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DD_Friar

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Everything posted by DD_Friar

  1. @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
  2. 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.
  3. @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
  4. Perhaps a lesson learned to READ THE PATCH NOTES a bit more carefully on my part
  5. 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.
  6. 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.
  7. Oh. Ok, I will take a look at your mission. Thanks again for your support on all our questions.
  8. 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
  9. @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?
  10. @dahui I am aware of this state, it just seems different lately, seems to want to do it more easily than before.
  11. 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.
  12. @cfrag A while back you kindly gave me a script that counts units in a mission. I think I have lost my version in upgrading your versions (I think I forget I had it in the folder and deleted the folder..) Perhaps it might be useful for @Drogon11 This particular thread has made me think about mission I am currently working on when you mention the ownedZone and units. I assume the check does not include units that are part of a clone which has not been activated yet? My method is to only have ground units come onto the map when the action is getting near them. For example with ownedZones and troops protecting the zone, I only clone them in when the town up the road has been captured by enemy forces.
  13. @Gunslinger52 The "picked-up" and "dropped-off" vehicle could be player drivable. It will not be the SAME unit, instead it will be a fresh spawn of the same item, and only controlled by your logic. So for example, you add the Humvee to the allowed list. A CH-47 lands nearby, you load cargo and the vehicle will disappear. When you then land in a designated area and unload the cargo, you trigger a flag to to clone (or spawn) a new vehicle, which the player could then occupy via a tactical commander slot and the F10 menu.
  14. @Gunslinger52, To be able to use a dynamically spawned vehicle, at the moment you have to use the Clone Zone module (although I believe cfrag is working on amending the Spawner module). There are no vehicles specified as cargo at the moment (despite ED showing a Humvee inside a Hook' in the 2024 and Beyond video). You could use the Cargo Receiver module to track a cargo unit being delivered, the object is deleted after landing and a flag triggered. That triggered flag could be watched by a cloner (or spawner - watch this space) to produce a player vehicle. As far as I know, that would be the only way to do this.
  15. @Chad Vader, Ok I will try and pop on for a bit, probably around 20:00 if that suits? I have been using troop transport for some time and have not had any issues.
  16. @Chad Vader - Are you planning to be on with your squad tonight? if so, I can try and get on and we can have a look at your troop movement issue together- I often find even talking through the issue to someone who has some knowledge can help, even if that person in the end does not contribute and you manage to resolve it yourself.
  17. does it also need to be in quotes as there is a space in the name?
  18. Ref "linkedUnits" - Ok every day is a school day (for me anyway) null
  19. @Chad Vader When you spawn the troops I assume you are giving them "orders". There are two types "wait-guard" and wait-captureANDHold". With the first, when deployed the troops will make their way to the nearest ownedZone and take control. This will use the range parameter so is good for troops being deployed very close to enemy held area. The range can be set in the config. The later, captureandhold, there is no range and deployed troops will march half way across the map to the next nearest ownedZone if needed. This is good for when you can not get in too close to a town or area you are trying to take. I use both a lot in my campaign I am building. I have two units, the 82nd who always have captureandhold orders and the 101st who have wait-guard orders. Apologies if this known information. My approach I use a requestable spawner and have a zone for each of my requirements 82nd platoon (x24 for Hooks) 82nd Section (x6 for Hueys) and the same for 101st. When the pilot goes into the Airborne Troops menu they will see the applicable zones that are in range for their type of helicopter. Although sometimes they will see all 4 and have to pick the right units for the type of mission. I have also used a JTAC before and had a mission where I drop him off within sight of an enemy and get him to laze for the jet jockies, that works as well. @ClausHoffmann Can you post a simple screenshot of the messenger zone parameters please from your mission. I use sound files with messenger and they can be a bit hit and miss, but that is DCS not DML.
  20. @LuseKofte - yes I select / arm / open cover all good, as I said I can pick up a load, just not drop it off. Thankyou for the link to bug report. regards Friar.
  21. Salute, I seem to be having an issue where the cargo release action is not working. I press the button to release the cargo but nothing happens. The button is mapped ok and this issue seems to occur if I have had a failed drop in the same aircraft previously. For example if I had got too low. I am in the early days of getting proficient with sling loading, so am willing to accept it is the helicopter / sling interface (vis-a-vis "me") that could be at fault. I could accept that the hook may be broken, however I have been able to pick up a new load, indicating that the hook is "ok"? Anyone else with a similar experience?
  22. Ok, I will have a go later this evening.
  23. Yes, I am using the standard DCS sling load routines. I have just added DML to generate the cargo units and the cargoReceiver to control a zone where they are being unloaded to. I too have a messenger waiting for the bang on the cargo received flag, but have yet to achieve that (may be due to my sling loading skills, although I thought I had it nailed the other night without success )
  24. hey @Chad Vader I have also just created a little cargo moving test mission using cargoManager and cargoReceiver for the first time so am interested in your post. In my mission I have Hooks' and Hueys able to request a load via the radio menu. The hooks have the option of sling or internal. They then get the cargo and deliver it to a couple of receiver zones (either at dock side or on the rear deck of the MSV Tilde which is docked in port.) When sling loading do you still have to use the default DCS cargo function (that sets of the smoke) ?
  25. @Gunslinger52 I have downloaded the mission and taken a look. Your use of "Linked Unit" is confusing me, I have never seen that before and don't think it is correct. I always use the field shown below The "mine" logic works (again see below) nullI think the issue is the "Spawner" - you can not use it for driveable units. I have used the cloner instead.null Smoke on dead Hummer v6.miz
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