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Everything posted by DD_Friar
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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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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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@bitboy, Thanks for the reply and the suggestion. I am working to convert a mission done but a squad mate that did exactly that using the standard function, unit in zone and unit above altitude, but lots of units and standard dcs triggers seem screwed at the moment. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag, Sir, is there any way a zone can have a starting height? My scenario is I would like to test for a flight of player aircraft staying below a certain altitude (radar blind spot). Is there anything currently in DML that could do this? or is it a valid entry to the wish/nice to have list? -
Anyone who has watched the Mover and Gonky Show (+Wombat, all hail WOMBAT) on a regular basis will know that they did these videos for FUN. They were NOT an exhibition on fighter tactics or aircraft flight model evaluation. They are just two friends, one using kit at his desk, the other does not even have his own rig and has to go to a store that has a sim pit set-up in order to fly.
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Salute, I am just turning my thoughts to this scenario again now I have got an understanding of mission building in DCS using the excellent DML tool box, however something has hit me, I do not know, in multiplayer how a player can select a tank without going via the GAMEMASTER option? Is anyone able to nudge me in the right direction please? Is it even possible? I though I had tried all the options?
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As somebody posted, in DCS if you crash, you hit re-fly, you do not die. Rather than buying a module to learn in, I support the above post suggesting the T-45, plus its free. It can be used in Multiplayer providing the server has it as well. Over at the Dangerdogz we have it as part of our "must have" mods to get onto our server. If you are a new pilot and looking for a DCS squad that has UK and North American elements, drop by and say hello www.dangerdogz.com
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If a player has an Open Beta install AND a stable install, I take it they would just update the Open beta and then could delete the old stable install?
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I had this same problem. For me I THINK the cause was the inclusion of static versions of certain aircraft. That is where the dcs.log was ending. Lots of errors saying that various bits of the plane were missing. I had to remove the UH-60 from a carrier, I also removed the b1-b
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Sir, I have just been looking but think now I may have imagined it...did you not use to have a module that could remove the downed pilot icon from the F10 map? I am running a server with repeating clones for enemy AI aircraft which get shot down so over a period of an evenings play we are seeing lots of the little symbols dotted over the map. As I say I thought I recall a module to remove them but looking through 2.0 can not see anything obvious that does it? Kind regards DD_Friar Edit: FORGET THAT I HAVE FOUND IT "PARASHOO" - Not quite as mad as I think I am.... -
Salute I am currently working on a scenario where I take some troops from an airfield, drop them off outside a town. They advance on the town fighting insurgents with air support. When (or if) they reach the town they then ask to be picked up again and taken home. I can pick them up at the airfield ok. I can drop them off ok. My issue is that I am not getting the comms menu command to pick them up again. I do have a "Hold" at their last way point at the town to stop them going off and doing some shopping or something that I have found AI troops can do at the last waypoint in a route. Has anyone else constructed this scenario before or can offer some advice please?
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute to all DML devotes! @cfrag Sir, (or anyone else that can either confirm or deny) I am having an issue when trying to play a sound file via the messenger module to a single group rather than to all players. The sound file will play when I do not include any group restrictions (i.e. to everyone) As soon as I add a group, the sound does not play. I know this may be considered heresy, but are we sure that playing a sound to a group only does work in the messenger? or is the problem the keyboard computer interface at my end? My set up is a group of cloned infantry run into a zone. That zone then triggers a messenger to the waiting Huey helicopters. Any advice or confirmations welcome -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
DOH! another case of R-T-F-M! Many thanks, glad it was a simple answer. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
View the above pictures from bottom up as a sequence. We can see that the pulse is running at the start
