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DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
For the life of me I can't reproduce the issue. I've now added bearing and range (ground track range) to the SALT report from the pilot. Below please find the updated script, and the miz I'm using to track down the issue (uses a Hornet) null reconMode.lua now you sea me, now you dont.miz Oh, and please remember that these reports are only visible if you are a member of the reporting pilot's faction -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
It's not a module, it's one of DML's core capabilities that it provides to all units. DCS now also supports this through the 'link unit' checkbox (which DML transparently supports), so any time that you click into 'LINKUNIT' and choose the unit in ME, you are golden. DML's link unit attribute merely goes a step further by allowing to link by name to units that have not yet spawned (and thus aren't accessible with ME) [(blush) so, yeah, basically what @Gunslinger52 said ] Hmmm. That's probably it, lets me see if DCS forgets to propagate the 'drivable' attribute when DML queries the API. If so, the work-around would indeed be to spawn the unit with a spawner (or probably cloner) -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thank you so much for your detective work on this. I'm being ordered away by better people than I, so I'll call it a day, and will look into this tomorrow. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Here's an updated version that does not short-circuit detection calculation of naval groups. Can you see any improvement? reconMode.lua -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
That's entirely possible, let me check the math... no, math checks out. Not exactly - at or above maxAlt, you have maxrange for GROUPS to be considered being spotted. And here may be the rub: Recon assumes that groups are bunched up close together (remember, recon mode did not cover naval units before). To check if a group is being spotted, the first unit of a group is picked, the distance measured, and if that unit's distance is greater than your current maxView, THE ENTIRE GROUP is discarded. So if your naval units are far apart in that group, it's very likely that recon won't spot a far-away unit yet you are close to one. Makes sense since a widely dispersed naval fleet still only gets one circle on the map. Lets say you are close enough to the first unit. Then, recon mode performs an LOS check if you can see the unit. I have no idea if DCS performs a curved earth LOS or flat earth LOS over water. If you arrange single-unit naval groups (just for testing), does it work? I'll see if I can change the code to iterate all units in a naval group. Will still only plot the first naval unit it sees, but maybe that's better? -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Um, up detectionMinRange? The actual is calculated as a value between the two, depending on height, limited by maxAlt (where planes achieve detectionMaxRange). detectionMinRange The detection range of a recon plane under worst conditions (low-level flying). Default is 3000 (3 km) detectionMaxRange The detection range of a recon plane under best conditions (high-altitude). Default is 12000 (12 km) maxAlt The altitude at which a plane achieves maxDetectionRange. Default is 9000 (9 km, 27’000 ft) And remember: meters, not feet -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
So some progress - please try without the entire recon zone (no cloner, no recon). Then let's see if it's player-related (i.e. AI flights do detect the plane), Faction-related (only works for the wrong faction) or some other reason. If the miz remains stubborn, please remove all mods and PM it to me so I can beat recon into submission -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hmmm. That looks very close to some of changer's functionality, except that for your proposed module you have not yet described how to close it, and what that means. Also, it's unclear what the output passThrough! should pass through. I suspect that once we define all that we will re-invent changer -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Let's try this step by step: - make sure that the units to spot are from the other faction (silly, I know. Gets me every time, though) - place ground units and ensure that the module's base functions work - Add the naval group and 'naval = yes" config. See if it still works - now place the cloner, and see if recon still works after cloning. The step that fails is the one we'll focus on. A GUI (well, in DCS terms. It's a comms->Other... menu for recon planes controlled by players No -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
You tell us. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
As promised, it now does. You need to enable it via the config zone: ground If set to true, scouts detect ground units Defaults to true (ground units are detected) naval If set to true scounts detect naval units Defaults to false (naval units are ignored) No detection of weapons (missiles etc.) at this point as that would completely blow the scope of the module. Here's the new module, and demo miz. Please test and provide feedback so I can be lazy demo - recon mode - reloaded.miz reconMode.lua -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Not yet. I don't think that it will be hard to add, though, so if you are interested, I think I can come up with something in the next few days. Watch this space -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Version 2.3.7 -- 20241121 - maintenance update The past few weeks have gone by in a blur. Accordingly, this updates contains some QoL additions, and the "shock block" received some linguistic polish. All Changes in Detail Documentation Main - Worked on many small unclear passages in the hopes that they become more clear - some module updates Quickref - Updates in line with module updates Demos (no changes) Modules - cfxZones 4.4.4 - Support for "drivable" spawns - countDown 2.0.1 - deconflict "count?" attribute: removed - messenger 3.2.1 - removed typo in verbose mode - smokeZones 2.0.1 - deprecated attribute "f?" - spawnZones 2.2.0 - new "drivable" attribute Enjoy, -ch -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hmmmm. Methinks the standard cloner clone? and declone? stuff applies. At least I did not encounter any difficulties: carrier eye candy.miz -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Certainly. That's where the xFlags module comes in. -
Yes. You may find out the hard way if/when the kind people at ED change the logic without notice again, so why assume if it works? The second test won’t constitute much performance. Change the offset? It’s not guaranteed though. You could use the airfield’s runway info, build a quad from it, and then test if the guy is inside the quad. Not difficult, but a lot of ugly code for an edge case.
