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Everything posted by DD_Friar
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Did I imagine the ability to set Georges skill level in IDing targets?
DD_Friar replied to DD_Friar's topic in DCS: AH-64D
@Vakarian Ok thanks I will take a deeper dive and have a look to see if I ca find it. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag As usual, I am totally at fault. I checked your demo and saw my mistake. -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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? -
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
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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!" -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
It works. (of course) Sorry for not doing the ground work first before posting. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Ok, will do I will check later today and report back. That may indeed highlight if I am going wrong somewhere. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag If you want to look at my idea for the gate module, then excellent, if not don't worry as I have got the hang of changer now and the config works. I have to use two zones, where as I think my idea would only need one, but that may be a little knowledge being a dangerous thing! Cheers Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Not sure what you mean by how to close it. It may be that because I have not fully got changer I can not see how to configure it as you suggest. In my "Gate" module I am proposing that it is listening for the request to open the gate, this will be a banged/triggered flag from any other module. The test to decide if the gate should be opened will be determined by the module listening for a second flag from any other module and it passing a "TriggerMethod" test (any of the standard tests would be valid) The module completes by triggering the output flag (passThrough! in my example) With changer I do not understand how I can test for a value that is not either 1 or 0. In my scenario I am wanting to test for coalition as the key to unlock the gate so need to check either 0,1 or 2 (neutral, red or blue). This may be where my understanding of changer is falling down with which option to use e.g bool, not, direct etc. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag May I be so bold as to ask that you consider a new module, perhaps called "Gate" Although I have used "Changer" I am struggling with how to use it for my scenario of controlling spawns based on ownership of an airfield (or any other 2 level conditions) This is perhaps a selfish request but I would hope others could see the potential of its use. Module: Gate openGate? - flag to watch for to test the lock key? - flag to watch for that has the code to open the gate keyTriggerMethod - code (flag value) that will open the gate passThrough! - flag to bang for a successful test Scenario UNIT ZONE plane flies into unitZone 1 enterZone! planeInZone1 GATE openGate? planeInZone1 key? ownerAleppo keyTriggerMethod =2 passThrough! gocloneMig21-1 CLONER clone? gocloneMig21-1 If the key code (flag value) is not 2 the gate stays closed and no clone takes place. I await your due consideration? regards Friar -
You may continue to read this post and say "well, duh..." but yesterday was very much a light-bulb moment for myself and members of my squad. Thanks to one of our guys finding the below information, almost as a throw away comment in a thread he was reading, the "Quality of Life" using DCS has been massively improved. This feature, and I wonder how many of you reading this were not aware of it like we were, is simple but very effective. The function relates to the Communication Menu and gives you the ability to map a hat switch to select the options. It does not matter which HAT you use because when the menu is displayed the controls over-ride your other binding. When the menu is down the original bindings are back. For me I have an X56 and have mapped the large POV hat on the Stick as follows Down - Next Up - Previous Right - Select Left - Return This means no more reaching for the mouse and having to take my hand off the joystick. Apparently this feature was introduced a few patches ago without so much as a trumpet being blown or a drum being hit, but will now make such a difference to how I control my planes and helicopters and mission options available via the Comms menu. Thank you ED.
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
All sorted, I had linked the zone to the carrier as well as the static units. When I removed that it all works. Thanks for idea as well I have also added in the option to put them back on. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Oh. Ok, I will take a look at your mission. Thanks again for your support on all our questions. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Assistance Please Topic: Removing Static Items From A Carrier Salute Could anyone advise please, I am trying to remove static objects from a moving carrier. I have placed a number of static aircraft for eye-candy on the carrier. Some of them are on the landing area. I have added a radio menu command to remove them when a pilot is coming into land (will only need to be done once.) I have tried using both wiper and declone but neither seem to work? Should this logic work? wiper or clone/declone -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Sinclair_76 Salute, a couple of "first thoughts" type questions, apologies if they seem obvious, but lets get them out of the way first before we start digging deeper. Which version of scripts are you using? Are all scripts from the same version? Some scripts have dependencies, are they all loaded in the correct order? -
@dahui I am aware of this state, it just seems different lately, seems to want to do it more easily than before.
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Salute, More than willing to accept its my flying, but has anyone else experienced the Ch-47 dropping to the ground very quickly at the moment with no response from collective input. I am finding this especially when trying to manoeuvrer slowly trying to sling load.