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Everything posted by DD_Friar
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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. -
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 ah, that's interesting, I would never have considered that, thank you for the heads up. I will give it a try. -
no bug Not Possible To Hide Enemy Ground Units On F10 Map
DD_Friar posted a topic in Bugs and Problems
Salute I am currently trying to build a multiplayer Tank v Tank only mission (no aircraft). The scenario is WWII in Normandy and has a "capture the flag" theme. I have been stopped in my tracks (pun not intended) by the fact that no matter what I try with mission settings it seems it is not possible to prevent the enemy from being shown on the F10 map, a critical factor if trying to build this sort of scenario. I have tried "Fog of War", "Allies Only", I have tried ticking the units as hidden on map, no matter what I seem to try, signing in as "game master" (what you have to do in order to be able to jump into a tank) seems to override these settings (am I correct? is that the only way? even ticking "player can drive" does not seem to help?) This may be stretching what "Combined Arms" was intended for (I came to DCS from IL2 Tank Crew many moons ago and since have bought lots of maps and aircraft) and am trying to replicate a ground war. Has anyone else been able to find a settings scenario that works? Is there any chance of a work-around / fix for this? I love the quality of the maps when driving around by-the-way. If we can get this working it will be a game changer I am sure for anyone looking to play this type of scenario in DCS. -
what is the best stick and throttle for boeing sim
DD_Friar replied to WalletWarrior's topic in Home Cockpits
can...not....resist......."does it have all the bolts?" -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - oh ok, that for the update on the module. I should I not use it then? Should I go with the DCS in built feature instead? From my limited test of your module it seemed to work ok. In my test I set a detection range and 3 units moving towards my JTAC. when they got within range the JTAC messaged to say that it had a target and was lazing. I have not tried the aircraft side of it to make sure the lazing is ok yet though. It may be that my zone was not big enough in that case. The troops were approaching from the north and the south -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Missing Information from user Guide - JTACgui requirements Salute Sir, I have just added the JTACGUI module to my mission and had the mission crash on loading. After looking through the guides and finding no solution I had a look at the script I noticed that it has a dependency of having cfxplayers also loaded. I added this module and all is now good. This will make for yet another cool feature being included in my mission. Helicopter picks up JTAC unit, flies him out and drops him over looking an enemy position / road. Perhaps the next time you are looking at the guide you could just perhaps add a note to the initial reference to the module that is requires the above module to be installed as well and higher in the sequence of modules to enable others who may not be able to look at the code getting the answer. Addition to "Wish List / Nice to have" for this module When the JTAC is deployed from the helicopter the units seem to take up a static "guard" position either side of the helicopter (in my test I have a JTAC unit and 1 soldier M4). Would it be possible at all to perhaps have them side by side either in front of the helicopter or positioned to one side. This way players would know how to approach the LZ to drop them off. Another cool feature would be have them act like a spawned unit with "Orders" to "guard" where, once deployed they will set off to the location of the nearest enemy. Instead of going on to attack as soldiers with orders to "guard" would, as they have orders to "laze" they could perhaps stop at the "range" parameter (or range - x% to put them a little closer rather than right on the range limit). This would enable the helicopter to deploy them outside of the lazing range near the target and they would then make their way to get within range and stop moving to start lazing the next target. This would also mean that the helicopter pilot would have to think about where he drops them and to think about terrain and the requirement for them to have line of sight to the enemy. I know I have said it many times but thank you for all your hard work on this utility. It really has made a difference to my mission building. -
@74DELTA, Sir, @cfrag is a god to me. Go check out his DML Tool box. You will not have to learn coding to do things like this. You just drop in the required module. Its not a mod either so put the required module(s) in your mission and everyone then gets it. No need for them to do anything extra. Modules are added just as he described with the script he did for you, use DOSCRIPT and paste the module code in. Job done. It has transformed my mission building.
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Question about "ownedZone" module I had a scenario last night on my new server map where we had two groups of blue deployed troops making their way towards a red owned zone. Whilst they were on route a human player in an armed Huey who had previously dropped off his troops attacked the zone, killing all red units inside the zone. When the two groups of blue troops arrived at the zone they both stopped short of entering the now empty zone. The zone remained red. Is this expected activity for this scenario? Is there any specific configuration that gets round this? Regards DD_Friar -
@Charley a while back ed introduced new suspension and tyre modelling for the mossie. that may be your issue.
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Yes, unitZone was loaded. The mission I tested it in has pretty much most of the modules! I will have to create a test mission with just the above logic to send you. I did it as part of my full server mission but did not safe it. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Adding JTAC into the "legalTroops" of the heli config works. I changed one of the members to the JTAC and was able to pick them up as standard. Just to check, in my legalTroops I now have the complete list plus the JTAC, could I have just listed JTAC in the config?