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Thunder Chicken22

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  • Flight Simulators
    DCS, MSFS2020
  • Location
    Light years away
  • Interests
    Combat aviation, Formula 1, guitar

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  1. So I ran into a issue when attempting to control a clone zone with a changer. What I'm trying to do is similar to the airfield issue, basically when all the units in a faction's specified zone are destroyed, I want to shut off a cloner. The cloner has a delay timer associated as well as a pulser for the initial clone cycle delay. Idea being that I want the cloner to start spawning units after a specified delay after a mission starts. Then after each time those units are destroyed, there is a different, randomized delay between spawn cycles. Now what I am attempting to do is after the mission starts, what I called a Kicker zone fires a signal to the Randomizer zone to choose one of the two clone zones. Thence after those units are destroyed, the delay timer waits a certain randomized time and fires a signal for the next clone cycle. This signal must pass through the Switch zone to get to the Randomizer. The Switch checks the Occupied Zone to ensure that there are the specified units still in its zone. If yes, it sends a changeOut! flag signal to the randomizer, otherwise it shuts off. I am getting the error message continuously streamed after mission start up stating that I am missing a flag signal of some sort. So I am confused what it is looking for specifically and I realize that I am missing something in the Switch zone but it isn't clear to me what exactly I am missing. I am also wondering if I am approaching this correctly so any input is appreciated.
  2. Awesome! Glad I could contribute a worthy idea. I can now set about implementing the new feature this week. Thanks for the hard work!
  3. A very belated thank you! I was on a trip over this weekend but I shall give it attention this week. This may be exactly what I am looking for for the mission I'm creating.
  4. I would like the ability to shut off or start AI spawning from airfields that are captured/changed hands. For example, the closest Red airbase in my mission is Sochi. It currently has Red air combat air patrols that launch on a spawner with a timer. I would like to be able to turn on/off these spawners depending on which side is controlling the airbase. I have read through the Changer section in the documentation and see that a Gated Switch may work here but I am not clear on how exactly to implement it. I looked at the mission example but that is cued by a radio command and I assume that a pulsed flag wont work here. Attached is how I set up my spawner with it's associated timer at Sochi. What I am looking to do, is for this spawner to remain active as long as Red owns the airbase. If Blue captures it, this Red spawner shuts off and I can activate a Blue spawner. If Red were to recapture Sochi, this spawner would restart etc. Appreciate any help!
  5. Thanks, the reason I am wanting to do this is that these messages can linger for quite a while and be a distraction in some situations. Not a huge deal with player activated messages such as the player score, but I found that the loading DML messages at the start of a mission can actually be a hindrance in selecting a player slot. I followed your suggestion by using a "message all" function of the ME to clear out the DML module loaded block quickly, and just changing slot if I selected the wrong one. A work around but perhaps not ideal. Perhaps you could make these messages player activated or provide the mission designer a choice to enable these messages or not. Just some friendly feedback, nothing super critical.
  6. Is there a way to change the duration of messages such as the mission start messages, player score messages etc?
  7. I'm a dope. I had a old version of dcsCommon. It works perfectly now. Thanks!
  8. I was planning on using multiple LZ zones per airfield, each flagged to a specific group that my land there. That way I can catch any group that may end up there and only respawn that specific group that landed there. Problem is that I’m getting a scripting error kicking back which prevents the LZ module from loading. I get this only when I add a group or unit attribute. When I do not add a group or unit flag, the LZ module loads (and works)fine. But when I add in groups or units flag, I get the error. I’m not sure what is causing the issue. The error window is shown, followed by the cloner attributes, then the LZ zone attributes that work, followed by a LZ zone that casts the error. Finally the DML loadout for this mission.
  9. I wanted to follow up on my previous quest to despawn AI flights after they land so I trigger another spawn cycle right away instead of waiting for DCS to despawn them after they park (like PvE servers do.) I thought about your exitZone approach, but it isn’t clear to me how it would work. Still new at this. One approach I have thought about is using the LZ module, using the landed flag to trigger a wipe of the unit (or group) that landed. I can’t get wipe to work in that way and perhaps I’m misunderstanding how wipes work exactly. A third alternative is to create landing detection zones, one for each group, to detect when a particular group has landed at a particular airfield and that bangs that group’s spawn flag. This isn’t particularly attractive as it creates lots of complexity which will only get worse when I implement airfield capture logic. I also considered just one landing detection zone per airfield that banged multiple group’s flags but quickly rejected it as it would obviously spawn all those groups regardless if they are still airborne/alive or not. Would lead to rapid buildup of multiple groups in a unrealistic way. So, I would appreciate any feedback to these approaches and how I might better approach this problem.
  10. Hey thanks. I was able to get the delay function to work using delay flags in the same way as the attack of the clonez example. Works like a charm. I will read some more of the documentation tonight about unitZone and exitZone! functions to see if that might work for despawning. Also, can you have cloned groups spawn from the airfield that either taxi then takeoff or spawn on the runway? I was just thinking of it as I'm writing so haven't tried it.
  11. I’m really just getting into DML but I am loving the ease of use for a non-lua scripter. Right now I’m working on a simple air-quake type mission (not the end goal just the starting point) where I have 5-6 enemy spawns and 3 friendly spawns. All spawns are random central spawners with 6 clone sources. I have a couple issues that I’m trying to resolve. One is adding in a randomized time delay between possible spawn events. So if the latest spawned group from the spawner is all shot down, I’d like to include a randomized time delay between spawn events. I tried to use timeDelay between clone? and empty! (as well as other locations withing the randomizer trigger zone list) but with no luck. I understand that this call alone wouldn’t randomize it. The other issue is when spawned AI RTB, I haven’t figured out how to have them despawn as soon as they land so that another group can spawn. Instead have to wait the 30 minutes for them to time out. Any help with these two items is appreciated!
  12. Downloaded the F-15C GE mod, but unfortunately the -63v3 simulation doesn't work. In fact it reverts to the old F-15C radar values it appears to me. I picked up Flankers, hot at co-altitude around 45nm. Scan rates etc seem the same. Not sure what the issue is currently. Edit to add: Also the AI variant doesn't employ AMRAAMs as well.
  13. Hey guys trying to add formation lights to my project. I've seen people talk about creating mesh in the light area and setting it to bano. It is controlled via an arg based value through the diffuse layer. My question is, is anything required of the texture itself? The entire light is controlled by the self-illuminating mesh (color and intensity) and not via the texture in any way? Do I have that correct?
  14. I'm having, or I should say my artist is have issues with textures for my project. In this case the bottom of the fuselage isn't getting any roughness or metallic properties applied and the top appears to have them reversed. I'm wondering if there's an issue with the materials but I'm not sure. I'm not sure what the MV draw tools are showing in the image attached. Left is roughness, which is obvious, but the material problems and normals isn't obvious, at least to me. Any ideas on this issue or can clarify what the MV tools are showing?
  15. I'm in basically the same boat. MT works great on flat screen, but when I use it in VR I get CPU bound, no uplift in performance at all and micro-stutters. Not sure why. i9-10850K (OC 5.1), 3080ti, and 64gb RAM. Reverb G2 for the headset.
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