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DD_Friar

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Everything posted by DD_Friar

  1. Salute @cfrag Idea for a new scenario / module - but am I re inventing the wheel? I have had an idea of introducing a med-i-vac element to one of my missions but having second thoughts of am I just re-inventing CSAR? First let me outline how I was going to build this scenario and the missing link that I was going to ask you to review. My thoughts were that I have a convoy or cloned group of units. They come under attack. Both modules offer a trigger output ("attacked!" in convoy and "damaged!" in cloner). This would then place a Map Marker indicating casualties need picking-up (and the thing I wanted to ask about this module was that there does not seem to be a way to remove a Map Marker? is that "do-able", my thoughts were that when the casualties were picked up the marker could be removed.) It would also clone in a template group of units representing the casualties. (It would be nice if ED added 2 infantry carrying a stretcher but we can only dream.) I would also mark the location with smoke. I would have a radio main menu called Medivac Locations (or similar). Each instance of a group coming under attack would have its own radio sub menu that would get added to that main menu. It would have options for location, pickup and deliver. Selecting pickup will declone or clear the group. Once the pick-up was completed the radio menu would be removed. Delivery of the casualties would be to a location where the player selects "Delivered" from the radio menu to end that particular medivac mission. However, as the title of my post suggests, am I not just rehashing CSAR? The difference I am thinking is that I would link my casualty zone to the convoy with an offset so that it would be generated at the point of attack, no matter where that might be. I would be happy to build this using radioMenu, Messenger, MapMarker, convoy/clone, smoke zone, but as always I would value your opinion on this? Cheers Friar
  2. @cfrag Thought I would throw this out there, I just tried to make a convoy (using convoy zone) out of a APC and 6 infantry. At the command for the convoy to spawn and follow the way-points all spawned in ok but only the APC started moving. I had it set a slow speed. I guess it was never on your radar to have "convoys" made out of troops? and just thinking about it I guess a spawn would be better? for this purpose? Cheers and best wishes for the Christmas season to you and all your family. I am sure 2025 will be as exciting for DML as 2024 has been!
  3. Salute Odd Message - looking for advice and what to do When ever I occupy the herc I am receiving the message below? any ideas what causes it? does not happen in other planes so this it makes me think it is this module? "tempmission did not load" null
  4. I meant to add to my post - I found that if I added the linked unit it worked which is why i deleted my post as I thought it was me rather than your code.
  5. Also, How do I get a cargo created with the ojectSpawner loaded into the Hercules. Is this possible? At the moment I create the object via a radio command so it appears on the ground behind the plane.
  6. @cfrag or anyone else Is anyone able to provide a link to a resource that gives the current list of statics to use in the objectSpawner module please. I have looked at https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB but unless I am not looking correctly does not include the NASAMs units? Or does anyone know where the list of lua files can be found in the game directory, again I have had a look with explorer but could not find anything?
  7. @cfrag SCRIPT ERROR Salute, just wanted to let you know I have just had the below error whilst we were playing on our server. I was bombing random buildings, the only other player was killing ai ground targets. nullI am using the latest versions of scripts.
  8. @cfrag I have found the cause. Its putting things in the area marked below that causes the destruction. This screen shot is from a multiplayer mission. I expect we will have to clear the deck becuse of the hand offs but it looks good at the start. null
  9. @cfrag Just building the mission now but it may be caused by where the objects are. The attached screenshot is from a multiplayer session? I will add some more planes but have attached the mission as it stands at the moment so you can tinker as well. Do you own any carrier based aircraft? null CloneOnCarrierDeck.miz
  10. @cfrag - Hopefully its not DML but thought I had better report it, can anyone else check please Cloned Objects On Carrier Spawn as Destroyed in Multiplayer I have just discovered (I think since the last update) my coding for populating the Carrier deck no longer works in Multiplayer. The two screen shots below are the same mission, one running the mission from the ME, the other via Mission from the menu and Launch Multiplayer Mission. nullnullnull
  11. So as of December 2024 I have just tried to do the following WITHOUT SUCCESS (is it me?) Place a player flown Apache in the middle of nowhere on a map. Cold start. Placed a M939 Heavy, M978 HEMTT, Humvee Scout and Unarmed, FARP Ammo and FARP Fuel all within touching distance of the Apache Tried to go to the comms menu and call up ground crew to rearm and repair/refuel and nothing happens. The above is in testing for having a supply convoy drive to a location that player flown helicopters could land at to RRR. nullFor this to work I have to place a FARP (invisible or otherwise)? Surly this could be made to work without the FARP, I thought that what he range circle around the Heavy was for?
