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DD_Friar

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Everything posted by DD_Friar

  1. As of 6th November this issue is still there. null
  2. @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?
  3. 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.
  4. @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
  5. 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.
  6. @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.
  7. 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
  8. 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.
  9. @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
  10. 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.
  11. 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.
  12. Take a look at the DML Toolbox by @cfrag. This is as excellent utility (NOT a mod) that gives you the ability to add scripts to your mission with absolutely no scripting skill required. Also if you build a mission for multiplayer your other players DO NOT have to download / install anything extra. All the magic is in the mission you build. You build you mission by using zones with controlling parameters. Using this tool has completely changed the way I build my missions. I can not recommend it highly enough. You can find all the details here.... For example using the "Spawn Zone" module you can achieve the below.... null
  13. @cfrag or anyone else that can see what is going on - all advice welcome! Salute one and all, I am currently trying to implement a scenario where attacking convoys are only created if key building have not been destroyed, a sort of way of encouraging blue forces to strike key infrastructure buildings to weaken enemy response. These buildings my not be where I want the convoys to start from, hence have shied away from the "factory" module (is that the right thing to do?) I have tried to use the changer module as a gate but have got something wrong as with the key building in tact the convoy still fails to spawn. I attached a below a screenshot of my logic which I can not get to work and and would very much welcome some pointers The convoy should spawn if "ownerairfield" = 2 and "testbuildingdestroyed" = 0 null
  14. @cfrag Modules: Convoy and Clone Zone (and possibly Airfield) Issue: Difference in spawn logic at mission start Salute Sir, I think I may have found a difference in the way the two (or three?) modules behave at the start of a mission. I believe the new logic you added for the convoy module may differ slightly from that of the approach the Clone Zone (and airfield?) uses. Clone Zone example - I have an "ownedZone" set to "red" within the parameters. I then have a nearby "cloner" that uses the "ownedBy#" flag and a "cloneTriggerMethod" set to =1 for the spawn to take place. If the town is captured by blue I do not want them spawning next time the mission starts (I will be running this mission with persistence). When the mission starts the units I require get spawned in the town (I am using the "inBuiltup" parameter set to 15 and it is working really nicely by-the-way). All good. Convoy example - I have an airfield which is set to red within the mission editor, it also has cloned red units which are activated onto the airfield at mission start (onStart=true). I then have a nearby convoy that uses the "ownedBy#" flag as well and the new "convoyTriggerMethod" set to =1. At mission start the convoy is not triggered. I am assuming that it is not detecting the value of the flag already set and is only looking for change? If I change the airfield to neutral in the editor, the occupying cloned red forces change the ownership to red and the convoy starts as expected (with helicopter escort which is another nice feature). If I am correct this shows a slight difference in the "at mission start" logic. If this is what it has to be, no problem, it still works this way but I thought I would highlight this in case it was not what you intended and/or point it out for other builders. As always, many many thanks for all the hard work and regular updates and new features you add to this excellent toolbox. Cheers Friar
  15. EDIT - Right after posting the above I had a better idea and have nested the Caucuses menus, which actually works better
  16. Module: RadioMenu Bug, Un-Planned Feature or Something else Salute @cfrag, I am currently working on a very simple mission that will use the nested radio menus to act as a way for members of my squad to select the mission they wish to play on our server. We do have the dedicated server web utility available but it means giving out an important password to too many people, my thinking is this way ANYONE of our squad can choose which mission to load up. The Workflow will be the menu bangs a flag that then uses the standard DCS trigger action of "Load Mission" My problem is building the structure for a map that may have more than 4 missions available (in my example its the Caucuses). (Note to self- I have just spotted my spelling mistake in the screen shots) In the screen shots you can see I have managed to get 8 options on one menu but have two entries. The second Caucuses is blank with no entries. My question is, is this expected from the module? If I rename the second Caucuses to have a unique name then it works with 2 x 4 options menus?
  17. You have added lots of new Heliports (thank you) however but they do not have unique names they are all just "H", this is causing some issues with mission building scripts. Is there ANY way they can be given a unique code, even if its only H1, H2, H3, just to make them referenceable? This map is fast becoming my squads "go to" map for our weekly flying and missions.
  18. I do not know this module...yet....but is there a TriggerMethod option where you could set a parameter value of =1, so it only triggers once?
  19. Using the standard DCS tools are you having the troops spawn into a zone? If so you can link the zone to the truck so it moves with it.? Which trigger are you using to spawn the troops? Are you using the standard DCS troop embark/disembark options?
  20. Update on how the new controls work
  21. @jeni1976 Another trick I use is at the end of the list of loading modules add a "message to all" from the standard dcs actions. Leave it as a blank message but make sure you tick the "clearview" box. This clears the screen of all previous messages. When my modules load you do not even see them at all.
  22. @cfrag Module: Convoy Tested and working. Many thanks as always for your quick response. Cheers and kind regards Friar
  23. @CidTheViking - cooldown is mainly used for spawners that are requestable (e.g spawning troops to load onto a helicopter). It sets a minimum time gap between requests to stop the troops piling up.
  24. Just look at the download page. They are all shown. You can pick them via the usual loadout screen. IIRC they are under pods. null
  25. Just to show where there is "yin" there is "yang" - I love the Apache and have it as my main ride, with many many hours spent in it. yes there is a lot to learn, but you can very easily "put warheads on foreheads" from the pilot seat. I have gleaned a lot of information from Casmo and found his videos very useful. I use a throttle as a collective by the way....
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