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Everything posted by 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 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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
does it also need to be in quotes as there is a space in the name? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
@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.
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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?
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Ok, I will have a go later this evening. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 ) -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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) ? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Gunslinger52 - Without looking at the mission my first thought was either you have used a static model or not ticked the "player drivable" on the unit. I assume you have Combined Arms as well as that is needed. I will have a look at the mission later and let you know. I am at work at the moment. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Module: cargoReceiver @cfrag or anyone else that has used the module, I would appreciate your advice / feedback. Having added cargoManager and cargoReceiver modules to my mission, when picking up a cargo, I assume I still use the default DCS cargo assignment (via Comms "All cargo") to generate the smoke above the cargo? I create my cargo via an objectSpawn zone from a radio menu command. It is just that I am sling loading my cargo and dropping in my cargoReceiver zone which should generate a message but nothing is happening? I am releasing when I get the voice command "the cargo is on the ground" and I am within my cargo Receiver zone? Any tips / experience from anyone using this module? Does what I describe sound like it should all be ok? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Got it, thanks my code now works. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Do you have a resource for the correct cargo item descriptions to supply to objectSpawn Zone please? I have just tried as per the ME but does seem to work. I am looking for the Huey netted one and the container? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Gunslinger52 Please find attached a mission which will hopefully help you. nullI have a couple of tips / pointers as well. set your scripts to load at mission start I have included a little trick (that is in the user guide) of adding a blank message with clearview ticked that hides the script loading messages. in your original mission you had the message text as a flag (with a !) which is why you got no message. Moving Humvee.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hi @Gunslinger52, no, when a plane takes off the state of landedAtZone1 remains unchanged. departedAtZone1 however does get changed. Other zones are looking for a change to the state of the flag, not by default a value. I will take a look at you mission for you and see what I can find. I thought I had posted this message but obviously did'nt. cfrag has also posted what I said above -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Gunslinger52 When using the LZ module, as you say you have two flags landed! and departed! (these two have ! at the end meaning they are flags being updated) Your other modules that are watching these two flags for activity are not just looking for it to be equal to 1 (although you can achieve that if that is what your mission logic needs but I don't think that is applicable here) they are looking for a change in its state/value. Lets say you have the flag "landedAtZone1" against the landed! parameter and "departedZone1" against departed! I land in the zone, "landedAtZone1" is hit and, by default, incremented. I have a another module, lets say a cloner. You want a vehicle to activate on the landing. That will have a parameter called clone? and flag that is "landedAtZone1" (LZ is the Yeller, Clone is the Listener "LZ to Clone are you receiving Over - Go ahead LZ Over, - This is LZ, we have a landing in Zone 1, Over - Roger That LZ I will send out the trucks, this is Clone Out."). "This will action every time landedAtZone1 changes". Multiple landings means multiple clones. Same applied to "departedAtZone1". -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
I don't actually work FOR the software house, well, used to, but they decided they no longer needed my services so I set up on my own, but funnily enough I was once the IT Manager for a Wine Merchants -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag ref Yeller Documentation Just to support you in your method, as a job, I provide consultancy and support for a set of applications that share common data e.g. employee information. They have exactly the same approach. Each application when produced, has a set of values that it is willing to offer or "publish", it also has a set of values it requires or "subscriptions". For example the HR application will offer up a new employee name, start date, address. The Payroll application is listening for that information, the payroll application will offer up last pay date which the HR application is listening for. To sum up you have exactly hit on an approach that is currently being used by a multi-million pound software house. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag We the un-worthy are forever in your shadow of greatness for providing so many great updates. Just to re-assure you, I too am now a devotee of the Debugger Module, I have seen the light... Salute and many thanks once again. Regards Friar