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Everything posted by 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 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? -
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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