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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
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
I knew I should have included that! basically when the humvee drives into the check zone it bangs the goTest flag. I will double check the logic and have another look. To recap the required scenario should have gone mission starts, no spawn car drives into zone triggers flag to spawner troops spawn -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag, Sorry sir but I must be missing something. I just added the below test to my mission. I drive into the zone marked by the ammo boxes, this should trigger the spawn. But nothing spawns? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag -evidence indeed that a little knowledge is a dangerous thing. I will take the JTAC out and look to add it to the config legalTroops and see how that goes. Whilst I have you, do you have any comment on my issue of the spawners not waiting for a flag input before activating? It would be good to be able to use this feature as I could then use the orders command and also the "laze" option. I wanted to have my SpecOps units spawn in rather than a late activation but could not stop them from generating until required? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag BUG (?) REPORT MODULE: HELOTROOPS MODULE VERSION: 3.0.2 OVERALL VERSION: 2.2 BRIEF DESCRIPTION OF ISSUE: Use of "JTAC" infantry unit breaks ability to pick up troops. DETAILS OF ISSUE: I have found an "undocumented feature" where by if I include the "JTAC" infantry unit the ability to pick up the troops is not recognized. The steps I took to found this issue as shown in the attached pictures. Step 1 shows a group of 3 soldiers (M4's with M249) having been spawned in. Selecting the Airborne troops feature shows the until available to be picked-up. Step 2 I replaced the third member of the team with the JTAC unit and repeated the mission. The 3 soldiers are spawned but going into the Airborne Troops menu shows that no units are available to be picked up. I have also tried adding the JTAC into the list of units in the module script (perhaps the in game name is something else?) Pictures below. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
I have sorted (well, a work-around) the spawn flag issue but going "old school" and using the standard feature of delayed activation for the units (and not generating them via spawn). The scenario works just as I wanted it now. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Recluse - thanks for the reply. I now have requesting a group to spawn via the default Airlift F10 menu working correctly. What I am having an issue with is NOT getting a group to spawn unless a flag is triggered. They are spawning at mission start (I am using 2.2 by the way) My scenario is that I have 3 possible locations that Spec Ops team requires extraction from. I have a menu option that says generate my mission. This flag is passed to a rndFlag module that picks 1 of the 3 locations. Each location has its own flag. In this example its specops-1. The spawner should then place the 3 troops in the location, waiting for me to navigate to them and pick them up. I used to do it with the cloner and trigger zones but helotroops is neater, if I can stop them spawning at mission start. null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Ref HeloTroops - Tactical Issue Using Module Sir, now that I am starting to get my head around how this works, I think I may have exposed a tactical issue with the way it works. In your guide you state; "When groups are spawned, they assemble into a formation. You can tell the spawners what formation the group should assume. This is purely for the group’s initial arrangement, should the group move, they will break that formation." In my test mission I had a group of 12 US soldiers (11 x M4 and 1 x M249) picked up, deployed and watched as they marched off to attack a nearby "Owned Zone". The zone had 6 insurgents with AK47's. The zone was out in the open so they had no extra protection. My brave US soldiers formed a nice single file line and closed in on the enemy. They were all killed. The problem being that due to them being in a line only the front man was firing. so basically 6 v 1. As the leader was cut down the next man took his place, only for he too to be killed without firing. Is there no way to have a formation allocated to the moving troops (as DCS does against the waypoint) so that they could be spread out a bit and each have room to fire? Also I am still struggling having them spawn via flag / trigger. Using "Requestable" works ok but the units spawn right away without it even though i am trying to use a flag. Cheers DD_Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Edit I think I have sorted it now - it was "requestable" that was missing. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag or anyone else that knows Just looking for a quick heads up - I am working with the spawner zone for the first time. I am trying to get the spawn to take place only when I want it (via a radio command) I have put the flag name in but they spawn as soon as the mission starts. If I use the paused option nothing happens at all, even after triggering the spawn from the radio. Without the paused, the units spawn as soon as the mission starts. I am working on a scenario where at an airport a helicopter calls up the troops if he wants to do a transport mission (they spawn), the player then loads them into the helicopter. Your advice will be much appreciated. I attached a picture of my spawner zone for reference null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
There appears to be no Quick Reference Guide in 2.2, the full guide is duplicated? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - Apologies if this is old news but I have just been exploring DML a bit more and have just downloaded the files onto another computer so I can have a read-up before getting to my gaming PC. The download files say they are version 2.2 "Version 2.2.0 – 2024-03-20" but page 1 download is still labelled 2.1. Job 126b on the list I know. many thanks for the continued updates. I am looking to start building troops dropped off in random places by helicopters and getting them then to move to the nearest target to attack/capture. Previously I have used placed zones but this can cause game play issues making sure players land in said zones to make sure the troops appear in the right place. I know see that using groundtroops with commands is the correct way forward. Salute. DD_Friar -
Could it be a specific carrier that causes this issue? I tend to use CVN-71 Theodore Roosevelt. I have the supper carrier dlc (as do my squad mates) and although mission loading does pause at the same step, we do not get the failures. regards 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
@HungryCoyote - I asked for something similar a while back and @cfrag kindly replied that it would be an absolute ball ache to implement due to all the different types of scenarios that would need to be accounted for. For this specific task you are best going with the standard triggers, which now having been fixed will work for this. But I have found for 98% of all my other requirements its "DML all the way baby!" -
No problem, but the beauty of of DML is that novices like me can do the clever stuff you are talking about with out having to know about code.
