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Everything posted by DD_Friar
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
No, not yet, the ink is still wet on it being added to the mission and put on the server. I am hoping to test it tonight, I was just wondering if you knew it was a non-starter, in which case i will remove it from the mission. Cheers I will post back tomorrow if I get a chance to test tonight. Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag / @Panthir I have only just added the objectDestructDetector module to my mission for scoring hits on map objects I have set as "assign as", does this mean it will not work? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
So we do need to work with an initial point (where the units are placed on the map) and an end point. That is all. Which means it will be down to the ME to work out the route between the two. And I think we all know your thoughts on the current route finding algorithms. Which also means that I will not be able to have a convoy travel by road and then go off road at the end. (if I want them to refresh with persistence). @cfrag Another question if I may, regarding the Artillery Module. In the description it says the helicopter that will be calling in the strike should have "line of sight" to the target. If this is a player flown unit, for example the Kiowa, he could be behind a ridge or building and using the top sight to view the position (as they did in real life) I appreciate that this might be taking things a bit far, but in this scenario I assume it would not work? How is "line of sight" worked out (if it is not too complicated to explain to us mortals) -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
As previously stated I am just building up my squads main server mission to eventually have persistence running meaning that we should be able to save the evenings achievements at the end of one session and then pick-up in the next session. ref ground units and way points. Are you able to clarify "2nd Way point" Is the starting point the first way point? Is it actually like you say and WP 2 is the end point or is WP 1 the "2nd" WP? effectively meaning ground units, if I am to use Persistence satisfactorily must only have a start and and end (as per my second example below) nullnull -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
You have got me thinking about a single list of possible flights (from all applicable departure airfields) as an option. At the moment the rndFlag at the airfield uses remove true and reshuffle true and a pollSize of 1. I did not want the possibility of the same flight getting selected twice and it clone whilst the previous clone had not had a chance to move out from its taxi point. By having a single long list of flights it would mean that EVERY flight would have to be selected before resetting the list, not the worst scenario. By having the triggers based on zones entered on route rather than on spawn (I did originally have the trigger zone at the airfield at a pinch point on the taxi-way) helped with flight times of the ai to the "combat zone / area of operations". If I go with zones I can use the ability to turn check zones on and off. The order in which we capture the red airfields could be planned ahead so I can manage which airfields are available as valid red departure airfields (for example the battle plan is to capture airfield A followed by B then C etc as we work our way down the Syria map. So when A is taken I turn off the first check zone that said pick from a, b and c. the capture of a as well as turning off check zone 1 can enable check zone 2 which has b,c and d as valid red departure points / flights. This post has perhaps strayed into me thinking out loud but I hope it can be useful to other mission builders to give them ideas of scenario building. Cheers Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute wise people of DML Land - let us put our heads together.. My scenario, pilots in my mission can take-off from one of 3 locations. Their flights will take them through a trigger unitZone (Zone 1, Zone 2, Zone 3). That unitZone triggers a rndFlag module to pick from a list of airfields. Different rndflag modules have a different selection of airfields. Once an airfield is picked another rndFlag is triggered at the selected airfield to pick a flight from that airfield (random departure points for enemy AI and random flights from that airfield). My issue is now I am planning this mission to be on going and have "persistence". How can I configure my random airfield selector if one or more of the airfields now belongs to blue and is no longer a valid red departure point? Hmm....... Perhaps zones being turned on and off based on airfield status'... I feel reasonably confident that my testing sequence provided the results I described. (willing to wager at least 50 cents/pence). There were no other modules at the airfield. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Just posting this answer has made me realize that the logic in mission will now need to be updated. I had the random red aircraft selector based on blue units flying into zones, but if Aleppo gets captured I now need to re-configure those zones to remove Aleppo from the available list as I assume(?) that the clone will want to work if triggered even if red do not own the airfield? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Recluse This is all I have and it seems to be working (I do not have any server based scripts running, just using SSBClient, I have also added slotty.) My testing went as follows Airfield set to neutral in ME with red units in zone Airfield ownership is Red. Blue slots at airfield are blocked from being taken Blue units arrive at airfield - Airfield goes to contested state Blue slots still blocked All red units removed from airfield zone Blue forces takes control Blue slots become available Blue units leave the zone Airfield becomes neutral Blue slots become blocked. Red units arrive at airfield to take control. Airfield goes back to red Blue slots blocked. null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute - OK looks like I have resolved my issue. All it took was two modules SSBClient and baseCaptured at each location. baseCaptured module can handle the messaging control and SSBClient blocks and releases the slots as it changes hands. Very happy with the solution. Thanks again @cfrag for your assistance and guidance. