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DD_Friar

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Everything posted by DD_Friar

  1. @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.
  2. @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.
  3. @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
  4. 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.
  5. 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.
  6. 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?
  7. tested new version - all good - many thanks once again.
  8. @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
  9. @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
  10. @cfrag Module LZ Is this module confirmed as working ok? I am just trying to build a mission where I need to detect take-off's for helicopters to trigger some other actions. I have a LZ zone over the airfields and have set a flag to bang on departed! being hit but nothing is happening? I am wondering if it is me or the module? Regards Friar
  11. Salute I am currently developing a mission for my squad. Our objective is to capture an airfield and then continue operations from it. I wanted to add an extra layer in that the airfield could not be operational once captured until it had been resupplied. At the moment, the best mechanic I can find for this is to have the enemy "set timed charges" which go off when the airfield changes hands, meaning that new supplies will have to be brought in (either by 'Hook or the excellent Hercules mod(side bar any news now on the "offical C-130?) on account of not currently being able to set resources values. My issue is that although the fuel when destroyed reduces the stocks to zero, equipment (eg missiles and bombs) stays at 100. Please see my pictures below. I have also attached my mission (no mods included this is a just a test bed / proof of concept mission.) The zone is captured by taking the Blue Tactical Commander slot and driving the Humvee over the road into the airfield zone. nullnullnullnullnullnullnull Resources Test.miz
  12. @dtruck260 I may be missing the point of your post but if you want a working JTAC you can do it with the JTAC module in DML. I have it successfully in the past. I use the "JTAC" amour unit and spawn / pickup / deploy by helicopter. I drop him within range (set in the config file, I usually go for about 3000m). It then starts lazing on targets he has line of sight on. It makes for a good multiplayer mission when I pick one up from base, try to insert him overlooking a target area (I did use the excellent Blackhawk mod, but now I am a 'Hooker) The jet jockies then lock onto his signal and start putting warheads on foreheads.
  13. @Rolds - It is supposed to give the artillery the ability to "fire and move" to prevent return bombardment.
  14. Ha Ha - Many thanks for a considered reply and thought process explanation. Much appreciated. regards Friar
  15. FEATURE REQUEST Salute @cfrag I am currently working on a mission where by airfields can be captured by players. I would like to use the dynamic warehouse and stock control. When an airfield changes hands is there a module that could re-set the airfield stock for all equipment and fuel to zero (or to a global/local value e.g equipment to 30 of each and liquids to 50 tons of each)? Although blue own the airfield it can not be operational until some supplies have been brought in? I tried setting the AI airfield to 0 hoping they might have ignored stock levels but my spawned planes came in unarmed.
  16. @Diablo 1-1 Salute I use the pick-up and drop-off of troops a lot in my missions that my squad use. I use the spawner which is triggered by the option in the Comms menu for airborne troops. Our helicopters land in a compound, we request either a section (x6) for Hueys or a Platoon (x24) for the 'Hook. They then drop them off near a point to be captured. I use the captureAndHold option so that they will advance into the ownedZone and take control, but will not advance on to the next location. We can then pick them up and either take them back to base or on to the next location. I trigger my enemy to attack the newly captured location based on the ownedZone changing hands blueCap! or redCap! Can I have a better understanding of what you mean by "threshold" and "reset back to 0" What are you tracking?
  17. It surprised me a bit as well when I went in to look. It may have had something to do with the F16. I had gone into an F16 when hoping about between planes to see if it made any difference. Inside the avionics folder were two other folders one for the A10 and one for the F16.
  18. RESOLVED I deleted the "avionics" folder within the .miz and all seems to be good. Many thanks for your suggestion.
  19. I was not criticizing , I was trying to understand the steps you took so I could replicate. And from what you said it was basically what I suggested. the game and mission was not open when you removed the DSMS folder.
  20. @Yurgon - I assume you closed the game down then went into the .miz to delete the folder, then re-started the game and re-launched the mission? Did you try loading a subsequent load-out?
  21. Been trying some other attempts to resolve this but without luck. I started with no load-out by default on a fresh session for the mission. (see picture of unarmed A10 below) I next just put some bombs on stations 4 and 8 with a target pod. I next went through the process to Load DSMS process (see results below) The items in red are for a load-out from a previous test. From what I can see it is being carried over?
  22. @cfrag Enough said. I will move on from this request. Your revised heloTroops module works fine BTW. Thanks again.
  23. Just tried the mission after deleting the DSMS folder within the zip but still have the same issue.
  24. @Yurgon - many thanks for that I will take a look and see if I have that folder and if so will delete it from the mission and see what happens. I will post back the outcome.
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