

Recluse
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Hate to pile more on your already overflowing plate... but if you have some spare cycles, could you look at Reaper.lua? I am having very variable results, where it seems that it should be lasing but weapons don't guide. I know it is possible for them to lose lock, but I don't get that message. I have locked an AGM-65E onto a spot and it plummets right into the ground. Likewise I have dropped a GBU-12 and it falls ballistically without guiding. If I turn on my own laser, they guide fine, so I know the code is right and all the fuzing etc. is good. Odd thing is sometimes they guide perfectly. Maybe just a case of momentary target loss, but my LST shows a lock on the spot throughout the engagement. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@DD_Friar Did you by any chance try the new groundOnly flag and see if it worked? As you have seen it didn't (quite) work for me, the way I expected, but now I don't trust my system at all!!!! I have taken your idea to heart about unitZones. Only problem (and this might be something I am just doing wrong) is I miss Valet's ability to pass the <p>, <u> and <type> wildcards to messenger. I could not make this happen with unitZones (as the zone isn't quite as aware of who is in it as valet., but it is very likely I am missing something) @cfrag Wow!!! THAT SUCKS.... At least I am not CRAZY (well, in this particular instance, anyway) -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Indeed I do have the Herc mod installed! It isn't in any of the missions that have been causing me this headache, but the mod is definitely installed. Edit: I just retried the demo - being persistent.miz and this time IT saved to tempMission (data)/tempMission.txt as well!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks, you've confirmed my understanding of persistence. I JUST KNOW I AM DOING SOMETHING OR MISSING SOMETHING STUPID! This is what I cannot figure out. When I suspected that the tempMission was somehow coming from launching out of the mission editor, I created and saved a brand new mission, named it accordingly, and fired it up. I got the verbose output pasted above. The mission name was MarianasTestPersist.miz NOT tempMission, and I launched it from the Mission menu (SP) not from the Mission Editor, yet that is the folder it went into. Here is the persistenceConfig: I gave it a unique FILE NAME because I didn't want it reading the tempMission.txt as happened with another mission I tried where I had attempted to leave the defaults: nullMaybe someone can try it out and see what is going wrong, or if it is something weird on my end. Seems to happen with every new mission I try, but the Demo works fine. Nothing going on except some Mirage2000's on the ground at Antonio Won Pat and an Su-25T on the ground at Anderson AFB. P.S. Sorry I used Do Script File instead of lots of Copy/paste to save time, but I used all the newest files. MarianasTestPersist.miz -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK, sort of a false alarm here. I was an idiot and forgot to add saveInterval to the persistenceConfig. After I did, Scribe was working, bombRange stats were working etc.. But I wonder why everything is being saved to the tempmission (data) folder: I left all the defaults and it properly found the root and mission folder. Is it only Unit Persistence that gets saved to the mission named folder as in the demo mission (demo - Being persistent (data)) It seemed like if I didn't supply a file name, the "mission data" went into tempMission (data)\tempMissionData.txt For this mission I specified the file name "testsaves". I thought maybe it was because I launched the mission right from the Mission Editor, but then I created a brand new sparse mission and made sure to launch after saving from the Mission menu and it still saved in the tempMission (data) folder. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK I am regretting going down this rabbit hole Thinking of just going back to the old Valet method and dealing with spurious messages, and using LZ if I really need landing messages. - In your new test mission: - I get both greetings initially. On Spawn and when entering the Runway. - I don't get the Goodbye message on leaving, but I DO get it on landing, (probably I do taxi outside the zone) but it seems to come much quicker than that. - I don't get the runway message "ground bound is on my list...." upon landing. - I DO get the circular zone message on landing "I greet you all..." - In my mission, which started this whole thing off, it still doesn't work either. I never get a Greeting upon landing if I had already triggered it on Spawn/Takeoff...but something is weird there because Persistence and Scribe don't work either. NO IDEA what is going on. As usual, I started small, then ended up building up a complicated set of zones. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hmmmm to my surprise, it still did not trigger after removal of firstGreeting. I did get the greeting on spawn, but not on landing. Edit: Interestingly, it appears maybe that groundOnly recognizes only a single entry into the zone. I made 2 Valet zones: One by the parking area, and one a quad point on the runway. - Spawning in at the parking zone, I got my greeting. - I forgot that when I taxied onto the runway for takeoff, I would enter the other zone, and, indeed I got the greeting. - After flying away from the runway, then turning around and landing, I did not get the greeting from the runway zone. - I didn't try removing groundOnly to see if the old behavior of triggering with every zone entry would be back...but that is my next step. Edit2: Indeed, when removing groundOnly I got the greeting on return to the runway. Edit3: I did the same thing in your Demo mission and I got the Greeting when returning to the runway.... but only from the circular zone. I do NOT get the greeting from the runway zone. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Your demo works fine, but mine doesn't seem to. I didn't try the exact scenario, though.... I need to do that.. I have a big Valet zone covering the airbase with a firstGreeting and a greeting with greetSpawns = true. When I spawn into the aircraft, I get the firstGreeting as expected, but when I take off, fly out of the zone and then return for landing, I am not getting the Greeting. (The two ARE actually different though they start the same way) Must be missing something simple. ....hmmmm maybe it has to do with landing a bit LONG and not ENTERING the zone on the ground, but I landed REALLY long in the A-10A in the demo and things triggered ok. null -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
