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DD_Friar

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Everything posted by DD_Friar

  1. @Chad Vader, Salute Have you not tried the "menuVisible" attribute and give it a false paramter? null
  2. @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
  3. 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.
  4. Gazelle flying into Dubai at night showcasing the fantastic lighting effects
  5. 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.
  6. 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.
  7. @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?
  8. Ok, thanks. But everything else is correct? I include the filename and extension, its not that that is causing the error?
  9. @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
  10. @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.
  11. @cfrag, Salute Sir. Feature Request Module: HeloTroops Would it be possible to split the actionsound parameter for loading and unloading. So have an "actionLoaded" and "actionUnloaded" I think it would be cool to transmit a message like "all troops on board - lets go" or "troops deployed" etc. Cheers Friar null
  12. @MAXsenna, Salute, I had not solved it but this post does. many thanks. Cheers Friar Note sure if people are aware but I believe there is a bug in this panel that when you jump into an AI slot to take over, when you leave it goes back to HOLD and loses what setting you may have added. Dont know if this is by design or on the to be fixed list. But I understand it is early days for this functionality.
  13. @jonsky7, what about the setting in the special menu where you select either LOS or controller? I thought that this would define the method, but perhaps it is still early days for player managed guns?
  14. Jam Tarts or I prefer a good Bakewell in difficult situations, or going nuclear an old Eccles cake
  15. Update / Update I think I still need advice on this please. LOS (trackIR) does not work for me. to fire down low my head is in too weird a position. I would like to be able to control the gun by either mouse or joy stick / hat?
  16. Whilst on a mission trying to get to some troops for extraction, down some deep dark valley with insurgents either side of the valley.....that option would not be available
  17. Salute Having expended all my ammo, I can not find a re-load option? Is anyone able to give me a nudge on this please, or this not available yet? and I just need to be patient
  18. Salute, I have brought up the Gunner Control Panel (Left Win + H) but how do I scroll through the options to change please. I have tried tabbing and have tried using mouse over but neither worked? Many thanks for the advice Regards Friar
  19. How do I silence the white noise I am receiving in the gunner positions please. I can stop it in the pilot seat by pulling up the N3 ADF Volume knob. Salute Friar
  20. Salute I do not seem to be able to move my gunners, I can fire but can not pan. I am using the device setting (not los) but do not see where to do the mapping? advice / guidance appreciated
  21. I have attached a very simple example that uses the random function. This could be extended in many many ways. DML Example.miz
  22. I will try today and post back here a simple mission to show how it can be achieved but feel (I am biased) the journey to understand DML is not that complicated and well worth it.
  23. @2circle, Salute May I suggest you check out the DML Toolbox by @cfrag. He has put together a utility that will enable you to do all sorts of fancy things via scripts, without you having to know the slightest thing about scripts (like me). It takes the forms of modules that you enable at the start of the mission and then control them via a zone in the mission with parameters. As simple as that. One of the modules is a random flag picker (RNDFlag). You trigger the RNDFlag module (in your example at mission start, you can define it to pick from a number of named flags e.g. action1,action2,action3,action4,action5. You then tell the module how many of those flags you want to pick from and also if you want to remove them from the list. When all of the options have been picked you can also re-set the list back again. In one of my missions I use this to place SAM sites. I have placed about 30 different sites made up of different units, SA8's SA11's, etc. At mission start I run the random module to select 15 from those 30 and activate them on the map, so each time we play the mission on the server players do not know which ones will be active today. I also use it in a mission for when players fly into a zone I pick from 5 random airfields then at the selected airfield I pick from a number of random flights, so again my players do not know what they will be facing or from where. Its really easy to build. Using this Toolbox has changed the way I build my missions now and can not recommend it highly enough. Cfrag is excellent at responding to issues and questions and there is now also a growing number of regular users who will also chip in to help with any questions you may have. This is NOT a mod and you can use it in your mission for multiplayer without other players having to install anything their end. You also do not have to install anything on the server / your machine for it to run.
  24. Ok, fair enough. I can work round it so no big problem.
  25. @cfrag I am having an issue with the messenger and reporting ownedBy# values. I have a FOB and a bunch of towns. The FOB at mission start is Neutral (0), the other towns are controlled by Red (1). Using the rsp: attribute I gave a "Red In Control" and "Captured". If I supply "Neutral",Red In Control" and "Captured" they all get returned as Neutral. My problem is that the neutral FOB gets reported as being Red. Is it not possible to use this function in this scenario? If not I will just exclude the FOB from the list. RESPONSE-SELECTION WILDCARDS • looks up the value of and uses that value and an offset into the responses given with the ‘responses’ attribute. The first response has an index of 1. If the flag’s value is less than 1, the first response is returned, if the value is higher than the number of responses, the last response is returned Also Is there any way that the PlayerScoreUI could only report back to the player that requested the update? I had a player the other night who uses VR and was just coming in to land when his headset was filled with score information requested by another player. No problem if this is a limitation of the DCS interface, just thought I would ask as it would be a "nice to have". Cheers Friar
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