Jump to content

DD_Friar

Members
  • Posts

    751
  • Joined

  • Last visited

Everything posted by DD_Friar

  1. @Flappie Hope I have done this correctly. I have also made a video. The issue is the same also if I am driving via CA. Many thanks for your time. CaptureFARPIssue.trk
  2. Salute I am working on building a mission using the standard DCS triggers and tools (no scripts) I have a Red FARP with 3 insurgent troops right by it. I drive a Blue Humvee towards the zone and as soon as I get inside the 6500 zone using the standard test (see below) I get a message to say that Blue have captured the FARP Am I misunderstanding the principle of this or is this a bug please? I thought that it only changes hands when all enemy units have been killed. Regards DD_Friar nullnull
  3. @Romandv I think the opposite. It looks great for helicopters! perhaps you have not tried the right areas? I think this map will serve both types well. From a post I made earlier in the thread... Myself and a squad mate DD_Fruitbat flew a couple of quick recon missions I knocked up last night and I have to say flying from Tarinkot and Chaghcharan we both found the scenery stunning with fantastic detail. We first flew north from Tarinkot escorting a small convoy until it was spotted an insurgent mortar team waiting to ambush them. The compound I could put them in seemed exactly like those described in the book "Apache Dawn". Then as we continued on our patrol the mountain ranges rose and fell with great detail in the towns and villages. We found ourselves at one point pushing 11,000 feet, defiantly not a happy place for the Kiowa and Apache! We were enjoying our flight so much the Kiowa ran out of fuel on the way home and the Apache got just got to the landing area before both engines died with no fuel. Its a big thumbs up from us.
  4. @Recluse Apologies if you already know this... TIP: When building a mission using stopgap you have to place the planes as single units for it to work. For example do not add a plane and make it 1 of 4 for example. You need to place each of the 4 units as separate planes (1 of 1)
  5. DML TOP TIP (well I think so ) Module: Messenger When using the messenger module to display complex messages using the format wildcards I have found that you can build the message text in notepad and then paste it in to the field rather than using things like <n> for new lines. See screen shots as examples
  6. @cfrag If there is some way I could contribute back with path finding on maps that would help you I would be happy to discuss this further.
  7. Solution found - I just use a convoy with a condition on the hold. This way if the town is captured the convoy must have been killed to complete the capture condition. If the town is still red the convoy will still be intact so can run.
  8. @cfrag - No worries I completely understand. I have been thinking more about it anyway and may have a solution.
  9. @Ghostmaker - It was not intended for public consumption I am afraid. It was thrown together in about 10 minutes.
  10. @cfrag, Sir, I come to sip from the fountain of knowledge, I seek enlightenment and guidance I am currently working on a mission that will eventually be equipped with persistence. The scenario I am stuck on is this. I have a sequence of towns lets call them A. B, C and D. They all start off being assigned Red ownership. I am using ownedZones for this. The plan is for blue forces to capture the towns. If blue capture town A I have planned for a cloner convoy to be brought in at town B and head to town A in an attempt to take it back. My conundrum is that the 'B' convoy can only be triggered if town 'B' is still owned by red. (Blue may have leapfrogged 'A' for example and taken 'B' first before 'A' ) I am looking at xFlags but am not sure the way to proceed with blueCAP! and redCAP! or blueLost! and redLost! When an ownedZone changes hands I assume redLost! is banged but is redCAP! still true, I would assume it still is (after being assigned at mission start?) Mission start - set a,b,c,d to red - blue capture a - is b red - YES - send convoy / NO - no relief convoy Mission start - set a,b,c,d to red - blue capture b - is c red - YES - send convoy / NO - no relief convoy : blue capture a - is b red - YES - send convoy NO - no relief convoy Or should I bail and just have the relief convoys starting out of town in the woods somewhere so they can just be triggered as and when a town is lost Salute Friar P.s welcome to take advice from anyone else who has successfully achieved such a scenario using DML EDIT - 20 minutes later thinking time.... What about using RaiseFlag at mission start to set ARed = 1, BRed = 1, CRed = 1 DRed = 1 owned zone then has flag change method to flip redLost! = BRed (flips to 0, red no longer own) should red take it back redLost! gets flipped back to 1 Then xflags can say in order to send the convoy ARed and BRed must both be true. Does that sound like a plan?
