

Recluse
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In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
Appreciate you trying!!! Working well for many aircraft already.. LOL too bad the Hornet tends to be the one I fly most often, but I NEVER expected this implementation, so it is a total NET POSITIVE -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Not DML related, per se, but so as not to re-invent the wheel, I was wondering how people handle things like (pseudo-dynamic) CAP, Tanker, Attack, Capture scenarios. I have started mapping some out via Flags and Cloners/Spawners, but it is kind of cumbersome when one takes into account WHO OWNS what BASES to determine where to spawn and what to attack/defend. Kind of leaning toward just cheating and spawning out of thin air on a randomized timing instead of building in logic to select certain bases for spawns. @cfrag any insight you can give me (here or privately) on the basic usage of the undocumented features you use in EXPANSION (milHelo, milWings etc..) would be welcome!! I suspect they will save a lot of time and hair pulling! -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
Well, unless i did something wrong, it seems to work OK for AV8BNA, F-15ESE, M-2000C and UH-60L but NOT FA-18C_hornet For the Hornet, after giving the TYPE specification and selecting a map point, I do not get the 3rd line starting with the @|#| Haven't tried the Apache or the A-10C I also didn't try to actually input the coordinates after spawn, but I THINK the coordinate system shown on the last line were correct for those aircraft as far as I recall, but pretty sure it won't work without that line for the Hornet. EDIT: Entered coordinates into AV8BNA and M2000-C fine -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
I have been manually adding the way points from the scratchpad data generated from the Dynamic Spawn map as, usually I am only adding a few. Helps to have all the coordinates ready to go. LOL remember the OLD DAYS when this is all Scratchpad did anyway??? Good times!! If it is a longer route, or a ton of targets, I'll just wait til I spawn, though lately, going to the F10 map too much in VR often gives me trouble. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK!!! Learned something that perhaps should have been obvious Will have to create some more messengers all around -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK I think I found a clue! though I don't quite understand it. I included both the messenger attributes in the ownAll zone. IT seems that only the FIRST one triggers, either GoodGuys or BadGuys. Can I not have 2 Messengers in a zone? I thought I had done this in the past. Whichever one is FIRST shows a message and the second does not. Maybe I need to stack the Messengers directly under the banged flags? null -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I can send you the mission but it is pretty much spaghetti code with me throwing everything at the wall to see what sticks. I may create a new mission with ONLY some zones and ownAll to see if I can get it to work and see what I missed or did wrong in the main mission. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Indeed, Holmes, your monograph was quite clear on this and I have endeavored to follow it Or should messenger load even before cfxZones? null -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Nothing is silly when trying to diagnose my errors or misunderstandings -This was at mission startup. From the docs, I believed that when all zones were initialized, the appropriate flags were banged and should generate outputs. I assumed this was both Red# and Blue#. In the list supplied to ownAll, there were 4 zones, 3 owned by the "Bad guys" (RED) and one owned by the Good Guys (BLUE). - I did check Message History and there were no clear view commands (though I usually put one in once I am convinced everything works and I know everything loads correctly) - My INTENT is indeed to use ownAll to keep track of stuff as it is captured by Red or Blue. As those # flags are banged on zones changing hands. Also added a Blue! and Red! output to report total WIN or LOSE conditions, but haven't tested for that yet. For now I was just testing at mission start to make sure I configured all the zones and flags correctly. Have a few zones configured and testing on one zone to make sure everything works whereupon I will copy everything to the other zones and adjust the parameters accordingly. - In my nascent mission, I have 3 methods for capturing zones (Airbases for now with Airfield zones to track ownership, FARPS to be added). Human BLUE Player captures a zone which has been cleared of defenders by inserting helo Troops. AI BLUE Helo commanded to enter the zone when cleared, (clear message triggered by a unit zone with exitZone! * (filter for ground units output)) and triggering a cloner of BLUE units when the particular helo group enters a unitZone (e.g. enterZone! BlueCapHelo*) AI Red Helo triggered to enter the zone when cleared and triggering a cloner of RED units when the particular helo group enters a unitZone. (e.g. enterZone! RedCapHelo*) I worry I have too many zones configured on each base - Airfield zone for ownership - 2 x Unit zones to cover exit and entry - RedSAM, RedArmor, BlueSam, BlueArmor cloners (yeah I know I could just use a Master Owner to change the affiliation of the clones, but I wanted RED to have Russian equipment and Blue to have Western equipment.) - Willipete zone -ReaperZone -
Will the "IR missiles react on flares before launch" be extended to AI ground units (i.e. making "pre-flaring" useful) or am I misunderstanding the change and it is for the opposite.. rejecting flares for the launching aircraft?
