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DD_Friar

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Everything posted by DD_Friar

  1. @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.
  2. @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.
  3. 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.
  4. @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?
  5. 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?
  6. @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
  7. @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?
  8. @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.
  9. @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
  10. 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
  11. 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
  12. @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?
  13. 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)
  14. 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
  15. 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
  16. 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.
  17. 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?
  18. @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
  19. 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.
  20. @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
  21. @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
  22. @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
  23. Many thanks, absolutely no problem. Sorry to have nudged.
  24. Hi @Recluse When I last tried I could not get the standard DCS troop embark and disembark to work, but I am happy to stand corrected. I too will now give it a go to check. Although I have to say I have parked the UH60L a bit lately now I have the 'Hook!
  25. @Eisprinzessin You can find every thing here. The beauty of this is that it is not a mod so can be used on line with your squad mates without them having to download anything extra. The "magic" is in the mission you build.
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