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Everything posted by DD_Friar
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I have been trying to get this activated as well. I have the light control panel to On I have mapped a button to extend and retract the light, which works. I am just struggling to find how I turn it on! :) Any guidance very welcome. Salute Friar
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Recluse - you do not happen to have the Herc mod installed do you? This may be a total red herring but a while back i too was getting the temp save message and it only seemed to happen when someone took the Herc? I looked into it but could not understand why so gave up looking! -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
I have only ever used valet to capture units spawning in, for welcome messages and to trigger ground units to show applicable to that slot, as I assumed that was its intention? and not to capture units entering the zone(I would use a unitZone for that?) Is this not a correct assumption for the valet zone? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
I agree with the sentiment of your request. I had a similar experience using valet on a multiplayer mission and then I took off in a helicopter and went over other slots and started getting their messages. Could you not use a unitZone for detecting "in-air" movements? (provided we can lock valet to spawn-ins / ground only? -
Working windscreen wipers would be nice
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Having just added the new weather / cloud setting "Light Rain 1" to a mission I can confirm as of April 2025 the wipers in the CH-47 do now indeed work.
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It seems the older an issue is the deeper in the pile it sinks as newer and more shiny stuff gets added that needs taking care of.
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Penfold-88 Don't know if you are aware of this little trick but if you want to hide all the start up messages for DML you can add an empty "Message To All" for 10 seconds with the "ClearView" ticked at the end of the "do script" list. None of the loading messages will then show. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Panthir If there was a vote for your idea, I am afraid it would be a thumbs down for me. Mine, like many of my squad mates, flying time is limited. I would not want to participate on a server where if I come into land I have to wait 30 mins before I can fly again. We generally do not even bother with cold starts on our planes. Personally, I think the requirement for this feature would appeal to a tiny, tiny percentage of players. -
What is the correct name for the map please to install on our server. I just tried the command "DCS_updater.exe install GermanyColdWar_terrain" (taking the name from the tech folder) but received an error? Thank you in advance. Friar EDIT: FOUND IT IN A FILE ITS- GERMANYCW_terrain
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Penfold-88 Salute The beauty of using DML for troop movements is that you do not need to give them way-points, just a zone to head for. If you are generating them via the spawner module and are picking them up via helicopter (that many troops from a Huey is possible but unrealistic "just because you can does not mean you should" )you give them the parameter "orders". the "wait" prefix means that the action will not be activated until you have deployed them from the helicopter. The values for this can be wait-guard - Places the group in guard mode. It will actively look for enemies and, upon detecting them, will move towards and engage the enemies. After destroying all enemy units, the group goes back to guard mode. If given, range defines to what distance (in m) enemy ground units are detected. wait-captureAndHold - Like “attackOwnedZone”, except that the units choose the nearest enemy/neutral zone once, and then move to capture it. If the zone is captured, the units continue to move to the zone, and then remain there, switching to “guard” orders. Respects moveFormation Note - This is the mode I personally like to use and was instrumental in getting cfrag to add it as otherwise using "guard" if you have enemy zones close to each other and within the detection range the troops will keep going from one zone to the next. Be careful with this mode however, it has no range restrictions. Drop you troops off from the helicopter and they will march all the way across the map if they need to ! wait-attackZone - Move to attack the zone referenced by name in the ‘target’ attribute. The name of a Zone is the same as you entered in the “Name” field for the Trigger Zone in ME at the very top. So, to attack the zone defined above you would first enter “attackZone” as value for the “orders” attribute, and then enter “Red Two” as value for the “target” attribute. If the target zone can’t be found, the group’s orders are switched to ‘guard’ Note - I also like to use the "moveFormation" attribute as well. By default the troops will march off in a single file line. This means that when they encounter the enemy only the guy at the front of the line has line of sight and will open fire. I personally like to use "EchelonR" which gives them all a sight and the change to open fire. Hope this helps. All of this is in the excellent user guides by the way.......just saying...... Regards Friar -
@LuseKofteI checked the state of the switch on the overhead panel and it had stayed at "Armed". Do I have to reset it and then arm again, leaving it on armed is not enough?
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I was not aware there was one. To drop the cargo I have the hook release mapped to my trigger. Auto pick-up yes, that works.
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Ok, so I am currently doing my SP test. I can now pick up and drop a container. I did have some bindings incorrect, however, when I try and pick up my second crate i get "hooked" immediately followed by "unhooked" message. Any thoughts / similar experience? I will now try in a multiplayer server to see if I can at least do one run.
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Ok, I will test off line now to make sure my process is correct. I will then go on line and repeat the same test to see if it is a multiplayer thing.
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Player Tank v Player Tank Only Server - NEW! (A first for DCS?)
DD_Friar replied to DD_Friar's topic in DCS: Combined Arms
@-Cipher- - I am aware of the sound issue - I found the solution and started a thread telling people how to solve it! Its not that that is causing my problem. I will PM you the mission to see if you get the same problem, you may have someone you can speak to about it. -
Player Tank v Player Tank Only Server - NEW! (A first for DCS?)
DD_Friar replied to DD_Friar's topic in DCS: Combined Arms
I have just recently re-visited this with a new scenario and updated mission tools using the excellent DML Tool box created by @cfrag. Unfortunately I have come up against an issue where the method I use to generate/spawn in tanks results in them having no engine sound when played in a multiplayer environment. Units placed directly in the mission editor are Ok (but does not work for the requirement of multiple re-spawns), but units created via a script do not. Until an answer/fix can be found for this, my project has stalled again I am afraid. -
Surely the processes in single player are the same as those in multiplayer?
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I have not tried the track but you are confirming that you were able to pick up a crate of some description fly to a new location and then un-hook the crate successfully? Were you able to complete that activity twice in a row? If so I will need to review my bindings as perhaps I have got something wrong. EDIT: Just tried to watch the track but it would not play for me. Another question were you playing in single player or on a multiplayer server please? I have been trying it on a multiplayer server.
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Ok, that is good to know. I will await your re-test with interest to see if the problem is in fact me!
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@LuseKofte Yes. Please may I ask, are you asking from a position of testing it and know it to be working ok or just checking that I have followed the correct procedure?
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I still seem to be having this issue? (can not unhook sling cargo) Is it still on the "to do" list? or am I missing something / not doing it right?
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Vic Welcome to the world of DML You need to down load the DML zip file whcih has all of the modules (although you only add the ones you need to your mission plus a few mandatory ones.) The scripts should be loaded with the "At Mission Start" main trigger and you need to add them via "Do Script" not "Do Script File" You need to have dcsCommon, cfxMX, cfxZones as must haves. For your requirement add cloneZone as well. Place the lights you want in any area of the map out of the way. Place a zone just big enough (possibly with size 10) over the top of them. Give it the following parameters cloner and give it the same name as that of the zone eg light template Now place a zone over the static ships where you want the light units to appear. give this zone the following parameters cloner (with no values) source value column put "light template" (quotes not required) with a value of the name of the zone you created above with the lights in as the template. (If you want two lights you can use the same template) onStart set to true (this will put the units in the position you require at mission load. This is called using a template and DML enables you to put objects anywhere with this technique. It is well explained in the full version of the documentation and I suggest you have a read. Hope this helps DD_Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
How about "xx on board-land to deploy" or "xx on board-fast rope or land" We know we are carrying troops so no need for that just reminder of souls on board in case of secondary pick-ups after they have engaged and perhaps taken losses.