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Everything posted by DD_Friar
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see roadmap Question about the longbow radar (terrain mapping)
DD_Friar replied to JetCat's topic in DCS: AH-64D
I am sure you can change the map display on the MFD to show slopes and levels. the FCR is a target radar only. -
FC2024 | Kola Development Progress | Virtual Carrier Wing 17
DD_Friar replied to Graphics's topic in Official Newsletters
@Czar66 - have a look at the DML Tool box by @cfrag. Its not a mod and you require no scripting knowledge. Within it is the ability to create clone groups. These can be a bunch of both static and live units. You can then use a random generator to pick the clone template you want activated. So for example you could have 3 or 4 different clone templates located in a position. The random generator will pick which one it spawns in. Once the template is created you just place zones where ever you want that template to potentially be spawned in. You also have the option to randomise the heading and position within the spawn location, so even if the same group got used twice when running the mission on repeat their distribution within the zone may not be the same. I have used this many times. Another great feature is that I may have created a template and marked 20 positions where I might want that group to be placed. If I decided that I want to change the format of the group, I just change the template. I do not have to go to all 20 locations and edit the placement (oh for multiple unit copy and paste in the editor but that is for another thread). Check it out, I know it is a third party and not in standard but it really does add to mission building. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
For a convoy created using the cloner that have way-points that are "onroad", they will still continue in a line, but if they move "off road" at a point in their journey they will go "echelon right"? Is that correct? I did say that "a little knowledge was a dangerous thing" Many thanks for your open approach to suggestions from the community. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag REF: Deployed Troops I thought I would test my idea to see if it worked and am pleased to include the results below. For THIS test, all seems good. I may play now play around with some of the other formations to see if they would be better. My golden solution would be for a parameter in the commander module or feeder module to be able to set the formation. Pictures below - Troops move out in formation. / They engage the enemy with all soldiers firing (down on one knee) / the code I changed -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute @cfrag and all who love DML I have been looking at the way troops move once they have been deployed from a helicopter. If they are given the "Guard" order and within range of enemy unit(s) they will head off in their direction to engage. They travel in a nice line one behind the other. This means that when they come to engage the enemy only the front man fires, thus reducing the odds of a successful attack, even if they are out numbering the defenders. Is there any way that they can be given a default formation of perhaps "echelon left" or "echelon right" by default? I have been looking at the modules for "Commander" and for "groundtroops" looking for a clue in the script (I suspect that I am on "a little knowledge is a dangerous thing" ground) but in the code snip-it below would replacing "off road" with "EchelonL" or "EchelonR" work? Regards DD_Friar -
Perhaps its a case of "chicken and egg"? Without the tools to move things around what is the point of having things that can be moved around, now we are getting a tool to move things around perhaps that will bring us the things that need to be moved around...
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@sirrah have you checked out DML Tool box by @cfrag ? - He has a module for helotroops where you can drop them off anywhere and if they are within range (which you set) they will head off to find the enemy to engage, without the need for plotting way-points for them. Its not a mod so if you build a multiplayer mission with it, anyone who joins the map can take part, does not have to pre-downloaded by them. You can also pick them up from anywhere as well. I have created two scenarios on our squad server using it, one is a town assault and the other is Spec Ops pick up from random locations.
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Been looking forward to this. Time to knuckle down and start building some logistics missions. Bought for £39.44 and will give many many hours of fun (and frustration no doubt in trying to get that tail balanced on a hillside!) Noticed a new walking soldier model as well null
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I echo this comment for our squad. We build missions that make it easy for people who are perhaps new to DCS to come in and play with us. We are not totally mod free, we require that players have the A4-e, the Blackhawk and the Bronco, that's all as these are included in a number of our squad missions. We run others that require no mods at all as well.
