Jump to content

Recluse

Members
  • Posts

    1144
  • Joined

  • Last visited

Everything posted by Recluse

  1. 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
  2. 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.
  3. 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!!
  4. 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
  5. 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.
  6. 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.
  7. Sorry! Should have thought of that. I assumed it was in the airfield.lua, and, it looks like I was correct:
  8. 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:
  9. 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.
  10. Hard to see since it won't expand, but this is the trigger zone: Here is the mission. I stripped out a bunch of other stuff I was playing with and just left the three factory zones. The LEO-2 thing happens only on the DesertBLUE zone (triggers above). But it happened on one of the other zones I had previously placed on the map with similar RED values. EDIT: OH!!! I see I misspelled SOLDIER in the the first entry!!!! I fixed it and it worked fine!! LEO-2 must be some kind of DEFAULT for unknown units?????? I stared at this for a long time but didn't notice it until I pasted it in here!! FALSE ALARM, I think. The perils of COPY/PASTING an error over and over!! I noticed that I made a similar typo in the attackersBLUE, with M2-Bradley instead of M-2 Bradley. In this case, a Leo-2 also spawned in place of the misspelled unit name. DML Owned ZoneFactory Test.miz
  11. So a strange thing is happening to me whenever I create a Factory Zone and assign defenders. Seems to happen with either defendersRED or defendersBLUE (and also attackers, at least for BLUE). When I double up on a Unit, it seems to always spawn a LEOPARD instead of one of them. So, for example, Soldier M249,Soldier M249,M-2 Bradley (defendersBLUE) spawns an M249 Soldier, an M2A2 Bradley and a LEO-2 M-2 Bradley,M-2 Bradley, M-1 Abrams (attackersBLUE) Spawns an M2A2 Bradley, and M1A2 Abrams and a LEO-2 Sometimes the LEO-2 seems to spawn out of nowhere. The first time I saw it, I had a defendersRED set to just BTR-80 and it spawned a LEO-2 as well.
  12. Interesting. This happens to me as well, but USUALLY only if I pick the F-15E as the FIRST jet after joining a MP Server. If I fly something else, then select Role as F-15E it seems to work. I do have MODS and DICE loaded, so I will look into that as well. I don't believe I have a DICE script for the F-15E, though..but will double check.
  13. Hi, Thanks for the reply. That is exactly what i did. Added the helo(s) to the CSAR of Georgia mission. EVERYTHING else in the CSAR manager works fine in the UH-60L, and I did manage to check the DML ADF worked with the AH-64D Apache, so, I think it is a UH-60L issue. What is odd is that the UH-60L picks up one of the built in ADF's (688 KHz (if I recall correctly) just west of the Airbase) without any issue. Must be a UH-60L thing. Was hoping someone else had tried it and could comment on whether it worked for them.
  14. Wow.. I can't imagine what a labor of love this must be!! Amazing work. I am slowly coming to grips with the DML system. Quick question, though. I did a quick search of this thread for UH-60L and ADF and didn't find a similar report, so here goes. - Running the latest CSAR in Georgia demo mission (from the very recent release in the top post). I added a UH-60L to the base and edited the CSARManagerConfig zone to add the UH-60L as an active Helo for CSAR Everything works fine, EXCEPT when I tune the UH-60L ADF to the frequency shown, the pointer doesn't move at all. I thought I just didn't know how to use ADF correctly in this mod, but I tuned to one of the built in Map ADF beacons, (also in proper KHz units)and it worked fine. Any ideas? Unfortunately I do not own any of the other helo mods to test it. I realized I had the AH-64D, so I set it as a TROOP CARRIER (had to use the 'any' config item) and the ADF works just fine. Must be some UH-60L peculiarity (or some other OPERATOR ERROR on my part) Anyone get it working?
  15. Copy over the Scratchpad folder from <yourname>\Saved Games\DCS[OpenBeta]\Scripts Copy over the scratchpad-hook.lua file from <yourname>\Saved Games\DCS[OpenBeta]\Scripts\Hooks to the respective folders in your new Saved Games hierarchy. Create the Scripts and Hooks folders if they are not already there. There is also a Scratchpad folder one level higher at: <yourname>\Saved Games\DCS[OpenBeta]\ You can copy this over, but it SHOULD be automatically created when Scratchpad first runs.
  16. Well looks like I spoke too soon. We started getting script errors today, and it seemed to be in the part of the Foothold zonecommander.lua that got updated after the last patch changed the scripting. EDIT: @Dzsekeb has fixed the ZoneCommander.Lua everything is good (again) THANKS!!