  11. @cfrag, Sir, I come to sip from the fountain of knowledge, I seek enlightenment and guidance I am currently working on a mission that will eventually be equipped with persistence. The scenario I am stuck on is this. I have a sequence of towns lets call them A. B, C and D. They all start off being assigned Red ownership. I am using ownedZones for this. The plan is for blue forces to capture the towns. If blue capture town A I have planned for a cloner convoy to be brought in at town B and head to town A in an attempt to take it back. My conundrum is that the 'B' convoy can only be triggered if town 'B' is still owned by red. (Blue may have leapfrogged 'A' for example and taken 'B' first before 'A' ) I am looking at xFlags but am not sure the way to proceed with blueCAP! and redCAP! or blueLost! and redLost! When an ownedZone changes hands I assume redLost! is banged but is redCAP! still true, I would assume it still is (after being assigned at mission start?) Mission start - set a,b,c,d to red - blue capture a - is b red - YES - send convoy / NO - no relief convoy Mission start - set a,b,c,d to red - blue capture b - is c red - YES - send convoy / NO - no relief convoy : blue capture a - is b red - YES - send convoy NO - no relief convoy Or should I bail and just have the relief convoys starting out of town in the woods somewhere so they can just be triggered as and when a town is lost Salute Friar P.s welcome to take advice from anyone else who has successfully achieved such a scenario using DML
  12. Myself and a squad mate DD_Fruitbat flew a couple of quick recon missions I knocked up last night and I have to say flying from Tarinkot and Chaghcharan we both found the scenery stunning with fantastic detail. We first flew north from Tarinkot escorting a small convoy until it was spotted an insurgent mortar team waiting to ambush them. The compound I could put them in seemed exactly like those described in the book "Apache Dawn". Then as we continued on our patrol the mountain ranges rose and fell with great detail in the towns and villages. We found ourselves at one point pushing 11,000 feet, defiantly not a happy place for the Kiowa and Apache! We were enjoying our flight so much the Kiowa ran out of fuel on the way home and the Apache got just got to the landing area before both engines died with no fuel. Its a big thumbs up from us.
  13. Salute From the release video I noticed the below insurgent but can not find him in the Mission Editor. Is he still to come? null
  14. How do I limit which planes can be picked at an airfield? I have followed these steps Clicked on Full Info for the airfield. Set all planes to 0 and then just put 5 against the helicopter I want When in the arming screen I can still select a helicopter from the list, despite setting them to 0 they appear in the as 99+ Happy to stand in the corner if this is another case of me having a little bit of dangerous knowledge ! nullnull
  15. @Kanelbolle - Many thanks for the answer. Another case of RTFM! on my part So I assume then the only way to limit the planes available would be to set everyone to 0 and then just put numbers against the planes I want to allow at that field. Cheers Friar
  16. Salute Please may I ask what the circled feature does, as I assumed it meant that these aircraft are available at the airfield, however I can select other types not ticked? Apologies if I am not understanding this feature correctly and this is expected functionality. Love the feature for hot cold starts by the way. nullnull
  17. Thanks, it was that setting. The update must have changed it as I have never had that issue before. Noted.
  18. Also I am getting the option to select planes I did not enable at the airport? Or have I misunderstood what the tick column does? nullnull
  19. @Maverick87Shaka This is my screen, what am I missing? null
  20. Beat me to it. A quick search of the forums finds this
  21. Understood. I sort of thought that it was it might be. Many thanks from everyone who uses DML for your quick response to this issue that is not of your making.
  22. Salute, Just been taking my first look at creating a mission using the Dynamic Spawn feature. Loving the fact that the player can now choose to start hot or not. Will save a lot of plane placements to take care of players likes. My question is that, and I apologize if it is a case of not looking correctly, but it does not seem possible to select a skin when picking a dynamic slot. Here is what I did in my mission; Open the map Turn required airfield to blue clicked on supply info turned off unlimited planes, ticked enable hot start ticked the planes types I wanted to be available at the airfield. save and close mission. open as multiplayer, select blue coalition. option to arm plane but no option to select skin? Is this by design and only default is taken? I see that if I place the plane and tick that it is a "dynamic template" option then I can pick he skin. Many thanks for all the work that goes into these updates.
  23. Had our mission crash tonight with the attached error. Long standing mission that had previously been fine. Syria Map.
  24. @cfrag "UNDOCUMENTED FEATURE" REPORT MODULE: groundTroops(?) Issue: captureAndHold does not obey Range parameter when deploying troops unlike guard Full Description: I am currently building a mission where I am using the Hercules to to be able to pick-up and deploy troops in the same way that a helicopter can. I am using it for long range airfield capture (flight times for Blackhawk and Huey would be too long and there are no closer airfields-well according to the scenario I am building ) Adding the Herc to the allowed list of carriers works fine (see blow) but as a test I deployed the troops at the airfield I loaded them and unlike when I used "wait-guard" (when they stayed put) when I tried to use captureAndHold I received a message to say they wanted to capture the nearest town which was more than 3000 meters away (see below)
  25. I did try that but could not get it to work. I have found a solution. When the airfield is captured it triggers a clone truck that drives into the area and captures it, thus turning it to Blue. Cheers Friar
×
×
  • Create New...