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Chad Vader

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Everything posted by Chad Vader

  1. Is there support for radio communications? I believe that is possible with the standard ME?
  2. Oh, I meant to ask you about messenger as well. The way my mission works is that there is a FAC tasking and the FAC gives out missions. But as it stands all of the client units in the zone can hear all of the radio communications. I understand you can direct messages to certain named units, but its a bit unpredictable which units a player will occupy and they could be assigned any mission. I was wondering if I could direct communications via specific radio frequencies (as ive seen this happen in some campaigns) or units in a certain trigger zone area?
  3. Does that mean I have to find a replace all instances of count? in all my countDown's in all my missions ? *scared*
  4. I do indeed! I actually dont think I use counter anymore as I replaced it with countdown. Ill remove it. missionDropCountDown tracks how much cargo has been dropped off missionDropCountDown-1 tracks when half of the cargo has been dropped off to spawn a dynamic event, it was cloned from the first zone but its attributes are different.
  5. Sure, thanks! nullVerbose is off yes.
  6. We'll probably start about 2100 Im still receiving these warnings in the countdown zones as well.. any way to surpress them? null
  7. Yea I am, I fell back to using CTLD because I got a bit exasperated with the behaviour. Ive also used standard CARGO UNHOOKED IN ZONE triggers to detect the drop off for each individual pre spawned cargo. Its working for now as a fudge, but when I have the mental energy ill come back to it. I find that troubleshooting causes me to use more energy than I have to expend at the moment!
  8. To include messenger in a mission file, this is how I understand its usage: 1) include a config trigger zone anywhere in the mission called messengerConfig 2) include the relevant script file with a DoScript action 3) Include the sound file with a SoundToColaition trigger 4) use the filename of the sound file exactly as written in your SoundFile parameter
  9. Hi again THe problem im having is not the spawner itself now but when I pick units up with the helo and transport them somewhere, there is no option in the f10 menu to drop them off, its like they are not on board. Sometimes it works, sometimes it doesnt. Might be good to advertise your new discord in here as well
  10. Dont go out of your way... When it works I can see (you are carrying X troops) in the menu, and when it doesnt, There is simply no menu option under the troop disembark option.
  11. Thanks for the reply. It does seem like the behaviour is quite buggy. Sometimes I pick troops up and am able to ferry them, other times i pick them up and when I land the option to disembark them is not there at all. This seems to tie in with once I leave the spawnzone.
  12. OK, I hadnt loaded the script in the ME! Doh! I notice that you can only seem to drop troops off in a designated spawnzone? Is this intended? I ferry the troops in my helo to the place I want to drop them off but I dont get any disembark options in my f10 menu. EDIT: I was missing dependencies. Its ok now.
  13. Hm, let me give you an example of what im trying to do. Here is my spawn zone: nullI want to: Spawn a group of ground infantry (mixed m4/rpg) for helo to be able to pick them up. Once I drop them off they are to attack the named zone. IM happy to do that with a clone zone, but they want to carry out their orders immediately once spawned, rather than waiting to be dropped off. So trying to use the spawnZone, but its actually spawning anything.nullnull
  14. Hi, am still working on providing a robust mission to demonstrate the ideas for improving cargo receiver. I have another question with regards to helotroops and orders w/clone zones. Can you user the orders parameter with cloneZones as they seem much easier to use than spawnZones as im never sure what unitnames to put in the spawnZone. Its much more user friendly I guess to just put the units in a spawn zone from the ME. If I look in the spawnZones part of the manual, it seems that the wrong info is in there, just general info about zones. At the moment I have a clone zone with a requestable attribute, but when I offload the troops I dont want them to guard. How do i give them orders please? With spawn zones, it seems you cant have mixed groups, so for example a group of 4 m4 and 2 rpg. Thanks.
  15. I will certainly work on that and get back to you
  16. BTW My solution to this using a standard flag which does work with pre spawned cargo is to make a once action for cargo in zone for each piece of cargo. The difference between your zone and the ME action is that your zone detects the cargo on the ground in the hold or on the line, which isnt ideal, whereas the ME trigger detects the cargo when the line is released or unloaded, which is preferred.
