then use a flag to change ownership of the Airfield but it got messy. Maybe they land outside the perimeter and spawn troops that march in or something. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Ahhhh... I see....that explains it!! I tried Cloning 2 groups of troops with the same name, and it seemed to work, and two different helos picked them up. But once one of the groups was dropped off, the other helo did not disembark its troops (probably because a group with the same name had already disembarked/ spawned?). Maybe something else was going on.. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I got it to work (at least for the initial clone) using the IDENTICAL YES flag on the CLONE Zone. How are you getting the AI to pick up the troops? When in the Mission Editor and using the EMBARK TROOPS Waypoint action for the HELO and EMBARK TO TRANSPORT WP action for the Troops, it forces the Helo to land and pick them up, so it doesnt matter if they spawn before landing because the helo has to land anyway. FYI.. (I used flags in the Mission Editor Trigger section vs. DML for the In zone flag that triggers the Cloner, but it could as well be done with the unitZone. My question about the Wild Card was not for the UNIT that triggers the spawn but for the spawned troops themselves. I think it might crash and burn if a helo came BACK to trigger more troops that had the same name as the first group...unless I wipe them once they get transported and disembarked to capture the base. DML_DynamicMission_TEST_NoNASAM.miz -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Chad Vader I had a hard time with the AI because of the built in DCS ME mechanics where you have to specify the embarking troops (no wild cards allowed that I could see) so when the Cloner spawned units, the AI helo didn't know to pick them up because their name wasn't the same. The only way I found to do it was to preposition a squad with a known name (either active or Late Activation) for the AI to pick up. Spawinng the units when the helo was in zone was the easy thing.....having the AI pick them up was the hard part. Maybe I am missing something obvious. LIke this: "alternatively, you can use a unitZone to do the "detectoring", very useful if you want to trigger only on certain units that have been cloned (unitZones allow to trigger on names, and you can tightly control how clone units are named) " Have to investigate! Seems like you can't duplicate group names, though, so it would be a One-off anyway... Investigating IDENTICAL yes now... -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
So, you are suggesting that rather than actually registering dropped supplies, we use some sort of trigger to SPAWN them when the appropriate aircraft is in the vicinity and does the appropriate action? -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Question: Is there any way DML currently can handle some additional logistics operations like Airdrops out of C130's? - cargo or units that will persist or at least register when hitting the ground, This is enabled in some of the FOOTHOLD missions by some additional scripting, and maybe CTLD also has some of this capability. I am trying to use DML to put together some FOOTHOLD-like missions. Your Integrated War-Pushback is a good model to follow, but I am interested in adding Bases along with zones and pre-positioning CLIENT spawns with SLOTBLOCKERs so they are available when bases are captured. Still in the learning phases, but the airdrop mechanic was a really cool alternative to having to fly a helo long distances to drop troops in a ZONE without an airfield. I have a long way to go, just sussing out possibilities! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Is ownAll naturally persistent, or do you need to add the FLAGS to the persistence table? So that, for example upon restarting the mission, you might get a recap of who owns what? -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
It also usually shows up in the DCS.LOG on the weapon arming section. That's where I found the FFAR M156 WP (Harrier) Also, PLEASE don't change anything, but I read something in the Razbam forum to the effect that of the BDU-Series bombs, only the BDU-33 actually creates smoke. The others are just inert warheads otherwise mimicking the ballistics of the other weapons. I really like having BDU_45/50LGB for precision marks. Currently the BDU_50LGB does not seem to follow the laser (at least in the F-15E). Hornet only carries the -45 which works well. After all, distant Artillery is not going to actually SEE the WP mark for targeting, and the FAC transmits the MGRS coords to the artillery (or DML does) at the position of the mark... so the WP is sort of an atmospheric thing. Usually WP would have been used for attackers with a visual on the smoke. It's a shame the OV-10 mod doesn't have a radio, so we cannot use the quintessential FAC to mark targets with WP rockets. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks!! Might be awhile before I can try again in MP (Thursday is our next scheduled session). Note that I did test in SINGLE PLAYER, but, of course, since all of the GROUP were composed of CLIENTS, only a single aircraft actually spawned when I flew it. So it wasn't quite the same test. I will try putting some AI wingmen in the group and trying it in Single Player. - WilliePete (even the older module) doesn't seem to care if a CLIENT or PLAYER has AI Wingmen. Doesn't even flag it in the starting warnings. Makes sense since it is a human interaction. Guess I have to grab a friend and retest in MP. I was thinking of just adding some Single Aircraft groups and calling them -FAC for use in calling in Artillery if it isn't resolvable through scripting. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Another question in my continuing WilliePete saga. Pretty sure I know the answer, but wanted to check to be sure there is nothing else going on. Last night we flew an MP Willie Pete enabled mission. I was conscious of the warning that So just wondering if THIS was one of the unpredictable results. I was the client, and the Host and I were in a multi-aircraft group. I successfully called in Arty with WillePete in several zones, but the host kept getting this script error: Yeah, my bad again for using Do Script File instead of Do Script, but I am 99.9% sure this refers to the WilliePete.lua since the line referenced is useing 'theGroup' in a function: I took the chance and I guess FA and FO, but just wanted to be sure that the script error was indeed coming from the used of multi aircraft groups. Got all the warnings up front about all the GROUPS that WilliePete saw on startup (and subsequently suppressed those messages). Aside from the host having to acknowledge and click through numerous script errors like the one above, everything ran well. -
DCS 2.9.2.49940 Open Beta- F-15E | DCS not responding
Recluse replied to -Cipher-'s topic in Bugs and Problems
The workaround of grabbing another aircraft first and letting it spawn in before taking an F-15E does work.....most of the time. I haven't tried your Spectator, CTRL-F11 workaround yet. But maybe tonight. -
DCS 2.9.2.49940 Open Beta- F-15E | DCS not responding
Recluse replied to -Cipher-'s topic in Bugs and Problems
@Floydii Thanks for this. Only thing I can add to complicate matters is that MY crashes happen in MT as well (in VR) -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Based on the LOG file when I shot one, I believe it is: FFAR M156 WP -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Not a big deal at all, but I was messing around with WilliePete and indeed the supported munitions in the manual are correct. However, I noticed the Harrier can also carry FFAR 2.75" M156 WP in addition to the Hydra M156 that are supported. Is it possible to add this as a supported type for WilliePete? I only ask because others might tear their hair out like I did when the Arty doesn't recognize the smoke. Finally turned VERBOSE on and saw the message that it didn't think it was a Willie Pete munition. I think the FFAR are OLDER models which were superseded by the HYDRA. Normally I pick the HYDRAS in all cases but I guess I didn't for my WilliePete testing -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@DD_Friar I don't pretend to be @cfrag, but I did get the UH-60L (and the OV-10 Bronco) working with HeloTroops. I hope I understood your question. Just added them to the allowed types in the troopCarriers setting of the heloTroopsConfig zone along with other allowable helos. I started with the Demo mission as a base and modified for testing. Got everything working. I meant to also try the ALL or ANY configuration to see if the UH-60L got added, but I didn't get to it yet. NOTE: as it says in the manual, The module installs an “Airlift Troops…” command into a player’s Communication→F10 Other… menu to allow them to load, unload, and set troop transport preferences.. Don't use the DCS built in AIRBORNE TROOPS menu at the top level. Look at the demo - Helo trooper.miz to see how he setup the spawn zones for troops. I basically just added the UH-60L and Bronco to that mission and made the edits to troopCarriers and everything worked. My module loading (actually @cfrag's from his demo mission) is: -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I can see that this wouldn't be an issue when there was ONE cloner, and the cloned units took on the ownership of the base, but this would be a GENERAL issue whenever a Cloner has ground units spawning specifically of the opposite faction. Interesting! LOL I was a purist and wanted RED specific units for RED and BLUE specific units for BLUE, hence the complications. But it is odd that it doesn't happen with 1.0.0 of the airfield.lua? Originally I didn't have the NASAM's in there, but after I solved the script errors with 2.0.0 by putting version 1.0.0 in, I put them in, and then made a new problem when you updated the airfield.lua. Too many variables!! IT works just as you expected when the SOURCE of the NASAMS is off the base. Thanks again. At least I helped you find some bugs -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I set some Radio Menu items like the demo to force the base to be RED or BLUE based on the flags in the Airfield zone (if I did it right). Use this mission. I separated out the slot block stuff and the cloner stuff for ease. This one has the 2.1.1 airfield.lua as Do Script Base should start out RED and fire the REDCAP cloner. A UH-1 takes off from Senaki to drop troops which should turn it BLUE and fire the BLUECAP cloner. I had to use flags outside DML to get the cloners to fire looking at the Ownership flag value to decide which cloner to fire I'm sure there is a better way to do it, but this was the easiest for me for testing purposes. (AHHH I could have just used the KUTRed and KUTBlue flags set by RED! and BLUE! outputs from Airfield, but I