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Salute Sir, After removing the airfield zone and just having the SSBClient zone at the airfield the issue I described above of the zone turning blue when the red vehicle left went away. When the red vehicle left the zone, it went neutral. In my original question I did not have any other units in the zone. It was just the zone, a blue aircraft and a red and a blue car outside the zone. The question about a flag was that how do I communicate to the players that the airfield has been captured. That is what I meant about being able to bang a flag. Just having the SSBClient at the airfield does not allow me to either change the colour of the zone (like airfield does) or be able to trigger messenger? Regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag I have been trying different options around what you suggested but am still unable to get this working on a mission I run as multiplayer but without server-side SSB scripts. I have also looked at your demo mission and can see by the radio menu that sending a signal to a flag can change the ownership of SSBClient, but how do you do that in a mission? In another test I am doing the airfield starts red as I have a red car in the zone. When I drive the car out of the zone, the airfield goes blue (because of the now unblocked slot I assume?) however I can not select that slot. Regars Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Thank you for finding the time to take a look. Much appreciated. My aim is to have an airfield with locked blue slots at the start. As the mission plays out, the airfield will be hopefully captured and thus enable then enable the slots. Red forces (AI) may launch a counter offensive and take the airfield back, thus preventing the slots from being used until the airfield is re-captured. I added the owned zone as I was struggling with the order of the logic. So to sum up I am trying to achieve An airfield that is red at the start of mission (I am also on planning to introduce persistence so its state may be different after a save/load, so would like to take that into account) The airfield should be able to have blue slots which are blocked until the airfield is captured by blue player ground forces (I would imaging deploying troops via air transport to achieve this, meaning blue player air force must take out all of the red ground units to make the area safe beforehand) If Red loose the airfield they may launch a counter attack to get red ground units to take back the airfield and thus block the blue slots again. The airfield "zone" is quite large, so is it possible to use an owned zone (which could be more focused on the centre of the airfield) as the control point for the ownership of the airfield? From your comments I assume not? I used SSB and slotty as I thought that was what is required? I set the airfield to close at the start as that is what I thought I had to do to prevent blue from using the planes at that airfield? Again many thanks for your patience and advice. Regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Many thanks, absolutely no problem. Sorry to have nudged. -
@Eisprinzessin - Not via standard DCS troop embarking / disembarking. It does not see the helicopter. You can do it however with something like the DML Tool box. With this you can pick troops up and drop them anywhere and also pick them up again. All you do is just use the required modules, no script knowledge required. When you drop them they will also head off in the direction of the nearest enemy, no waypoints from you required.
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag, sorry to ask but I was wondering if this issue had slipped by you. I described my issue a few posts back? I am having an issue with ownedZones and second time capture. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Might I impose on you for some advise in relation to capturing an airfield and unlocking plane slots. On the attached test mission Aleppo airfield starts out red. I have a blue T51-D allocated to the airfield. If you try and take this plane you get the slot blocked message - all good. I then take the blue car and drive into my control zone. This changes the ownership of the airfield to blue and the slot becomes open for me to take. I drive the blue car out of the control zone and then change coalition and take the red car and drive into the control zone. This changes the ownership of the airfield to red and the plane slot is blocked again. I drive the red car out of the control zone and change coalition again to blue. I now drive the blue car into the control zone and the airfield changes ownership to blue. I then try and take the blue plane again and but get slot blocked message? What am I doing wrong please with the zones and parameters? BUMP? AirfieldCapture.miz -
I have just solved this by going into date time and clicking re-sync with the internet clock. This is REALLY odd. never had to do this before.
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I have just had this error this morning trying to sign in "Failed to get authorization data. Error code is 500. No saved authorization found." It then tells me all my modules are disabled.
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How Big Is A "Big" Mission? (Without the use of scripts)
DD_Friar replied to DD_Friar's topic in Mission Editor
Many thanks. I will add it to the Campaign I am developing to keep a check on things. I assume there would be no problem in increasing the frequency of it running?, to prevent the tool that gives you an indication on overhead and performance being a hit on overhead and performance? -
How Big Is A "Big" Mission? (Without the use of scripts)
DD_Friar replied to DD_Friar's topic in Mission Editor
Good tip thanks. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
tested new version - all good - many thanks once again. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - I have just been out and whilst driving I thought I should let you know by saying that the error probably occurred when I triggered a pause after 3 take-off's so at least this confirms your post that beat me to it ! Many thanks for a speedy response. Cheers Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag I added your new LZ to my mission. I am using for the first time tonight on our server but have received the below error? null