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DD_Friar

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Everything posted by DD_Friar

  1. 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 )
  2. 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) ?
  3. @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
  4. @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.
  5. 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?
  6. Got it, thanks my code now works.
  7. @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?
  8. @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
  9. 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
  10. I think you may have a version typo... null
  11. @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".
  12. 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
  13. @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.
  14. @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
  15. As of 6th November this issue is still there. null
  16. @cfrag I have checked my logic and adding the raiseflag at the start to set the value of the keyDestroyedBuilding seems the only way to get this working. As I plan to use Persistence on this mission, should I produce 2 versions, the first version that has the raiseflag function at the start and another that does not for subsequent runs of the mission where flag values are loaded as I do not want to re-set the destroyed building values if they were hit in a previous session?
  17. Many thanks for taking the time to have a look. I fully suspect that was caused by me doing copy paste from the quick reference guide (as I often do). Usually I am aware of it and delete it out. Ok I will take another look with the edits I added after posting (keyBuildingDestroyed set to 1 at mission start and the objectDestroyed parameter set to off to change from 1 to 0 when banged) to see if my original logic would have been ok.
  18. @cfrag Please find attached a small test mission where I am trying to solve my logic issue. It now has the debugger and I have been using it to change values of flags. My convoy only starts when keyBuildingDestroyed = 1 which is incorrect. If you have a minute are you able to take a look and suggest what I am doing wrong please? EDIT: After posting this mission I came up with an idea which I think solves the issue. At mission start I had added RaiseFlag to set the value of keyBuildingDestroyed to 1 (1 now equals a live building). I have added a method change parameter to "off" on the "objectdestructor" module which will change the 1 to a 0 when the building is destroyed. With this value the gate is then closed that passes the signal to the goConvoy. ChangerLogic.miz
  19. ok, sorry about that. Let me put it a different way then. Can you check please the way the convoy module looks for the state of flags when the mission starts. I believe that it does not check their status and only reacts when they are banged AFTER the mission has started. My example was the owner of the airfield was set in the ME so was red when the mission started. Convoy seems to react only when a flag gets changed due to it being banged by another module.
  20. @cfrag - Please may I ask, did you see the above post I made a few posts ago? It was in the middle of a couple of my posts where I answered myself and may have got lost in the mire.
  21. Having just now looked at what it can do, I see now instead of me having to place units in the ME that go and do things to trigger the flags I need, I just need to use the debugger to manually change them. For example, at the moment in my test I have an airfield zone and manually drive a vehicle into the zone to capture it / trigger the "ownerairfield" flag value to change. Now all I have to do is to add a mark point and give it "-set ownerairfield 2" I now get the massive potential and assistance this can give. Shame on me for not exploring this sooner... null
  22. Sir, that was my intention of posting the scenario in a specific mission that demonstrates the logic (and where I am going wrong) so that I can correct it. With respect to your Lordship, I will have a look at how I can use the debugger in the future.
  23. @cfrag - I must have stared at that logic for hours on Sunday afternoon and did not spot that.! Dam you! That said, it has not solved my issue. May I ask, do you have Combined Arms? I would like to post a very simple mission that will hopefully explain the scenario better and one that you and others could use to help me fix my logic and one that if they wanted to implement the same scenario. I ask about CA as I am using a tank in front of a small building that I can shoot and blow up as it is easier to test? regards Friar
  24. Hmmm. I'm not sure I can follow. Yes I can see why That should have said the convoy is NOT generating, but it should as the building has not been destroyed. My tests so far are as with the code snipits as provided. The airfield changes from red to blue, which should then trigger the red convoy. At the moment nothing happens. Other than the "ownerairfield" flag none of the other flags seem to being affected.
  25. In my initial tests I am playing with the building in-tact so the convoy should generate as the building has not been destroyed, but its generating.
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