  17. Yes I do believe so, at least until it Merges with @SPAS79 UH-60L update
  18. There have been a lot of updates to the Scratchpad. THE original versions were skipping the first WP in the HORNET (assuming you wanted to use if for something like BULLSEYE) but this limitation was removed (by @Draken35) in later versions. Make sure you grab the LATEST version and all should work fine. (I know you said you had it, but there have been a lot of updates recently. Most recently, there should be a full download that should be the MOST up to date). I have been using the Hornet and Mudhen quite a lot and they both have been working fine. (Also Mirage2000 and Harrier, but not as much) Error messages could indeed be related to the TICKS setting especially in Pancake mode.
  19. Is this going to re-break the code for MOOSE and MIST related scripting (e.g. FOOTHOLD/PRETENSE/*POWER persistent missions that got fixed after the last patch, or will both getCategory() syntaxes work now? EDIT: Just did a quick test and all seems to be working..
  20. Yeah, honestly, THAT video was what gave me the idea to try out the different routes for the JDAM programming. I had sort of gotten the idea when trying to enter sequence points in a jet that had NO sequence points and only "B". I found I could enter 1A or 1.A into Scratchpad to create the A sequence AND I think it (or maybe another video) clued me into the entering SHIFT B to get back to "Waypoint zero" (or "B") when another sequence had been added. I was trying 1B to no avail, and didn't realize it was just "B". The LIST points are very powerful, but, until there is a true DTC, they rely on putting the points in the Mission Editor, so might not be generally available (e.g. on Mulitplayer servers).
  21. So let me add something I just "discovered" which was probably already obvious to everyone. Building on @Str][ker's excellent video (Yes I finally did watch the whole thing!!) I have been messing with JDAM and SCRATCHPAD a lot. Here was my EUREKA moment. - Let's say you have a bunch of Sequence Points already. A mix of Steer and Target. Now you want to designate a bunch of Targets for your JDAM handoff. - Sure, I know I have 10 Sequence Points, so I can just start at 11. either using the WSS parameter or denoting each Scratchpad coord with the number. - BUT the strike Eagle lets you have multiple routes, A, B, C.. so assuming your NAV points are all in the A hierarchy, you can do the following: Set Scratchpad WSS to @<1.C> Set all subsequent WDes Coordinates to @[#.] <----Note the . for Target point Upon entering the coordinates from Scratchpad, you will get a Route of Targets as 1.C, 2.C, 3.C etc... which is totally distinct from your existing A route Sequence. To load your JDAM, Start with entering 1.C and henceforth, just enter 2., 3., 4. etc.. and the Jet will know you want to continue with C route. Once your JDAMS are loaded, you can return to 1.A or whatever A sequence point you want to fly your route.
  22. You're welcome!! Now let's cruise over to the Apache Forums and talk about FIREBIRDS!!
  23. My experience has been similar to the OP. I can bring up the FLIR screen on another MFD, but if I move the TDC to it (SCS toward that screen) it immediately takes over. As long as the TDC isn't there, the Radar remains the sensor. I usually use SEA or GMT radar with AGM-65F to designate a target and bring up the FLIR to make sure I have what I want. I can fire at range. With Laser Guided Ordnance, sometimes including AGM-65E, I find that you can lose the target as you get too close or otherwise out of radar GIMBAL limits, so it is useful to switch to a FLIR designation. For movers, this is always kind of a pain with a lot of heads down activity to lead the targets JUST RIGHT to get a PTRK.
  24. As @Str][ker mentioned above If you are trying to overwrite a TARGET point with a WAYPOINT it will fail because the Scratchpad is trying to pull up a WAYPOINT (no DOT) and you will get the flashing FAIL because there is no WAYPOINT with that number. You need to make it a Target Point for Scratchpad to over-write it. (e.g. 3.A to overwrite Target Point 3) You will get the same error trying to do this manually. It drove me crazy for awhile. Another thing: IF you have NO Nav points set up, it will default to "B" which is essentially WP 0. For Scratchpad or to start populating manually, you should give it the A to start the sequence as just the numbers don't seem to want to create new B points.
  25. I can confirm this. This has been a problem for a long time. I tried to search for the previous Bug Reports, but have come up empty. I know they are there somewhere!! At one point, switching to the TGP MFD retained the Radar Lock, until a DESIGNATION was made on the TGP. Then at some point it change to the behavior shown above where just SELECTING the TGP caused the Sensor to change from RADAR to FLIR. FOUND IT!
×
×
  • Create New...