WOW!! That was quick...Thanks!!! I will try it out soon!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks! I didn't think of LZ. I am trying to get my head around your example of Nested Valets in the discussion of "say hello goodbye (Valet)" thinking I could tweak it to work. Also, when I spawn in, I am seeing BOTH the First Greeting and the Greeting. I believe this is due to the odd behavior of the noGap I am using which causes my spawned aircraft to fall a few feet onto the runway (also giving me a Landing Feat!). Might switch to StopGap once the mission is ready for Multiplayer testing. As an aside, I sometimes struggle with needing multiple overlapping zones to do everything that needs to be done. I wonder if there are any best practices that anyone follows to limit them. I know that many parameters can be stuffed into other zones ("Stacking modules") to avoid this. As an example, I have a Cloner that is also a Bomb Range, and I added the wipe? attibure to declutter and clear hulks. It seems to work, but I always get the message about wipe? being deprecated in a CloneZone. Doesn't seem to affect the performance, and I usually clear messages once I have everything working, but I overlayed a separate wiper to satisfy my need for order -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag A possible modification of the Valet mod, or maybe you can suggest a way to do it easily with the current DML modules: So as not to trigger Valet messages when flying over a zone, could there be a switch like "groundOnly" which would trigger the Valet only when the player starts on the ground or lands. Of course there are definitely times where you WANT a trigger when they enter the zone in the air, so the groundOnly can be set to (and default to) FALSE, but turned on in those cases where you only want to mark spawns and landings. I was confused in a mission I flew when it kept welcoming me to different bases. It was in Single Player and I couldn't figure out why a ghost player with the same callsign was getting in a jet!! Then it dawned on me that my route took me through the zones. -
Just a question to confirm a recent observation. - When firing Hellfire (Kilos) from the Back Seat with a JTAC or other buddy lase, I like to use Acq Source Skr. ("Poor Man's LST") I used to be able to select Skr? as ACQ Src even when it was in White Text, but lately, it will not let me select it at this point. - At some point it turns GREEN and is then selectable and works great. -It goes back to white when no further laser spot is available, but remains selected. If I switch to another ACQ source, it is again un-selectable. - From the above, I am pretty sure that that currently SKr? is not selectable as an ACQ Src until there is actually a laser spot within LOS (and range?) for the Hellfire Seeker to pick up. Is this accurate or am I missing something else with switchology or settings? Also if true, does anyone know the constraints involved in being able to select this (i.e distance from laser spot, etc?) EDIT: Reading up on the SKR as ACQ source in the manual, it seems that indeed it is mainly used to slave the Sight to the Next to Shoot based on the missile seeker, (in the back seat, SIGHT being PHS) so I guess the seeker DOES have to be seeing a Laser. Previous behavior of being able to select the Skr? without a spot was likely wrong.
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I think the F-5E 2024 is the updated Full Fidelity Module. The FC2024 F-5E folder is F-5E_FC
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Indeed!!! I know how to cold start aircraft, but always tweak missions to HOT START to save time. Even so, cockpit setup takes some time. Got pretty quick in the Hornet, Harrier, Mirage, but whenever I decide to fly the Strike Eagle, it seems that Pre-Flight takes forever even from a Hot Start. The Dynamic Spawns with easy Arming pre-flight helps and the new DTC may help somewhat, and I have used the DCS DTC mod to some advantage (I can only hope DCS manages to implement everything already working there!!!). Still, TIME is always precious in multiplayer sessions. Also messes with the ability to fly in a coordinated manner when one person is up and ready and has to sit and wait A FEW MINUTES for the other(s). -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
LOL... when repairing a broken bird, which in real life might take days, 180 seconds in DCS seems too effing long Always the tug of war between REALISM and ENTERTAINMENT.. In the latter, ejections and crashes don't hurt as much -
Has anyone noticed this in the Hornet: Maybe a consequence of the DTC implementation? It used to be when setting up the EW page with the ALE-47, for Manual Programs the process was to hit STBY, then ARM, then RTN, then Mode, to select MAN programs, then STEP if needed. Now it seems you have to to the MODE to select the MAN1 Program BEFORE the ARM shows up. I notice also now that when other than MANx is selected, you never get the ARM indicator. Maybe this was always the case to prevent ARMING when Semi-Auto or Auto modes were selected until triggered by a lock.
