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DD_Friar

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Everything posted by DD_Friar

  1. @cfrag Perhaps I had it working accidentally then. Please see below screen shots from an older mission I made that does the same thing.
  2. @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?
  3. That's exactly what they are!
  4. As demonstrated at the UK air show will this crew feature be available? null
  5. 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
  6. @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
  7. @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
  8. @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
  9. 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.
  10. Good tip, thanks for this, that explains why when I was testing zone capture the troops pulled up short.
  11. @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
  12. @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?
  13. @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
  14. @cfrag - I too had no idea this existed. I have downloaded it and examine with great interest. Many thanks. DD_Friar
  15. @negrete - have you looked at using cloner rather than spawn? In case you don't know about this module (apologies if you do), you can create one or more templates of units (both static/objects and live units if you wish). These templates are then removed from the map at start up. I use the feature for my SAM sites on my squads maps. I have a total of 30 (15 SA8 and 15 SA"somethings") dotted all over the map.. I have a randomiizer that picks a total of 8 from the list at the start. This works by each cloner have having a unique flag for it to be triggered which is picked by the randomizer. The thing I like about this is if I want to change the template I only have one group to tweak, the clones then all use that template. Hope that helps? Regards Friar
  16. Can you not click Mission Editor, select CREATE NEW , Select Sini Map, Select your choice of Red/Blue countries. The full map will open and you can search them out for yourself. 9and do all sorts of other things as well "Give a man a fish and he eats for a day, teach him how to fish and he eats for a lifetime".
  17. Apache Engine for those of you who have not look under the new service panels; null
  18. Salute @cfrag Just a quick heads up, I have just updated my local version of the script for groundtroops to remove a message that I thought were probably debug messages. at line 929 I commented out the "Enter createGT group..." message (see below) Regards Friar null
  19. @cfrag - ok. Does slotty only work at airfields / farps? I just tried putting a blue helicopter (on ground not at a FARP or anything) inside an red enemy owned zone and I was able to pick it and got shot at as soon as I spawned in.
  20. @cfrag I have just added the new ownedZones script to my mission and tried the title again and got the same error? Should I not be using this feature yet? (even undocumented)
  21. @cfrag I am just updating one of my missions to add the Phantom and have also added a few owned zones for the first time to this mission for some capture fun. When I try and run the mission I am getting the error below; Any immediate thoughts? Mission is on Persian Gulf. EDIT / UPDATE The problem is being caused by the "title" parameter on the actual zone. I had added this element for the first time using Owned zones. I have just taken them ok and the mission loads ok.
  22. my change for the in movement formation works just fine, unless you wanted to make it a parameter in either a config zone or the spawner? If you were able to change the "at rest" formation once they have captured a zone, that would be outstanding, but it is not a deal breaker, the function (for me at least) is now spot on within the current bounds of DML.
  23. Salute @cfrag, I have just completed my test and have to say its a thumbs up from me. I have attached a story board below showing my test and the results nullnull
  24. @cfrag - Many thanks once again for the prompt reply. I will test this afternoon. Can I just confirm your text and I have understood correctly. If I set my orders to "captureAndHold" my troops will advance to the nearest owned zone that is either in a contested / neutral state or owned by the enemy. Once they have gained control they will then stay within that zone. Is that correct?
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