  12. @Vakarian Ok thanks I will take a deeper dive and have a look to see if I ca find it.
  13. Salute I rashly said to my squad last night (with some conviction I might add) that I thought there was a way to set how skill-full George was at IDing targets? Am I in la-la land?
  14. @CidTheViking Salute When you say "build" what is your criteria for this? You are right about SAM sites can be cloned in, there is nothing stopping you having multiple cloners use the same trigger flag if you require sites to be created based on a completed action/task. Does that help. Perhaps explain your scenario / requirements in more details and one of us may be able to suggest something.
  15. @cfrag Please find attached a small mission I have put together that was supposed to show the issue. I have units and convoy units capturing owned zones, invisible FARPs and airfields. With the addition of unitPersistence it all seems to work ? The mission just has a P51 trainer cold on the ground. Go to the F10 map and you can watch the various units heading towards their targets. I will now have to go back and check my original mission. PersistenceConvoyCheck.miz
  16. @cfrag Question on Persistence (now I have it saving) I have an owned zone that is captured by a "convoy" module created convoy. I made sure I did not save the mission until the capturing convoy had come to a hold within the zone. When I re-loaded the mission for the second time the zone had reverted back to its original state. Is this down to my configuration or expected functionality. FYI I have another zone that is captured by a placed unit (not cloned or "convoy" generated) and that capture HAS carried over to the second session, so is what I am trying (zones captured by "convoy" clones) not possible? regards Friar
  17. @cfrag As usual, I am totally at fault. I checked your demo and saw my mistake.
  18. @cfrag Module Modification Request Module: Persistence Would it be possible to add a message when saving has been completed please? I plan to run my mission with a manual save at the end of the session and would like to know when it will be ok to leave the server.
  19. @cfrag ref Persistence. I am having trouble getting it to work on our server. Assuming that everyone else is happy with the way this module is working, is there any extra debugging I can do? My score file IS being created however no mission data is being saved. I have tried setting verbose to true in the config file but other than "saving mission data" message I get no other warning or messages. Are there any other logs etc that I can check or debug tests to try to try and find out why my mission is not saving? EDIT / UPDATE I have just tried running the same mission on my machine as a local server. I had all the modules flag that they had been registered with Persistence. The score file has been created but still no game data. I am using a manual save via a radio command. I get the "Saving Data" message so I know that is working but nothing is getting saved?
  20. Thank you - Now fixed. I feel honoured to have raised an issue that has been adopted and updated into the sim. Salute to all the developers for your hard work. DD_Friar
  21. @cfrag This fix seems an awful lot of work just to track the killing of neutrals (which in the scheme of things, @Gunslinger52 aside, probably is not a very wide requirement), would it not be easier to do something in "UnGrief"? For those that do not know this module has the ability to kick a player after a number of warnings for killing friendlies. I do acknowledge that you have responded to requests I have made for module changes but have always felt the changes would reach a wider audience. Either way, always remember "When you are up to your backside in alligators, never forget you only intended to drain the swamp!"
  22. It works. (of course) Sorry for not doing the ground work first before posting.
  23. @cfrag I have found the probable issue in why my player score module does not work. I have yet to actually test it. For some reason if you swap the name of the parameter round from "scoreSafe" to "safeScore" it does not work...doh! RTFM (yet again....) I was sure I had the name right
  24. Ok, will do I will check later today and report back. That may indeed highlight if I am going wrong somewhere.
  25. @cfrag Possible Module Not Working Module Name: Player Score/ SafeScore Zone Salute I am finding that although players are being credited with scores when they kill units, if I am using the "deferred" option and have "saveScore" zones back at the airfield for them to bank the points, this is not working. Players are stopping inside the zones and waiting for the mandatory 10 seconds. I have even tried doing a full engine shutdown in side the zone but the points are still be discarded. Does anyone have confirmation of using this feature and that it does in fact work as described? (pointing to the issue being me and not the module) Kind regards Friar
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