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Everything posted by DD_Friar
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cannot reproduce Ground Units When Driven By Player Are Pulling To Left
DD_Friar replied to DD_Friar's topic in Bugs and Problems
Salute I will re-check as I drove some other vehicles at different places on the Persian Gulf map with no issues. Many thanks to all those that replied, apologies for calling this out if the problem is at my end. -
Salute, Apologies if this has been raised elsewhere. I did try to search a few subjects before posting. My question is about dead vehicles. When one is killed it does not seem to stop burning. Is there any road map for having a time limit on the burn and then even perhaps having an option to remove the dead vehicle completely? Again, sorry if this is in the wrong place or already reported / questioned.
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag One final question on this - I have moved on to testing what if the units are all destroyed on route. When all the units are killed, the next convoy is started correctly as expected. The problem I am now having is that the old burning wrecks are still on the road. I have tried "declutter" against the clone but the vehicles are outside the spawn zone so I guess that is why it does not appear to work? Is there anything I can do about this? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - Many thanks - now works like a charm. Just as an aside f? is still listed in documentation (yes, I am ACTUALLY reading it) as a valid parameter, but I note you are trying to move away from that concept. I will do my best not to use it any more. Cheers Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag I have built what you suggested, at least I think I have. I have a problem if a convoy gets to the unitZone in tact. I get double spawns (at the moment I have two convoys) and then when they reach the unitZone further spawns just start flashing in and out! I would rather not make my mission public at the moment (do not want my squad seeing other surprises I have for them) so have attached, what I hope are clear pictures for my log at the moment. The scenario is kicked off by a bus (the item starting half way down the road). This is a testing tool and will be removed for some other mechanic kicking off the process. The bus enters the unit zone, it has the same name structure as the main convoys so is matched in the HH-Convoy* criteria and then turns right to park out the way. This then triggers the first random spawn, which works ok. As I am testing this convoy gets to the unitZone with no issue. It is from here that the problems start. Any advice / nudges would be much appreciated. * The length of the journey is only this short for testing. Many thanks Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Thanks I will give it a go. My scenario is further complicated by my idea of having maybe 3 different types of convoy that are selected by random but I guess it is just a case of replicating the above logic to re-loop to the rndFlag control so it picks the next convoy. The plane I want to use is military and do not want any extra mods so I will use the logic for my plane(s) as well. kind regards and thanks again and your time to reply so quick. Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute @cfrag My scenario is I have a need for example to have a plane take off at an airfield (mainly for eye candy and to make the airfield look busy). It takes off then flies into the distance out of harms way and is then removed from the mission. I also have a need for spawning convoys as ground target fodder. If they reach their destination I have no need for them to stay on the map so would like to remove them. They may not all make it of course if they are attacked on route. Using the old triggers I would have placed a zone called something like "Delete Bomber". Then when set up a trigger that said if unit entered zone, selecting "Delete Bomber" zone and unit being my eye candy plane then the action would be to DEACTIVATE GROUP to remove it from the map. Will wiper give me the same option? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute Can someone advise me please on the module to use to delete a plane or ground unit when it arrives at a destination. I have looked through the docs for the correct module but nothing has come to mind. -
Salute I have mapped frequencies I want to use in the mission editor to the ARC-164 radio, but they do not appear in game. I assume this is because it is not the selected radio. Is anyone able to advise how I change my active radio over to the ARC-164 so that I can use my pre-logged frequencies? Many thanks 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
Salute @cfrag Happy Friday, Quick question on the excellent new feature of the Bomb Range. In the spec you mention that a player signing in can "wake up the bomb range" - by this do you mean enabling activity around the range for effects, like vehicles moving away or to actually make the range functionality start checking, i.e it is like in a "late activation" state before someone signs in.? Regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute @cfrag many thanks for all your hard work on this. It is starting to make my mission building easier. Regards DD_Friar @cfrag You just need to update the version in the first post. Link is good to 1.4.7 but description says previous one. Will I need to replace any modules with new code? in my missions -
Huey or Gazelle for learning to fly a helicopter?
DD_Friar replied to The_Chugster's topic in DCS 2.9
Stick with the Apache. Its flown by 662 Squadron, British Army (read "Apache Dawn its about the squadron in Afghanistan). The Gazelle is French. I own the Gazelle, never fly it now, I own the Huey, good fun to jump into and bumble about our squads airfield. I have spent a LOT of time in the Apache, it is fun to flt and with George up front not that hard to "put warheads on foreheads". My learning pattern was to spend a lot of time just going up and down a runway. Take off at one end and aim to set it down at the other end. Once you have mastered that then use the airfield as a race track to practice tight turns and slowing down from speed. Use the Trim lock feature a lot. Then start to add talking to George, perhaps then learn the front seat, then radios / navigation. It has given me a lot of fun and challenges but is worth it. -
Salute 2.9 Open Beta. Persian Gulf Map. Shiraz Intl Airfield. All units start on runway. When attempting to drive a ground unit via my keyboard using the default keys (W,A,D,S,Z,X) units all seem to be pulling to the left. They will not keep a straight line when just hitting W key. Constant adjustment with D is required. I have driven Bradley, Humvee and Abrahams, Sherman, IFV-BMD-1, T-55. Slot taken via Game Master.
