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DD_Friar

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Everything posted by DD_Friar

  1. Please may I ask if when you are not doing such updates you may consider adding it. I want to start convoys based on towns being captured so was going to use the ownedby# and set a convoyTriggerMethod value of =2 (blue) of an ownedZone to trigger the convoy.
  2. @cfrag Module: Convoy Question: There does not appear to be the option for convoyTriggerMethod on this module?. Is that correct? Just spawn? Thanks, this is a neat little unit for adding more randomness and I like the tracking element. Another question, I assume it is linked to twn module, but I have started a convoy from within the location of Hatay airfield on the Syria map and I get a notification saying that the convoy has started "SE of Akincila" and not Hatay airfield. I guess an airfield is not a town in the database? null
  3. @jeni1976 You need to have the module called NoGap / NoGapGUI This places a dummy plane as a place holder for player spawnable planes. Its great for making airfields look populated rather than just the "live" players who have spawned in. Obviously with eye candy like this you need to think of the processing overheads if having lots and lots of player slots.
  4. @jeni1976 The DMl Toolbox does not need to be "installed" so to speak. Go to the first post in this thread. This will give you the link to download the required files. You will have a zip file that contains folders for very good quick reference guide and a more detailed user guide. It will also give you a folder that contains all the modules available to you to use as well as folders that contains some demo missions. When building a mission using the tools it is just a case of copying and pasting the module script into your mission. You then use the module by adding zones on the map that control what the scripts do. Download the zip, unpack to a directory. Then go have a look at the user guide. If you have any more questions please do not hesitate to post back here. using DML has transferred the way I build missions and the "magic" I can perform.
  5. @Chad Vader I think I recall someone else looking to do cargo transport by helicopter and was able to use the cargo receiver module and linked the zone to the helicopter so no matter where it landed the fact was tracked (and therefore could be actioned upon.) I think the below is what I was thinking of null
  6. @Gunslinger52 and @cfrag I to thought this a cool idea. To assist I created the attached mission which has a stab at doing what I think you wanted. The mission starts with vehicles waiting at the end of the runway. You can see that the Humvee is not drive-able at the moment. We then fly in and land and swap to the tactical commander and how presto, we can now jump in the Humvee and drive away. I have attached the mission as well for you to have a look at. Hope this helps. Cheers Friar Fly-Drive.miz
  7. Salute @Gunslinger52 Perhaps we need to think a little more "outside the box" due to the constraints that cfrag mentions. I have not tried this, and it is a "knee-jerk" response, but what about turning the logic around a little. Are you wanting the same player to jump from the helicopter to the vehicle, or is it another player doing the flying and another doing the driving? If it is the first, when the player leaves the helicopter to switch it will of course disappear. If you wanted it to remain for eye candy you may have to look at spawning a static but that could lead to the static coming in before the player has left, more thoughts on that later. I assume you know where the helicopter will be landing? If which case use the module LZ (landing zone). This has the ability to bang a flag when a plane lands (or departs). When the helicopter lands in the zone it bangs a flag on the landed! parameter "helicopterlanded" for example. That could trigger a parameter in the cloneZone module on the clone? parameter "helicopterlanded" that then spawns the vehicle of your choice. If you want the vehicle to be sitting there as the helicopter comes in you could have a static (meaning that no one could drive it) and then use wiper or something to clear the space for the new spawn in the same position. Have a go at using the "declutter" parameter set to true on the cloner, that may work. There may be a "blink" as one disappears and another arrives but that is a s good as it is going to get I think. The player will then go to the F10 map, click on the now drivable vehicle and select drive, so long as they have "Combined Arms" of course. Although the mission can be configured for pilots to control ground units, only players who own the Combined Arm module can actually occupy them. Hope this helps. regards DD_Friar
  8. BUG TOPIC: AIRFIELD FILTER ON PLANE SELECTION SCREEN Brief Description Of Issue: The "Airfield" filter does not take into account coalition ownership when listing available airfields. Detailed Description Of Issue: I am currently working on a multiplayer mission where airfields can be captured and thus make new coalition planes available. For example Blue forces are advancing on the map, they capture an airfield, then for game play purposes new plane slots become available and red forces would loose their slots. The filter works at the moment if there are only single coalition planes at each airfield, however if you place both coalitions at a base, they both show in the filter. I should have thought that it should list the airfields by matching coalition side red or blue? I have attached screen shots below that show the issue and also attached my mission from which these shots were taken. Salute. DD_Friar AirfieldFilter.miz
  9. I need to raise a bug we had on our server last night. All of the discord links I follow say the invite is invalid. Is anyone able to point me in the right direction please? Salute Friar
  10. @cfrag - Got it! Many thanks for the example. I have now successfully translated your logic to my test scenario and have designed flag names that I can copy and paste to each airfield with little change. Just thinking I will be tweaking it slightly as I am thinking the order will be; plane flies into zone random airfield selected based on where the plane has come from etc. airfield then checked for suitability (gate open / closed) on a pass the random plane spawn is activated. I get that this could mean an airfield could be selected where the gate is closed meaning no spawn triggered, that will be the pilots good fortune. This will be easier to build rather than staged zones with different airfield combinations as the mission progresses. But I understand now. Again thank you. Cheers Friar
  11. Ok thanks. I will take a look. Hopefully it will shine a light on what I am doing wrong because at the moment I don't think my changer is working correctly. It does not seem to be changing the values of the flags as expected. Thanks for taking the time to produce this example. Regards Friar.
