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DD_Friar

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Everything posted by DD_Friar

  1. 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.
  2. @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.
  3. @Elphaba To be fair, I did not make that clear in my original post. Cheers and thanks for taking the time to reply. Friar
  4. 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
  5. @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.
  6. 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?
  7. @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
  8. 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
  9. @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
  10. 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.
  11. @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.
  12. @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?
  13. 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.
  14. 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?
  15. 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
  16. 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?
  17. 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
  18. @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....
  19. 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?
  20. 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
  21. DOH! another case of R-T-F-M! Many thanks, glad it was a simple answer.
  22. View the above pictures from bottom up as a sequence. We can see that the pulse is running at the start
  23. @cfrag What you describe is what I intended. So my issue is, and I will have another look today by adding in some "verbose true"... 1. Is the unit zone firing BEFORE the vehicle enters the zone or 2. is the pulse triggering BEFORE it gets the signal from the unit zone or 3. is the artillery zone firing BEFORE it gets the pulse Having typed this out and thinking about what is happening, I am getting the 5 repeat volleys, so it is the pulse that is triggering, so now I need to check that if it is steps 1 or 2 that is either broken or not correct. On a different mission I have a similar issue where I have a valet zone on a carrier that sends a signal for stuff to start happening on the carrier only when someone spawns in (so they get the eye candy to avoid an empty deck due to the first person no spawning in after the mission has been running a while). This mission also does not work correctly with the activity taking place as soon as the mission is running. One of my squad mates is having issues with standard triggers (not DML - I have not converted him...YET) not working as expected since 2.9, could this be a carry over? Is anyone else out there using DML having their triggers being fired unexpectantly? Salute Sir for all your hard work on this. regards Friar
  24. @cfrag - it was that the artillery explosions should not have started until the vehicle reaches the trigger zone, approximately 10 minutes based on the journey time.
  25. Salute @cfrag - I am having an issue with the Artillery Zone. I believe my logic to be doing the following; 1. A vehicle drives into a zone. 2. The zone then sends a trigger to a pulse zone 3. The pulse sends 5 repeat triggers to the Artillery zone. In testing the pulse is working and the Artillery Zone is banging out some nice explosions. My problem is that the journey time for the vehicle should be around 10 minutes from mission start, however the explosions are starting pretty much right away, allowing for the shell traverse time. I have attached screen shots below for all the applicable zones and parameters. Am I dong something wrong? (Mission start time is 07:30)
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