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CidTheViking

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Everything posted by CidTheViking

  1. Hello, I’m currently doing some research to better understand the differences between using MOOSE and programming directly with the DCS API. While I'm not a programmer myself, I've noticed that some of our developers prefer to work directly with the API rather than using MOOSE, and I'm simply trying to get a clearer picture of whether that approach is ultimately worth the additional effort. From what I can see, it seems like they might be recreating a lot of functionality that MOOSE already provides. With that in mind, I have a few questions: How much overhead does MOOSE introduce? Are there things MOOSE enables that can’t be done with the base DCS API, or vice versa? I'm genuinely curious and would really appreciate any insights that could help me better understand the trade-offs. Thank you!
  2. Hello, I tried to search this forum but its quite lengthy. I am having this issue with CSAR. I'm not sure what I am doing wrong.
  3. Quick question/feature request I am looking into ways to have ground vehicle do crate/troop transport. I have a fairly dedicated squad of members that are into to the combined arms. So we are looking a ways to have them build farps and transport supplies to the farps and transport troops to objectives. Is this something that may be possible in the current version of DML?
  4. Just an FYI The 800 dollar duty free exemption is back for now.
  5. I know this module is not officially released but I was unable to get the enemies to spawn on the radio menu. I just wanted to ask if all of this was setup correctly. CSAR Hot Extract Test.miz
  6. I had one more thought sorry. I noticed in your Cesar Caucasus mission you have the attribute of enemies in the CSAR trigger zones. Does the work with the release of DML. My group would like more of a challenge for CSAR type missions. Thank you Cid
  7. I was thinking more along the lines of having players pick up supplies at an airfield and transport those supplies anywhere on the map to build a site. Like how MOOSE CTLD has it setup to do.
  8. Hello fellow DMLers I am looking for a way to have players build units/sam sites around the map. But as far as I can tell you are limited to a zone to be able to use DML to spawn/clone units. Is this just the current limitation? Also is there a way to hide CSAR pilots from appearing on the F10 map? Thanks for all the hard work.
  9. Thank you, I will use this method.
  10. Hello fellow DML users, I had a question about the cool down function on spawners. I am trying to setup a training range where units should respawn 5 mins after destruction. Does the cool down work in this way or will the cool down only happen at the time of spawn. Thank you.
  11. Just a thought, For eye wear there is something called Asian fit. I wonder if peoples physical face shape effect this at all. Is there an option to just move it down somehow? Being Asian as I am I just chalked it up to my weird face shape. Would love to work with ED in this matter to try and help correct it. @BIGNEWY
  12. @DD_Friar I am using attackOwnedZone so that when two ch47s drop them off near terminal offsetting the landing by 50 meters or so to get them to go the correct side of the terminal. Haven't fully tested the unitzone idea yet but is in the mission file. Hard to test and create mission at the some time with hooking up and taking down flight gear constantly. I will report back once I do get to test. thank for the heads up
  13. Hello fellow DML users. I am looking for a way to de spawn a helotroop unit once they reach a zone to simulate them entering a building to clear it. I looked at the wiper module but was unable to see a way to link into when a unit enters a zone. So the scenario goes like this. Player spawn troops on the tarawa, pick them up, drop them off at the terminal on larnca on Cyprus they will get out and move to the closest owned zone. From there there once they hit that zone I would like them to de spawn to make it look like they entered the building. At the same time once those units hit that zone I would like to send a signal to activate cloners to send in QRF outside the airport. Any help would be great.
  14. @DD_Friar Yeah I am exploring RND further. Trying to pick a random spawn at start then when players have killed the unit to randomly pick another after a delay. But I don't know how to do the delay part. I don't want the RND to to fire off while they are still overhead. Having a hard time understanding how to do that.
  15. I think I solved it, unless someone knows a better way I used the RND! flag
  16. Hello, Is there a way for the damaged! to pick a random value? I wanted to call a qrf force in on the original unit but wanted to be 1 of a 3 options. Also is the cool down based on start spawn time or when unit is dead? Is there a way to do when the unit has died? Thanks
  17. Hello again. The new convoy system is great. I have some interesting use case for it. I am thinking of having a convoy travel around to cloners and trigger a clone cycle somehow. But in my cloners I have several templates setup to choose from. Mostly Red choices but one blue choice to give them on start up a chance to be either. Is there a way to do a clone cycle based on ownership or will it do it automatically when the cycle starts? Im guessing this is where the flag system to start a clone cycle comes in?
  18. I see. I will look at the new Convoy module and see what I can come up with. Creating a COIN op on Afghanistan is harder than I expected it to be. Especially if you want them to be able to move around and give the feeling of a living world kind of thing. Thanks for the insights. Can you link it in a way to simulate dismounting troops to defend the vehicle? Also one last question. Sorry. Is there a chance to integrate some sort of casevac/medevac when convoys come under attack and need to airlift casualties? The dream goal as I continue to work on COIN operations is to try to simulate a ground war under the players to participate in and have random events of contact on convoys and casevacs missions.
  19. Hello fell DML folks, Has anyone messed around with the idea of randomized routes? I would like to have some cloners roam a city but with a randomized pattern instead of a static way point spawn. Also, has anyone tackled a video tutorial on how to use flags to randomize things. I am having a really hard time understanding it all. Also I do think a DML would benefit from a discord/guilded. Have each module in a text channel for people to discuss and share and a announcement channel for updates. Searching in the forum here can be a bit difficult at times. But I understand. Thanks again for a great way to mission edit.
  20. With the newest update are there any modules we should stay away from still? I think the last update was to stay away from anything that used HeloTroops, csarManager, or autoCSAR. Are these still having issues for now?
  21. CidTheViking
  22. I see, thank you for the insight. Im still learning all this stuff. DML is quite step forward for mission creators IMHO. We can only hope that ED will one day fix some of the underlying issues we all face. The more I try to make mission the more I see needs updating or fixing. Thank you again.
  23. Hello CFRAG, Again Id like to thank you for you effort in this. While I was working with your Spawner/Factory modules I was thinking about the MOOSE Framework and I think they found a way to include a better path finding algorithm. ( https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Astar.html ). Do you think something like this could be included somehow to make these zones make better decisions on how to make their way to capture zones. Or maybe the commander module? I do understand that you are on hold until the next patch due to the current state of DCS but just wanted to ask questions and maybe bring some ideas to you. Thank you again.
  24. Hello cfrag, I found that the factory zones will only issue one order to units to capture other zones but stop after that. Im not sure if it is the commander script or just AI pathing issues. Does the commander or ground troops script have a way to keep issuing order to cap zones? CaptureZones.miz
  25. Works Great, thanks for the quick update.
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