  12. Ok, no worries, I am going to play hooky from work this afternoon (I "work" from home ) and see what I can work out. Dont need a full mission just a simple idea of the parameters required. Safe travels. Friar
  13. Could you provide a simple screen shot of what charger needs just to act as a gate (open if Gaz=1, closed if anything else (0 or 2), I am afraid I am struggling with what would be required?
  14. @cfrag, Salute Ref my scenario of only cloning based on the owner of an airfield posted earlier. After many hours of staring into space thinking and scribbling copious notes of flag values on scraps of paper I have decided to ask for help. Just to remind you the scenario I am after: Blue player flys into zone, triggers flag; mission checks for ownership of airfield; if red owned, spawns random plane; if blue nothing happens. For my test I am using a vehicle driving into a zone. nullThe airfield is set to be owner red at mission start, giving the owner flag a value of 1. My thinking is that inZone get triggered and incremented. The changer applies a bool and converts whatever value the value of the flag has reached to 1 and applies to okToSpawn The rnd should then only trigger if okToSpawn (which should = 1) is equal to the value of ownerGaziantep (1=red). If blue capture the airfield this value will change to 2 and the trigger rule is then invalid okToSpawn will equal 1 and owner will equal 2 so no spawn. This workflow is ok the first time the car goes into the zone. The second and subsequent times nothing happens as I assume okToSpawn has not changed in value, it will always be 1. Any thoughts on how I get round this? Many thanks as always. Cheers Friarnull
  15. That warning message is not generated by the countdown script from what I can see? Are you using/referencing the same zone for another module perhaps?
  16. @Chad Vader, Salute Have you not tried the "menuVisible" attribute and give it a false paramter? null
  17. @cfrag - Thanks for the heads up on this module. This is one I had not looked at before. I understand logic gates boolean etc so ok there. I have had a quick look at the guide and the demo mission but feel it needs a fresher head in the morning to understand how to use it... I will report back..... Salute Friar
  18. Salute Guys, Advice/suggestions Please Does anyone have a mechanic I can use to prevent a cloner firing if the airfield is a different allegiance? My scenario is I have a number of airfields that start red and have for example Mig21's that are cloned in by various triggers. The airfield can be captured in which case the spawns should no longer fire. I feel I am faced with having multiple tests of some kind equivalent to if <airfield=red> then clone else do not clone (that's not code, just me putting it into words) I have just tried to see what happens if I have a blue airfield and a red helicopter triggered to spawn in, it spawned in with no issue. I read a bit about master owner but that seems to be for airfields with stock that can change hands when captured. In my scenario the Migs should no longer appear.
  19. Gazelle flying into Dubai at night showcasing the fantastic lighting effects
  20. Yep, all good thank you Sir. @Priest If you are talking about the order that items appear on the radio menu, I believe that is a dark art lost in the depths of ED wizardry I am afraid. Having menu options in a specific order has been a desire of mine for some time but have had to let it slide.
  21. Yes on both counts, item A and its 2.34 I will try and do some bug checking as best I can as well. I will try country as well.
  22. @cfrag Hmm....Just tried the same mission in single player (launching direct from the mission editor) and the sounds generated by the radioMenu do not work for me. I assume it would be heresy to suggest that you can not confirm that they are working for you?
  23. Ok, thanks. But everything else is correct? I include the filename and extension, its not that that is causing the error?
  24. @cfrag I am having an issue getting sounds to play. From the screen shots below, is there anything obvious that stands out that I may be doing incorrectly. I load all my sound files at mission start The example below is a sound file that should be generated from a radio menu. The mission is being run as a multiplayer via "Mission" and "Launch Multiplayer" null
  25. @cfrag Ref "Tickle" Funnily enough I did something similar but just using the radioMenu function but anyone could trigger it (found that option useful as server admin may not be on all the time due to time zone differences). Thank you for adding the heloTroops sounds so quickly as well. Much appreciated.
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