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Issue with ownAll: - I have configured 4 (airfield) zones in the ownALL zone. 3 are owned by RED and one by BLUE I have configured: flags for blue# Goodguys red# Badguys total# allzones messenger? Badguys message: Bad guys own <v:Badguys> out of <v:allzones> zones messenger? Goodguys message Good guys own <v:Goodguys> out of <v:allzones> zones on mission start, it correctly reports: Bad Guys own 3 out of 4 zones but I never get a message that "Good guys own 1 out of 4 zones" (no message at all starting with "Good guys" with or without values) I checked for typos and case sensitivity and it all looks OK. I have the show attribute on for the airfield zones, and i can see all 4 zones along with their faction color in the F10 map. I know it is hard to diagnose without seeing it in mission, but any ideas why the blue# sequence is not showing? -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Small video showing Reaper behavior noted above. Note: There is an erroneous SHOW attribute in the Reaper zone. Trying to find a way to show the Zone on the F10 Map in mission, but that wasn't it. Same behavior observed without it. I should note that the Reaper works just fine when I spawn a bunch of targets, but at some point seems to stop finding them. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I will provide more specifics... but first just asking if anyone else has seen strange Reaper behavior? What I am seeing is that sometimes the Reaper REFUSES to find/mark a target even though in the F10 map I can see their racetrack pattern CLEARLY over the target. Often happens when I put a single target out for testing, but also happens with multiple targets. Targets well within the Reaper zone. QUESTION: (I may have asked this before): Would it be possible to add a Reaper UI option to put smoke only on the current target, but not the current smoke option to put smoke on EVERY target (gets cluttered quickly with the 5 minute smoke marker). Useful in cases when attackers may not have Laser spot trackers. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Yeah that was another option. I just didn't really want to setup all those troop pickup and dropoff things in the ME for all the different bases. BTW, I just realized that my makeNeutral? idea wouldn't work as I would have to still pre-program the helo's waypoints when the zone was of the other faction. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
That would certainly be a good solution!!!! Speaking of landing.... I am trying to figure out how to get the AI (helo) to capture a base. I found that I could not give them a LANDING waypoint at a base controlled by the other faction. - my workaround was just to spawn a unit when the appropriate helo entered a unit zone and not have them actually need to land -today I was going to mess with using an airfield zone makeNeutral? flag to force the base to NEUTRAL once it was emptied out of units and then turn autoCAP? back on with the same flag, or a delayed flag. Am I missing something simpler and more obvious?? (and elegant) -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
THANK YOU!!!!!!!! LOL!! I thought this was already there. I guess I would have found out and complained had I actually gotten around to testing!!!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks! That would be great........ EXCEPT... it would hinder the ability to remove all the enemy units when capturing a FARP unless your capture method destroyed them and ownership changed before they could be regenned. Unless for some reason, the resource units don't count toward the total. In my testing I have always destroyed them before starting a capture, and the unitZone exitZone! * output seemed to care about them. I guess with a suitable interval it would be OK, or maybe even some flag to bang to start the regen...though I haven't quite worked out what should trigger it...again it seems the undocumented camp has some repair and rebuild options that can be bought.....) -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Another FARPZONE question... In the event that some or all of the resource units are destroyed, will the FARPZone regenerate them at some point? I am thinking NOT. In that case, how can one restore a FARP to active duty? if some or all of the resources are destroyed, but the FARP remains owned by that faction. (perhaps the undocumented camp zone...:) ) I am going to try it later, so possibly will answer my own question..but meanwhile it remains a gedankenexperiment. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
LOL... I just actually TRIED it instead of "thinking about it" and I believe you already have done it behind the scenes! I got the latter two messages automatically. The First Message (FARP IS CLEAR) I got using a Unit Zone with exitZONE! sent to Messenger. Of course adding a discrete output for use elsewhere might be a nice QOL upgrade!! null -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thinking of going in that direction and using Cloners to populate Defenders and Resources.... -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Sorry for more questions.... - Is there a way for a FARPZone to report EMPTY? It seems that a zone doesn't go NEUTRAL even when all units of a particular faction are destroyed, but only changes state when new units move in from an opposing faction. Is there an easy way to alert players that the zone is now ripe for capture?? For sure I can see using one of the built in DCS triggers, or maybe overlaying a UNIT ZONE, but was hoping for an easier way that is maybe integrated within a FARPZone. - In a similar vein, can a FARPZone itself report out a capture or ownership change event? I could use baseCaptured or another function for this, but wondering if the FARPZone has more attributes than are fully documented in the ME Integration section. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I'm not really interested in that option. Only reason I have for it is to spawn troops for helos to transport to capture zones that have been neutralized. Unless I can use OwnedZone functionality with a FARP to use a HeloCap or other option that doesn't even require dropping troops. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK, thanks! I learned something for sure. Will use the proper Country attribute. Might just use CLONER instead of SPAWNER, though. Now will have to make sure the FARP ownership changes correctly, but as there are no Red Clients for my purposes, I won't need to worry about Red helos picking up troops. Ahh... I guess these points WERE covered in the documentation: So much M to RTF!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@DD_Friar used the Country attribute, which I also found to work.. I can go that route but I was still wondering about the FARPZONE masterOwner. null -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK.. the UH-60L is the only transport helo I own, so I had to put it in. I removed the Helo, so you can open the mission and slot in your own. helotrooptest_country_nohelo.miz helotrooptest_nohelo.miz