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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
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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Perhaps I had it working accidentally then. Please see below screen shots from an older mission I made that does the same thing. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - REF Spawner / heloTroops Modules I am currently working on building a new mission and am having an issue with the spawner and heloTroops. I am using 2.26b modules. My issue is that previously when I requested troops they spawned in as a reasonably tight line. Now when I request a group they are spaced out way beyond the zone I have placed for them. I have attached some screen shots below of the zone and the results. I have tried these settings and the multiplier option. Any thoughts? -
That's exactly what they are!
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
To Clone or Not To Clone? Salute one and all that have seen the light with DML I recently have had a mission go a bit sour on me. It was one of the main missions we ran on squad server. It was on the Persian Gulf map and consisted of a number of targets to suit all the flying requirements for our squad members. It had SEAD, Air to ground, air to air, helicopter operations etc. Just recently at the time of the Phantom release frame rates have gone a bit wonky. We have also been doing some work on our server so can not fully rule out that (but other maps / missions do not present the same issues). This mission is constantly evolving as I add new objectives / features to keep every ones flying choices fulfilled. To try and find the cause I have been chopping back all the different elements to see if I could get the frames back stable and pinpoint the cause. For reference I fly flat screen and set my frames capped at 60. I have a similar mission on the Syria map and get a solid 60 (using the Phantom as a constant). I have removed multiple SAM clones, I removed air to air clones, I have removed rockets, I have removed cloned convoys, all to no avail. To get to the chase, I have decided to start from scratch and re-build it, checking as I go to make sure that as I add each element the frames are staying good. For multiple placement of the same objects across the map, is it less resource hungry to use the spawner for each one or stick with the cloner. For example in the old version I have a total of 30 SAM sites spread across the map, a 50/50 mix of SA11 or SA8's. I use a rndFlag to pick 10 from the 30 so to randomise the what and where to keep the guys guessing. Should I use a spawner for these and other placements (another example I have a convoy that is repeatedly randomly generated that could consist of 1 of 3 different groups of vehicles, (all trucks, trucks with protection, heavy armour) instead of clones? I think I recall seeing a post about clones causing possible memory issues? Any advice / tips / shared experiences welcome. Cheers Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag I believe I have found the issue, its in the script. I changed spawnObject to spawnUnits and the troops spawned immediately goAmbush1 is triggered. null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag, Just had a chance to change the mission but afraid the troops now do not spawn. I have attached the settings. below. I will keep trying other options. null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag, made the changes you suggested. It stopped them spawning at the start,however they then did not spawn at all. I added "activate?" and used the goAmbush1 flag and now they work. They do not come in as quick as a couple of cloners do (insurgent troops and mortar team who come in as soon as the units enter the zone and fire the trigger.) The spawn is about 5 or more seconds after. but I can go with that. Would I be able to pick them up via helotroops and a human flown helicopter landing nearby? Cheers, have a good rest of the day/evening. Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute one and all, Having a bit of an issue using spawners. Maybe the meds are wearing off but for the life of me I can not see why I am getting my issue so any advice from oneone who knows would be appreciated. My issue is that the US Troops are spawning as soon as the mission starts. they should not spawn until the convoy gets into the ambush zone. I have attached below screen shots for the applicable zones. The scenario should run as; Convoy comes down the road Hits an IED and comes to a stop Troops inside the APC bail out and go after the ambush troops. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Good tip, thanks for this, that explains why when I was testing zone capture the troops pulled up short. -
Current Asset Pack List (subject to change)
DD_Friar replied to NineLine's topic in DCS: WWII Assets Pack
@NineLine We have just completed a clean re-install on our server whilst trying to resolve some performance issues. When re-adding the asset pack we receive the following error, could you advise please? null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Sorry, just re-read your post. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag so is that two zones physically put exactly on top of each other or one zone with the parameters reflecting the stacked zones as per my screen shot? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - Combining Zone Functionality? Sir, just been looking at your all whistles and bells sand box. Looking at the bombing range, which I know is not new tech, but one thing struck me that I had not considered before, and would defiantly make mission design neater, is have you combined the function of two zones into one set of parameters (see the attached image), where I note the bombing range and cloner details. Mind blown.. DD_Friar. null -
Marianas Universal Proving Grounds
DD_Friar replied to cfrag's topic in User Created Missions General
@cfrag - I too had no idea this existed. I have downloaded it and examine with great interest. Many thanks. DD_Friar