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Recluse

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Everything posted by Recluse

  1. I honestly don't recall EVER getting any response to a Declare request from a BLUE AWACS either.
  2. Love the Dynamic Spawns!!! One thing I have noticed is that when there is a Dynamic Spawn Template placed on the Map, the F/A-18 HOME FUEL warning will appear based on the TEMPLATE location vs. the actual Spawn point. Have not tested exhaustively, but this is my impression based on multiple instances where HOME FUEL warning is appearing when it shouldn't. I know the Home Fuel WP can be edited on the FPAS page so it is not such a huge deal, but I wonder if Dynamic Spawns can be modified to use the Spawn Point vs. Template point for this calculation.
  3. Hi, We just encountered this. From the limited testing, I believe this is due to the the HOST (either Player hosted or Dedicated Server) not having the mods installed. All aircraft available to the CLIENT will show on the Dynamic Spawn page, but if the HOST does not have it installed, that message appears.
  4. Thanks for checking. It is so odd to me since DCS uses that for all sorts of AI communications one would think it was available somewhere..but it is not the oddest thing about DCS
  5. LOL... one of these days I will FINISH a mission before a new DML iteration is released Quick question regarding Wildcards for Messenger, Usher, Valet: Quite possibly I missed it but: I know you can pass the name of the PLAYER callsign, UNIT, GROUP, but is there any way to pass the DCS assigned callsign of an aircraft e.g. "ENFIELD 1-2"
  6. Exactly what I had in mind!!! Will test it later today. Thanks!!!
  7. @cfrag Another Reaper suggestion if you are going to look at that module for future updates: maybe a bit of a cheat, but could you consider adding an "invisible" attribute so the Reaper can be used over SAM cover without getting shot down? Noticed that the Foothold/CTLD Reaper SEEMS to not be attacked by SAMS so are probably set to INVISIBLE or similar. I would think these drones have a pretty small radar and IR signature, so MAYBE not totally unrealistic. I think the DCS SAM operators ARE unrealistically effective....
  8. Yeah I did notice that. Luckily it seemed to work for the Harrier, Mirage and UH-60L. Didn't get to test the Strike Eagle
  9. Thanks for the information. Will wait until those modules are ready for Prime Time. Meanwhile, I will soldier on. In my Flight Simming career, I have ALWAYS been more interested in Building Missions than actually flying them. Lately, other than training scenarios, I have been enjoying actually FLYING more. This little project of mine has me backsliding to the old ways..
  10. 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
  11. 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!
  12. 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
  13. 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.
  14. OK!!! Learned something that perhaps should have been obvious Will have to create some more messengers all around
  15. 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
  16. 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.
  17. Indeed, Holmes, your monograph was quite clear on this and I have endeavored to follow it Or should messenger load even before cfxZones? null
  18. 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
  19. 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?
  20. 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?
  21. 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.
  22. 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.
  23. 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.
  24. 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)
  25. 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!!!!
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