  17. Hi CFrag thanks v much for looking into this. My second response above has more detail but basically the same thing happens if I use slong or cargo UI. For sling, I drop cargo off once, go get another one then the second one doesnt bang the F! flag. For cargo, I use the abomination of an interface yes lol and load with X number of cargo (it doesnt matter the zone only registers 1 even if I have 4) then I land in the zone with the cargo in the hold. The first time, I get 1 bang on f!, the second time, nothing. I believe the problem may be with the new noBounce method Id like to be able to drop multiple off at once
  18. Thanks! Im pretty sure at this point that the flag that bangs the second piece of cargo after the noBounce code runs may be the issue here. You can see that the zone is still seeing the cargo when its silent attribute is set to false, but the flag is not being banged with a new piece of cargo from the same spawner. If I turn noBounce off, the flag bangs fine. Im not really au fait with lua but if I look at the code: -- save the names of cargos delivered to prevent 'bounce' aZone.cargosDelivered = {} -- by cargo name aZone.noBounce = aZone:getBoolFromZoneProperty("noBounce", true) if aZone:hasProperty("cargoReceiver!") then aZone.outReceiveFlag = aZone:getStringFromZoneProperty("cargoReceiver!", "*<none>") elseif aZone:hasProperty("f!") then aZone.outReceiveFlag = aZone:getStringFromZoneProperty("f!", "*<none>") elseif aZone:hasProperty("cargoReceived!") then aZone.outReceiveFlag = aZone:getStringFromZoneProperty( "cargoReceived!", "*<none>") end The line in bold states: aZone.outReceiveFlag = aZone:getStringFromZoneProperty("cargoReceiver!", "*<none>") But the zone doesnt contain that property it contains cargoReceiver without a ! or cargoReceived! Not sure if this makes any difference, but it was one thing that stood out. As it stands, the zone works if I remove the noBounce property, but I would obviously prefer that to work. It would also be great if the zone was able to detect multiple pieces of cargo in the chinooks hold and bang the flag multiple times if more than one piece of cargo is present. But that's ofc a nice to have. As stated before I tried to use CARGO UNOOKED IN ZONE but DML doesnt seem to want to notice the standard flag change if I feed it into the counter. Another annoying issue is when I spawn cargo using the object spawner, it floats off the ground
  19. If you could test loading one piece of cargo then dropping it off and seeing the bang, then repeating the process with the same aircraft that would be appreciated
  20. Hey, yes ive been using the f6 menu to get the smoke and sling load UI with ctrl shift P. Is that not the way you are doing it? In my mission I can deliver on piece of cargo to one zone ok, but when I try to deliver a second it doesnt register the cargo. How are you checking the zone receives the supplies, with mine I just post a message to the screen that keeps track with a countdown how many supplies have been received. So for each bang on cargoRecieved, I pass this into a countdown that eps track of how many cargo we have left to deliver. The problem is this flag only seems to bang once and then never again since the introduction of the noBounce code
  21. More chinook fun. So, Im able to spawn crates on the ground and successfully drop them off by loading them into the cargo bay, and then dropping them off. The first time I do this, the cargo receiver registers the crate being delivered fine. THe second time, nothing happens Is there anything you can do to help, script wise? If not, im trying to use a standard CARGO UNHOOKED IN ZONE event to bridge the gap. Does a flag just have to change for DML to recognise an input? For example, if I set flag 999 to a random number when cargo is unhooked in zone, can I pass that to a ? attribute of a DML module? Thanks.
  22. I was just searching for this , I would support this feature too.
  23. Yea, weirdly, I loaded one of my other missions that uses DML, and this seems to have made the other mission work. But there are random little teething errors like, the sounds wont fire sometimes and sometimes the zones dont change hands in mp but the do in sp...
  24. hey me again, ive created a mission in DML and it all works fine in singleplayer but on a mp server it doesnt work, my triggers dont work none of my units spawn in and none of my messengers work... any ideas?
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