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag yep, nothing to do with your excellent tool box. It was a "unitZone" I had linked to a carrier that was the issue. I deleted that and all now good. -
Yes, deleted that and the mission loaded
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@BIGNEWY - SOLVED! - The issue was a zone linked to the carrier. I took that out and the mission now loads on the dedicated server.
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I wondered where it had gone! I will find the post and attached it there. many thanks Opps, I see this IS the Crash thread. I have attached one of the other zip files I got today that seems to have all the required files dcs.log-20240411-155549.zip
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Since the update yesterday one of my long standing missions now longer works on our dedicated server. Its fine when I run it on my machine via Missions/Multiplayer but crashes when uploaded to the server. I have spent pretty much all day working to try and find the cause and thought I had it down to the UnitZone and Valet modules due to work being done on linked zones in the patch but i seems not. I have tried it with just the modules (scripts) loaded (and no actual zones) and it worked. DDServerPersianGulf-1000hrs.miz dcs.log-20240411-170318.zip -
Since the update a mission that was working fine now crashes when run on our dedicated server. The same mission when run from my machine using the Mission / start multiplayer option works fine. So assume issue with Dedicated Server now for some reason. The mission uses the DML tool box by @cfrag which has previously caused no problems. Does the dedicated Server now handle scripts differently? EDIT I was typing this when the patch update was announced dcs.log-20240411-170318.zip DDServerPersianGulf-1000hrs.miz
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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
First session completed. Thanks to the guys that showed up to help test. Thank you for the kind comments about how much you think this scenario has such great potential. What did I learn? Driving around the Normandy map is stunning. The detail in the countryside is amazing and the details in the towns and villages can never be appreciated from the air. My game logic worked well with everything doing what it should. Player tank against AI / unoccupied tank is very satisfying - they go boom! Unfortunately, player tank v player tank is a slug-fest, with it taking multiple shells for any damage and final destruction to take place. I think I am going to have to produce benchmarks to see if this scenario is really viable or not. It will not work, for example for a player in a Tiger 1 to expend 20 shells against a Churchill If AI tanks are taken out of the "Hold" state in ROE they are capable of miracles (see picture below). The smoke column (top left) is from a target the tank in the lower right hand corner hit! Will I be putting the server back up? Not just yet, not until I can evidence the killing power of all the player tanks against each other. If I do run it back up I think players will get frustrated. Perhaps something for ED Combined Arms Dev team to look at when they give it some love as mentioned previously. -
Player Tank v Player Tank Only Server - NEW! (A first for DCS?)
DD_Friar replied to DD_Friar's topic in DCS: Combined Arms
FRIDAY 5TH APRIL- SERVER NOW UP -
Player Tank v Player Tank Only Server - NEW! (A first for DCS?)
DD_Friar replied to DD_Friar's topic in DCS: Combined Arms
DML is NOT a mod by the way - Other than WWII asset pack, Combined Arms and the Normandy map, nothing else is required. -
Player Tank v Player Tank Only Server - NEW! (A first for DCS?)