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute @=GR= Cypher There is a known problem with using stopgap for helicopters in single player. they all start just above the ground and as you say crash to the floor. Run your mission, even if playing on your own, as a multiplayer version. Also have you copied the server script to the HOOKS folder, this helps with synchronization as well, which is involved in the issue you are seeing. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute Sir, I have no doubt what a massive undertaking this has been for you to get off the ground. I know from personal experience whilst working for a software company how the documentation is always the last thing to get updated. There are always demands on time for new features and bug fixes etc. My pointing out the confusion was in no way a complaint or dig at you for not updating it. Hopefully our exchange will be able to help others that may take the journey I am at the moment. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Sorry @cfrag, I have just back over the documentation and can see now where I got my understanding from. The attached picture is from the full version of the guide This is why I put the two RND items in, the top line and the RND! (which as you state is a replacement for the flags!) I know it now works after making the change and I assume I have missed somewhere about the new RND! function and it doing away with the need for both? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag, sorry. As I said at the top of my post, I was writing as you replied. Yes, your fix was the problem in my code. I have applied it and it is now working correctly. I was under the impression that I had to tell each zone what its function was, hence I put the RND at the top and RND! was the flag parameter. I think I get it now, so will hopefully not be asking any more questions for a while. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Whilst typing this message you replied - its nice to know I sort of found what you are saying... Salute, it is often said "a little knowledge is a dangerous thing.." Well, having done some coding in my past I thought I would have a look at the script for rndFlag, just to see if I could find anything obvious. I added some numbering to the messages that get displayed so I could track the sequence of what happens. (I have attached my version where I added "(CTx) next to the ++ in the message lines. It seems that there is a look going on at (my points) 4,5,4,5 then 14,10,12, 14,10,12 point 4 and 5 are in "now build the flag array from strings" point 14 is in the function rndFlags.startCycle() point 10 and 12 ar in the function function rndFlags.fire(theZone) Would you have expected these to be looping twice when onStart is true (I thought which meant a single pass?) RNDFlags-Friar.lua As I stated "a little knowledge is a dangerous thing..." Many thanks once again. Salute Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
sorry please find attached RandomTest-nopulse.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute @cfrag Please see below my mission configuration. I have modified the version you kindly adjusted for me that had the pulse in generating the flights of helicopters. I have removed the pulse and would expect just to see one pair of random selected helicopters, but as you can see from the attached screen shot I am getting two? Many thanks once again for getting me on the path to truth and enlightenment. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag I am having a real problem with getting the rndFlag to work and I just can not get my head around your examples. 1. Should the rndFlag only fire once if onStart is set to true? or does it loop every couple of seconds until all the flags listed have been hit? I am trying to build a simple test where I have 3 templates of different ground units (a single Bradley "Zone-1", 2 Bradleys "Zone-2" and 3 Bradleys "Zone-3" and then generate a rnd to activate one of them but I am either getting nothing or 2 of the 3 (with a view to be doing something like having different types of SAM's at a target area so the players will not know what type to expect each time the mission is flown.) Any nudge would be appreciated. Regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag, Many many thanks for your reply. I will take my work and go and sit in the corner. Salute Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute @cfrag I wonder if I may ask for a small nudge with a learning mission I am currently working on. I am using it to get a solid understanding of what I think you describe as the 3 most useful modules, the flag pulse, the random flag and the cloner. My objective in the attached mission is to generate a constant stream of helicopters from 3 types, Apache, Gazelle and Huey. One of the 3 types should spawn in every 15 seconds. They fly the length of the runway and are deleted, (they get deleted fine). The problem I am having is that I am only getting each type once. Is there any chance you could take a quick look and point out the error of my ways please? On another note - ref the issue of other squad mates not being able to get into the mission with the Gap module. I have removed the gap module from my current server version and he can get in to 2.9 Beta no problem. He loaded the mission into the standard version and it worked, he was able to get in no problem. He also has a full backup of 2.8 beta, he loaded that up and was able to run the mission no problem as well. So it is pointing to something in 2.9 beta causing the issue (for him and another squad mate, as if you recall other squad members COULD get in no problem.) Many thanks for your time once again. RandomTest.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks, we will give that a go. I will let you know how we get on. regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute Sir, @cfrag Bit of an odd question this but yesterday I published the mission I sent you to our server. Four of the guys could access it no problem but two of our players kept having DCS crash when they tried to join the server. It was nothing to do with mod aircraft, I took then out of the equation. I even sent him the mission and he tried opening it on his own machine but still got the same issue. Have you ever encountered anything similar with any of your guys not being able to play a mission with your utility applied. On previous server maps they can access no problem. I even changed the loaded the mission and they got straight in. Any advice / pointers of what to check would be gratefully received as I am a bit stumped.