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DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
It is Please ensure that you are not re-loading an older version of cfxMX with another action. If isDynamicPlayer is nil, that method in cfxMX was overwritten, maybe by an older version. That can happen if, for example, you mix the standalone version of theDebugger into a DML-based mission. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Please also update cfxMX to its newest version. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Please try this bare-bones script: stats = {} stats.verbose = true function stats.update() timer.scheduleFunction(stats.update, {}, timer.getTime() + 120) local coas = {0, 1, 2} local gCount, uCount = 0, 0 for idx, coa in pairs (coas) do local all = coalition.getGroups(coa) for idy, aGroup in pairs (all) do gCount = gCount + 1 uCount = uCount + aGroup:getSize() end end trigger.action.outText("::: stats: <" .. gCount .. "> groups, <" .. uCount .. "> units in mission.", 30) end if stats.verbose then timer.scheduleFunction(stats.update, {}, timer.getTime() + 5) end It only counts cloned clones that are still alive, and not the templates for cloners (those are deallocated at miz start). It may count late activation groups/units, though, how DCS handles those groups is regrettably under-documented. Methinks that is a clever and wise choice. A while back I think I saw a miz where a similar approach was used with the 'impostor' module. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
I agree: there are some 150 units at mission start, plus Mist, plus Moose, plus a number of other scripts. 80 owned zones will add to this toll, and is likely to decrease the experience as the mission progresses. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Unfortunately, the miz requires MODs (UH-60) and I can't open it. There is no limit, Just remember that for each capturable zone, the mission must regularly check against all units if the unit is inside the zone. If you jack up zones and units, you can quickly overwhelm the processor (especially since the entirety of Lua scripts run on a single processor). So, if you 100 units and 2 owned zones, there are 200 checks required per second. If you have 100 units and 10 zones, there are 1000 check per second. 400 units and 10 zones ring up 4000 checks per second, etc. A circular owned zone also requires slightly less performance than a quad based. So, not being able to look into your miz, what is the expected average (ground) unit count, and how many owned zones does the miz contain? -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Yes, but only with DML and some naming shenanigans (use 'identical' when cloning the unit, and the zone will re-attach) -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
That's a good idea -- and I you use heloTroops to transport the controllable vehicle, it *should* also spawn as controllable because heloTroops saves what goes into the helo, and spawn whatever went into it (I'll have to verify this, though). It *should*. I'll need to verify, though. -
Hey everyone, I'm about to embark on my first try at creating a cold war era mission (multitype/multiplayer), and I just realized that even though I know roughly white time frame the mission would be, it spans some 45 years, and I have no idea what a good mix for fun missions in DCS are, what time period to choose. So I'd like to solicit your opinions and expertise: What player controlled aircraft make a good "cold war" mix (I don't want to mix planes that have to great a difference in abilities) Once I picked the player planes, what are a good fit for AI planes How about AAA and SAM that also fit well for this? I'm aware that there are multiple sets that fit the bill, and I have little interest in historical accuracy - I want to create fun PvE missions (not PvP, that may come later). So there may be the sabre/mig 15 set (with fitting AA and SAM?) and there may be the late 80's set. You are the judge what's fun, I'd merely like to know what you think when you hear "fun cold war mission". Thank you for any insight!
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