DD_Friar replied to DD_Friar's topic in DCS: Combined Arms
bump -
Salute I have just created what I think is a first for DCS (if you know different please let me know). Thanks to the tools available in the excellent DML Tool Box by @cfrag, I have created a mission that I will be hosting for the first time this evening (UK time 20:00BST GMT+1) as a public beta test. I have tested as much as I can but need to open it up to proper iron out the wrinkles. Therefore please be patient with me, if you find issues with game-play (spawns need moving, too many tanks, not enough tanks of different types etc), let me know and I will do all I can with the units and game engine that is available to us sort it out. The mission I have created is called "DCS Advance & Secure" and replicates as best I can the excellent scenario as played out in IL2 Tank Crew. I first came to DCS looking for a tank alternative to IL2 when it looked like IL2 was stagnating and said that I was just going to buy Combined Arms and the WWII asset pack only (year and a bit later I own multiple planes and helicopters and maps ) SERVER NAME DD_Friar DangerDogz DCS Advance and Secure THE SCENARIO The scenario is WWII tanks on the Normandy map (see below). There are no planes, just tanks. For those of you who are not familiar with the "Advance and Secure" concept the mission is the two sides A(Allies blue Axis red) start at either end of the map and push to capture all of the flag points along the route. As a point is captured new additional spawn points are created in the vicinity of the town. If the town was previously held by the enemy their spawn points are removed, thus pushing them back to their last held location for spawn points. The first team to capture all of the 4 flag points wins the mission. DIFFICULTY SETTINGS No F2 external views, so no "god views" (although the default tank external view is enabled), No in game icons, own side only on the F10 map. The server is set for a maximum of 16 a side. If this server proves popular I will look to enlarge this somehow.) It will not be running 24/7 at the moment and I will advertise when it it is going to be available, I hope it will become a regular thing if it proves to be popular. I do not have any Teamspeak or Discord available for this test and will have this forum thread open in case anyone has any issues. I will hope to get something sorted again if this site proves popular as it will be good to talk to fellow "tankers". GAME PLAY A flag is "captured" by driving into a zone 30m deep around the flag (flag picture below). When captured the fact will be recorded in a global message and the score updated. The zone will also change colour from neutral to either Blue or Red on the F10 map. This will then enable two spawn points located near by. If the enemy previously held the point their spawn points will be removed. (The example in the picture is not a true location. It was moved closer just for the picture). Only 1 tank is required to capture a zone and does not have to stay in the zone to retain ownership. If there is an enemy tank in the zone when you enter the zone, it will be declared under contention and go neutral. Positions for the units are random at each spawn point generation. Totals are renewed each time. If you are in the friendly spawn zone when the flag changes hands you will be removed from the tank. You will then have to re-spawn at one of your other locations. Rearming is available within the spawn zone so if you run out of ammo in the battle you can retreat from the front line back to the zone. It is not my intention for players to start issuing commands to the unoccupied tanks, although there is nothing I can about it as the only way for players to occupy a tank is to have the "Tactical Commander" role, so please do not feel tempted just because you can. Friendly kills WILL be monitored. You will have 1 chance, accidents do happen in war after all, but 2 or more you will get kicked form the tank. EQUIPMENT Totals at each spawn point Allied - Sherman x 10 / Firefly x 5 / Churchill x 5 / Cromwell x 5 / Greyhound x 3 / M4 Half-track x 3 Axis - Pnzr 4 x 15 / Tiger 1 x 6 / Stug IV x5 / Kdf 251 x 3 / Puma x3 MISCELLANEOUS I would suggest when driving around, if you have never used Combined Arms before at this level you treat all obstacles with caution until you have tested it for yourself if you can drive through it. For example you CAN go through wooden railed fences (they seem to have a damage model so other players will know you have passed through there) but some hedgerows will stop you dead, I think they are made with concrete reinforced with iron bars (but with no damage to the tank thankfully), others you can drive through with no problem. Thankfully this is consistent by type, i.e. if you find a style that you can drive through this will be global across the map. Please do not moan at me if one tank proves to be more potent than any others, if we find that I will try and balance the mission out in future. We have what we have. Lets hope this server if it proves popular will show ED that Combined Arms does have a value for future development. I hope to see you in my gun sight later (and not the other way round ) later on this evening. DD_Friar
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Salute I am currently working on a mission I am going to put on a public server. I want to lock down the "GameMaster" role so that only I can access it. I will be having TacticalCommander roles available for players to use. If I add the GameMaster rule unlocked it shows in the available slots along side the TactComdr. If I tick the locked box it does not show. How do I access it in this scenario please? I have also added a password to the role. Regards DD_Friar
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no bug Not Possible To Hide Enemy Ground Units On F10 Map
DD_Friar replied to DD_Friar's topic in Bugs and Problems
@razo+r - NAILED IT! - Thank you soooo much for this tip. I had no idea about this role, it has been hiding in plain sight all this time.