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I have to say that MenuNav has largely been superseded for me for a long time by DCS adding the capability to use a button/hat to scroll through the comms when the menu is up via the Command Menu mapping: null
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@crazyeddie Glad you got it sorted!!! That's what matters! These kind of things are always so hard to diagnose and fix since they are often depending on lots of individual configurations.
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Ahhh I didn't realize you were talking about AI....Agreed that it should work the same, but let me test that as well!!.... Still works as expected for me...
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Your install must be messed up. I just tried it and it works fine. ME screenshot taken immediately after placement. null
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Ahhh!!! Thanks!! I saw the scribe loaded but I didn't think to explore it. Always something new in the M to RTF!! Thanks as always for your constant DML maintenance and tireless support here!! Sorry that DCS keeps breaking stuff that you have to fix!! I was anxious to try the new SAVE module, but after reading your take on it, I decided HARD PASS for now especially since DML does it all, and more, and better!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Quick question, though I may answer it myself by just TRYING IT OUT...but just in case: I was messing around with the CFRAG Marianas Proving Grounds, and noticed that when starting up, the Valet module (I assume) provided stats on the aircraft I had flown previously (even previous sessions, via Persistence). I didn't notice anything special in the valet statement, so is this automatic when persistence is enabled or did I miss another Trigger zone somewhere?? Thanks! -
My Comms menu stopped recognizing F1-F12 function keys
Recluse replied to MarkyMark's topic in Controller Questions and Bugs
Not sure if it is related, but fairly recently (well a year or so) new functionality was added to allow you to scroll through and activate the COMMS menu with Trim Hat or other control that could be used when the Comm menu was up. I have seen often that the TRIM HAT gets bound to VIEWS instead so maybe this is what is going on with you. Check this COMMAND MENU These controls should ONLY be active when the COMMS menu is up, and should not conflict, but another thing to check if you have double bindings for VIEWS on some of these keys. If nothing else, setting these might let you get away from the F keys themselves. It is odd since in my GENERAL settings, I have all the F keys mapped to the views, but when the COMMS menu has the "FOCUS" the F keys still work to select stuff. EDIT: LOL In fact It commonly happens that I am heading home and have the Comms menu up and I decide to take an outside view, so I hit the F2 key and hear "ABORT INBOUND!!!!!" OH CRAP, NO!!! Also it might help to make sure you are invoking the COMMS menu with the RALT and RCTRL + \ commands vs the \ only to properly invoke the radios. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Click the Green CODE Button and DOWNLOAD ZIP HINT: Inside the zip, in addition to the modules you will find EXTENSIVE documentation. null -
Not sure exactly where to put this: - Mission Editor -Game Crashes -Kola Map Bugs so I tried to make the title inclusive of all 3 Often, when on an airbase that doesn't support certain aircraft, the Dynamic Spawn menu will not show that aircraft as available (even if it is present in the Mission Builder WAREHOUSE screen). We have observed, however, on the KOLA map that at least at BODO and ANDOYA, C-130 Hercules (the ANUBIS Community MOD) shows as a Dynamic Spawn, but the game freezes and crashes as soon as it is selected and attempted to SPAWN. Seems to work fine on other maps insofar as when the C130 appears, it can spawn. Other aircraft including the OV-10 Bronco (another community MOD) spawns fine from KOLA bases. IT seems to be an interplay between the KOLA map and the C130 mod not being a supported aircraft for a given airbase which leads to a CRASH, where it should just not be available. - The mod is present for Host and Client - The mod appears as a dynamic spawn for the coalition at the airbase - The mod spawns and works as expected on other maps on airbases that can support it, and does NOT appear on the Dynamic spawn list if the aircraft is not supported (too big) for the given airbase Thanks for any insights..