-
Posts
738 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by DD_Friar
-
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
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.
-
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
-
@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
-
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
-
New Dynamic Spawn Positions - Not Possible to Select Skin?
DD_Friar replied to DD_Friar's topic in Multiplayer
Thanks, it was that setting. The update must have changed it as I have never had that issue before. Noted. -
New Dynamic Spawn Positions - Not Possible to Select Skin?
DD_Friar replied to DD_Friar's topic in Multiplayer
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 -
New Dynamic Spawn Positions - Not Possible to Select Skin?
DD_Friar replied to DD_Friar's topic in Multiplayer
-
What's the command to install Afghanistan to the dedicated server?
DD_Friar replied to Gunfreak's topic in DCS: Afghanistan
Beat me to it. A quick search of the forums finds this -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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. -
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.
-
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Had our mission crash tonight with the attached error. Long standing mission that had previously been fine. Syria Map. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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) -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Anyone know if there is a way to trigger two zones at the same time? Let me explain. When an airfield (owned zone) is captured I want to turn on an area to indicate where helicopters can land to pick up troops. My idea is that the "troop pick-up zone" is owned the same as the airfield, when the airfield is captured the indicator zone changes as well. Any thoughts? Salute Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag ERROR REPORT USING messenger responses As soon as I try and trigger the message module to get a status report using <rsp I get the below script error. I have also attached the mission. nullRegards Friar Syria_Template_V1.0.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Ha - there you are, I knew I may get "why don't you just use..."! I had not even noticed that attribute before - hiding in plain sight. It does exactly what I have just described. Cheers Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Apologies if this is all a pipe dream and not at all possible. MODULE FEATURE REQUEST Module: ownedZonesConfig Feature Requested: Additional field to hold text description for coalition. Possible field syntax name ownedByNeutral, ownedByBlue and ownedByRed For Red (default value "Red") a designer might use for example (player v AI, player playing Blue) "Occupied" or "Axis Held" or "Enemy In Control" For Blue (default value "Blue") "Liberated" or "Allied Held" or "Friendly Controlled" For Neutral (default value "Neutral") "Unoccupied" or "Free" Module: messenger Feature Requested: Addition of new Data Access Wildcard called something like <vtxt: flag name>. Used to display information provided by ownedZone field ownedBy# Request(s) Rationale: When creating a mission like your "Enhanced" example it would be good via the radioMenu module to be able to request a status report for the ownable zones. The names of the zones could be included in a message module to provide a neat status report. For example The configuration of an ownedZone placed on Anapa airfield might have ownedBy# being given a value of "anapaOwner". This flag is assigned the value for the current owner (0,1, or 2). For this example lets us say that Red still hold this airfield as it was assigned at mission start, so the flag value will be 1. The configuration of an ownedZone placed on Batumi airfield might have ownedBy# being given a value of "batumiOwner". This flag is assigned the value for the current owner (0,1, or 2). For this example lets us say that Blue hold this airfield as it was assigned at mission start, so the flag value will be 2. If either of these zones changes hand during the mission the standard functionality will change the flag value to that of the new owner. Using your new nesting capability for the Radio Commands (F10 / Other) we could have (for example) Zone Status Airfields Towns North South East West If "Airfields" was selected this can trigger a message zone built by the mission designer that had the following message configuration (for example) Airfield Status Report as at <t><n>Anapa: <vtxt: anapaOwner><n>Batumi: <vtxt: batumiOwner><n>End of Status Report When displayed this will present to the players as Airfield Status Report as at 10:05:00 Ananpa: Enemy in Control Batumi: Friendly Controlled End of Status Report The scripting logic would mean that it would have to take the value of the anapaOwner flag (in this example 1) and do a hard coded referenced lookup to the config file for ownedByRed and get the required text back. As stated at the start none of this may be achievable and I apologise for going into a level of detail for which is based on dangerous knowledge! I hope in one way you will reply "why don't you just use....." if not I lay it at your worthy feet for due consideration. Salute and kind regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag, Salute Sir, I hope that you are well. I require a small amount of guidance please with relation to using "slotty" (I am using 2.26b). I am trying it without the need for any server side install of SSBclient. I am trying to have blue player flyable planes at a currently owned red airfield, so that when the airfield is captured the blue planes become available, but not before. Which zones / modules are required please? I have tried laying the "airfield" zone over the top and also used in conjunction with an "ownedZone" but am obviously not doing it right as I can see the blue plane in the list and can select it at the red airfield. Do I only need the airfield zone, can that control ownership and availability on its own? Your advice and pointers as always are very much appreciated. Cheers Friar -
Player Tank v Player Tank Only Server - NEW! (A first for DCS?)
DD_Friar replied to DD_Friar's topic in DCS: Combined Arms
This has been a bit of a dormant project but I am hoping to re-visit once I have seen what the latest work on AI in CA does. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Entirely possible and in fact that is exactly what I had done. I had not paid any attention to the coalition implications when building my new missions. Thank you once again. I can now get back to weaving your magic into my missions. Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag I give up. I have spent most of today trying different things to get helicopter troops working again. I suspect the issue is right in front of me but I can not see why it is now not working. I have attached two missions. The Syria mission is an older mission and works. If you use the Blackhawk AAAtest at the top of the list this spawns in cold on the ground in front of where the troops spawn. The other mission troop test is one I put together using 2.26 files to test. The troops spawn but then there is no option to load. If it is something I am doing or have missed, I am sorry for wasting your time. DDServerSyria-V1-4 trimed.miz TroopTest DML V2-26.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
I will give it a go and report back, but am doubtful that will sort it based on previous success with heloTroops. I will also look a creating the process from fresh just to make sure the issue is not the keyboard / computer interface. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - Now not able to load troops. In my new mission I am now not able to load troops I have requested. As you can see from my screen shots. I was able to generate the group of 6 but then do not get the command to load.