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Recluse

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Everything posted by Recluse

  1. 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.....)
  2. @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.
  3. 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
  4. Thinking of going in that direction and using Cloners to populate Defenders and Resources....
  5. 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.
  6. 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.
  7. 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!!
  8. @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
  9. 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
  10. In the past, I had used an OwnedZone and cloner templates to generate the resources defenders and troops for FARPS. Thought FARPZones would save me some steps FARP Zone: MyFarpZone1 Spawn Zone (working): with Country Attribute set to USA (BLUE) Spawn Zone (not working) Trying to use masterOwner attribute The oopsie flag was to force a spawn which is where i discovered that the spawned troops were ENEMIES. I also tried putting a blue troop on the FARP to try and make it BLUE as far as DCS is concerned. Still didn't work without the COUNTRY attribute null BTW, heloTroops IS working for the UH-60L via the config: null helotrooptest.miz helotrooptest_country.miz
  11. @cfrag I am having some difficulty with FARPZONES. From the documentation: • SpawnZones – since a FARP can be conquered, you should be careful when using spawn zoned inside a FARP zone. Make the spawner’s masterOwner the FARP to prevent the spawner from spawning when the FARP is owned by another faction. When I tried this, the requestable Spawner was not available to the helo, and if I forced a SPAWN, the spawned troops attacked the FARP resources (including the helo on the pad!). I thought maybe I had it wrong, and the masterOwner should be the FARP itself (Name or Unit Name) vs. the FARPZONE name, but that threw an error message. I fixed it by giving the SPAWNER a country attribute part of the same coalition as the helo, but I wonder about the masterOwner thing. Does the FARPZone need another attribute like country? (I tried that and it didn't seem to work). I also put ONE Blue unit on the FARP to trigger DCS ownership, but that didn't help. Thanks in advance.
  12. Finally getting around to this! Trying to wrap my head around these undocumented EXPANSION zones while I accept my punishment! Let me know if I am on the right track: - when the milHelo, milWings etc.. are configured to dynamic, the units will attack the (closest?) available TARGET zone of the opposing faction set to accept them (e.g., CAS, SEAD) -seems like helos have a casz qualifier. Is this specific to helos, where regular cas is for fixed wing? never mind. found it!! "casz", -- engage in zone for target zone's radius - can the DYNAMIC parameter be replaced with a zone to force attack there? If so, and the target is owned by the same faction, will they call it off, or otherwise error out?
  13. Another dumb question from forgetfulness or ignorance. - To use ownedZone functionality (e.g. heloCAP) for a FarpZone, does an ownedZone need to be overlayed on the FARPzone, or will the FarpZone understand the ownedZoneConfig for this. - If overlayed is it best if OwnedZone inheritsownership from the FarpZone or vice versa?
  14. Finally getting back to DML mission building.. Quick (DUMB) question on Unit Types. I am using the https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB reference and either things changed or I am mis-remembering usage. For example, I always recall using (e.g.) the SOLDIER M4, SOLDIER M249 types, but in the reference, they are referred to with an INF (infantry) prefix. Safest just to use the latest from the ObjectDB reference? Ahhh never mind. Now I remember, it isn't the .lua name, it is the type name within. Thanks!!
  15. There is an external program: "DCS DTC" https://github.com/the-paid-actor/dcs-dtc Where you can pre-program them and load them into the jet. Loading even works in VR (via a button on the UFC) as long as the DTC GUI is open in the background (You can program MP(C)D's by MODE as well in the cockpit, or using the DCS-DTC) I recall NOTSO saying somewhere (maybe in the Razbam Discord) that IRL, they seldom used the MODE programming because the need for various MPDs varied with the situation, and it was bad to have the setup you wanted only to have it switch to the programmed set when switching Modes. I actually find it useful as I do tend to use the different setups between AG and AA modes, (e.g. usually TPOD in AG but not in AA, though it can be useful there as well). That's where stacking the top 3 to be switched with front seat short castle (or appropriate Back Seat command) is helpful I realized there is a built in Training mission for this as well Another video if you are not GR averse
  16. Thanks, as always. Hard to keep up!! I have been meaning to ask for another QOL update to BANK, maybe making MORE things available for accumulated credits. Right now, it seems like REAPER is the only thing for Players to buy. Again, basing this on many many hours in FOOTHOLD. Buy CAP flights, AWACS, flights, SEAD support etc. Not sure if this is possible without creating a whole bunch of new modules like REAPER to support it, but I was thinking it could be accomplished with an update to a CLONE ZONE attribute, so you could put a Clone Zone with the desired support item, but have an attribute for a cost associated with it via BANK before the CLONE flag was activated. Not a big deal, just looking for stuff to spend the big bucks on!!!!
  17. Thanks, as mentioned, making smokeOn/Off a flag would probably accomplish it and make it even more versatile. No idea if this is easier or harder than messing with the GUI
  18. Small (?) QOL request. Hi, do you think it would be possible to add a command to the REAPER UI to enable/disable the doSmoke option that is currently in the Reaper zone attributes? Smoke is useful when prosecuting targets, but when using purely Laser Spot Trackers/Laser Guided weapons, sometimes the smoke gets distracting. Be nice to request it/disable it via the UI vs having it always on or off from the zone settings. Alternatively, adding a smokeON? smokeOFF? flag in the zone would allow control via Radio menus and not clutter up the UI.
  19. Maybe some accidental input from Voice Attack??
  20. The .txt file is persistent which is good for retrieving coordinates. You can even take notes, and add tabs (which create new files). Can be useful. About your window opening with DCS, longshot, but did you by any chance change the keybind for opening the scratchpad window to something that gets activated when you start DCS??? Not sure what that could be, but I know my WinWing Orion 2 throttle sends some default inputs for some of the switches, and possible they could be bound to a command that also has a keyboard shortcut. I am thinking maybe of the IDLE detent maybe, or some other rocker switch that has a default and might be sending the same keystrokes as ScratchPad. Or maybe you have some script that runs to setup your jet? By default, I think the scratchpad is CTRL-SHIFT-X but it is editable. Check C:\Users\YOURNAME\Saved Games\DCS\Config\ScratchpadConfig.lua
  21. I noticed something interesting... In Multiplayer, with Dynamic Spawns, if you try to use ScratchPad on the Map screen that shows when you are selecting a Dynamic spawn, it does NOT write the last line (which is the one that gets input into the aircraft). Yes, I know there is a Route Planner in that screen, but, if you use it and the aircraft is using a Template with existing Waypoints, the Route Planner will remove them and only put in the new ones. Hence, Scratchpad to grab Coords to add or replace existing WPs without removing all of them. Still works fine in GAME F10 Map.
  22. Thanks! It looked like there was a lamp there, but on closer inspection it is something else...
  23. As in the title, at night, when NAV/AntiCollision lights are toggled on, the lights are missing from the Right Stabilizer (Tail). nightFlanker.trk
  24. Maybe late to the party, but the new manual in the MODS/TECH/SUPERCARRIER/DOC folder has information and pictures starting around Pg 54 of various parking areas and routes. Some routes and info on the new Deck Crew on PG 44. So, there would seem to be a difference in how the Supercarriers are handled vs. the STENNIS which currently does not have the new deck crew (but I think still has the Launch crew at the CATs as before. Similarly, the Special Options for Supercarrier lets you disable Deck Crew (does not disable launch crew) which might change things up a bit. Seems like covering all the eventualities for Carrier Ops would be pretty tough at this point.
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