had an idea that I wanted them to Fire off again a certain time AFTER they fired the first time but I didn't put that time delay in yet). There is an LAV sitting outside the Kutaisi perimeter that I originally used for ownership change before configuring the helo. But it does nothing now but try to shoot at the Red planes taking off DML_DynamicMission_TEST.miz -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Unfortunately, the same thing happens with this one as with the previous one. Same messages about the ownership with grace period, and eventually, both cloners fire. So far the 1.0.0 version is the only one that works for me. The recent getCategory swings back and forth messed up a lot of MIST and MOOSE based missions we flew (Foothold, *Power) but the authors fixed them (twice) and they are working again. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks! That was it! My SSB lua was somehow corrupt. Your REPAIRED version similarly did not work on my machine at first. When I opened SSB in NotePad++ to compare it to your extract, the formatting was way off and crazy, so it got corrupted somehow. I re-opened the original from the download and it looked fine. When I replaced it in my HOOKS, everything worked as expected! THANKS! Sorry for pointing the finger at your module!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
All conditions met. - MP Self Hosted (as in the video) - Not paused on startup. For the last question, I expected slot to be blocked because I used your demo mission right out of the box and followed the steps in the documentation. I can't say if there is a problem with the mission setup itself. I will try to build one from scratch and see if blocking works. Will report back. So I created a little mission to test. (Attached). Note there are some flags and such left over from the previous mission I was working on, but in the interests of focus, I deleted the CLONE ZONES that some of the flags were for. (Using Airfield.lua 1.0.0 BTW) Kutaisi is RED. There is a Red SU-25T and a Blue SU-25T CLIENT set to take off from parking HOT. So I get this output: SSB says BluDude is BLOCKED but I can still get in it!! BobsSlotBlocker.miz -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK I tried this lua and there were several warnings, but no script error. But it did not seem to handle the ownership properly. I had some cloners set to start depending on ownership, and both of them fired. Probably due to the second set of warnings. Warnings: When I retrofitted airfield 1.0 it worked as expected: Base starts as RED (as defined in ME) RED Cloner spawns RED units. Upon Capture, ownership turns BLUE and BLUE Cloner fires. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
LOL I hate to be THAT GUY (again) but there seems to be an issue with the ClientSSB as well. Pretty sure I installed SSB correctly, but when I run the demo, nothing is blocked. Here is a little video showing what I did including the Scripts/Hooks folder with the SSB, and the message showing that it was enabled when the mission runs. Used the demo from the latest 2.0 version package. Quality is kind of bad, sorry. Here is a clearer screenshot of my HOOKS. The Slotblock.lua.old is another slot blocker that came from the FOOTHOLD missions. I renamed it to .old just in case there was a conflict with ciribob's SSB. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Sorry! Should have thought of that. I assumed it was in the airfield.lua, and, it looks like I was correct: -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hey @cfrag, I think you mentioned an update coming soon. Could you please take a look at the airfield.lua? I was trying to create a simple mission to test something, and I kept getting script errors when trying to connect the airfield zone to an actual airbase. I stripped it down to JUST the single "airfield" parameter and still got errors. I did NOT get errors in the demo airbase mine mission and I noticed that the airfield.lua was 1.0.0 not 2.0.0. When I retrofitted the 1.0.0 lua into my mission everything worked perfectly. For reference, here is the error: -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Now I am 2 for 2 with dumb questions, so maybe this will give me the TriFecta!! I am trying to do something that seems very simple, but so far it has eluded me. - Airbase controlled by one Faction (let's say RED) - When all RED Units are destroyed, a BLUE AI helo spawns and captures the base for BLUE. - I cannot get the base to turn NEUTRAL, though, when there are no units left, so the BLUE chopper will not even try to land at the still RED Base. I looked at using the airBase moduleand the baseCaptured module, but I can never seem to get the base to actually turn neutral so I can use the flag for that to trigger the helo. It seemed complex to programmatically change Ownership, and since the RED to BLUE works pretty automatically, I thought there would be an intermediate NEUTRAL state as well. I can see how things turn RED and BLUE, but it doesn't seem like the NEUTRAL state is ever generated, unless you play some games with the OWNERSHIP via other flags and mods. I thought stripping out units from a base would make it go Neutral automatically. I even trying putting an Owned Zone on the base and trying to use the neutral! output from that to change Ownership in one of the other mods (baseCaptured or airBase) but it didn't seem to work. I am sure I am missing something simple here.