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- script issue
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The process of "wipe" clears all remnants of the previous spawns. A cloned template can be placed in the same place. Its the same zone just given instructions to re-populate. I use it on the DangerDogz squad server. When a plane spawns in I trigger some ground crew next to the plane. As the plane taxis out they are removed to save the frames. If another plane spawns in the same slot, they come back and repeat. I will try an mock up and example to show you it in action as proof of concept. DML is not a mod, other players do not need to down load anything, it is just a tool to help mission builders. All the clever stuff gets built into the mission.
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@Dirt__ I like to use the DML Tool box (which requires no scripting knowledge). Using this tool you can create a "template" which can be made up of static and ground objects. You can then issue a command to "clone" as many times as you want, and all over the map, this template based on the triggering of a flag. There is also a parameter to clear the ground, to "wipe" before re-cloning to avoid any duplications. I highly recommend you take a look. Its takes away all the stress of coding.
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@Elphaba To be fair, I did not make that clear in my original post. Cheers and thanks for taking the time to reply. Friar
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Is there any way I can set the order of Radio menus? I now have 6 entries (with up to 4 entries per item) and would like to be able to set the natural order to reflect their function -
@Elphaba Not quite that simple. I use the DML Tool box to create the radio menus so there is no natural sequence like there would be if I used the settings in the DCS triggers flow. Radio menus are created by providing parameters to a zone and then a background script does the work for me. I will check in with @cfrag and ask him.
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Salute Blowing the dust of an old topic I know, but does anyone know what sets the order of options in the F10 menu when you have multiple top level options. Does not seem to be alphabetic?
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - You must have seen my post before I deleted it. I found that I had screwed up some of the flag names in the left and right zones which is why it was probably not working. I will check that module out. Thanks Friar -
Salute, I suspect Job number 256b on the list but if a dev would like a little "fun" project away from all the heavy lifting that is currently being done for the main sim for a bit of light relief, how about flags to match countries for the static object "Flag Pole". Do not need them to "flutter", just would be nice when building a base or camp to have a flag flying. (aside from the current UK and French options) Could also be useful for a Combined Arms scenario I would like to build that copies the excellent "Advance and Secure" from IL2 Tank Crew. Tanks fight for control of a town and the owners get the flag as a way to indicate to owns that check point for units on the ground. For this scenario a plain red and a plain blue flag would be ok as well. Anyway, keep up the great work on turning out new features and additions. DD_Friar
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Be able to add/remove F10 radio menus/commands/submenus PER UNIT
DD_Friar replied to TEMPEST.114's topic in Wish List
@Elphaba - You need to cast your net a bit wider, have a look at the excellent by @cfrag DML Tool Box. One of the options you can use is Radio Menus (see below) null -
solved DCS does not play audio clips via triggers
DD_Friar replied to Richrach's topic in Mission Editor Bugs
The last time I checked there was an issue with sounds being played to units. Try playing to all just as a test, I know it is not what you want, I have the same scenario, need to play a sound to a specific group but it does not seem to work. Having just typed that, I have not changed the instruction from all to unit and tested it since the last update when I know there has been some correction work done on triggers. I also use DML Tool box for all my triggers etc which is excellent. I will modify my mission and report back to see if it now works for me.