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DD_Friar

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Everything posted by DD_Friar

  1. @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
  2. @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.
  3. @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?
  4. Jam Tarts or I prefer a good Bakewell in difficult situations, or going nuclear an old Eccles cake
  5. 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?
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. I have attached a very simple example that uses the random function. This could be extended in many many ways. DML Example.miz
  12. 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.
  13. @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.
  14. Ok, fair enough. I can work round it so no big problem.
  15. @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
  16. @CidTheViking Salute Which movement command are you using; wait-guard or wait-captureandhold? Have you tried a small unitZone inside a larger wiperZone set up the unitzone to look for ground forces entering the zone, that sends a flag to the wiper. Make sure the wiper covers a large enough area for the troops. Give it the "unit" attribute to just take out the troops.
  17. @Panthir I dont get what you mean by roll back? DO you just NOT use the new version in your load DML section? Apologies if I am completely missing your point / situation Or is there some dark art that you use to update your missions with the new scripts when they get released that I am blissfully unaware of Currently I go into my mission, open the script, clear the code then paste in the new version from notepad++, rinse and repeat for all the modules in the mission.
  18. I did but they did not load - it was my expectation that they should re-load but just wanted to confirm it was me, and you have confirmed that. Thank you.
  19. @cfrag Sorry as you put a smiley on there I take it that scores do get re-imported so players can add to scores from one mission to another?
  20. Ref: Persistence If I am exporting player scores when the mission is saved, do they get re-imported when the mission next loads? or do we start from fresh?
  21. @CidTheViking You need to pass a trigger to DelayFlags. It has an input startDelay? which would be the signal from the event (unit killed), you set the duration for say 30 seconds. The output delayDone! is the flag to hit (the trigger flag for the RNDFlag) null
  22. @CidTheViking - I was going to suggest exactly the way you have done it. Pass a flag to a RNDFlag to pick from a list. I use something similar to generate random flights from random airfields when a player enters a zone. I would perhaps also add the option to remove the selected choice from the list to prevent the same option getting selected quickly in succession (if that is a possibility in your mission) and possibly crashing into each other?
  23. @Panthir -Thanks - I will download 2.32 and update the mission. As I said, I only got back from holiday Wednesday night and was flying with the squad last night (Thursday). @cfrag - Thanks for the updates as always.
  24. @cfrag Salute Sir. I have not updated to v 2.3 yet, the below errors are with the previous version and related to scoring. Would I be better taking scoring out for the time being completely? or do you think that these errors would have been fixed in 2.3 (I have been away on holiday and not had a chance to update yet). null
  25. Module: playerScore and ObjectDestructDetector @cfrag Further to my earlier post on scoring destroyed buildings, it looks like, from my test anyway, that this does not work. I set up a mission for a player flown F16 dropping JDAMs on the target using steerpoint so pretty pin-point. nullBelow is my set up of the object. The messenger was triggered with a simple message saying the target had been destroyed but I received no score for it. null
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