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DD_Friar

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Everything posted by DD_Friar

  1. 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?
  2. @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.
  3. @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
  4. sorry please find attached RandomTest-nopulse.miz
  5. 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.
  6. @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
  7. @cfrag, Many many thanks for your reply. I will take my work and go and sit in the corner. Salute Friar
  8. 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
  9. Thanks, we will give that a go. I will let you know how we get on. regards Friar
  10. 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.
  11. Salute Hopefully people reading this are not all saying "well duh..." and have already sussed this out but it occurred to me yesterday that with the release of the "Go-Pro" camera view in 2.9 (right shift+F5) when starting in a tank you could move the camera and have it sitting as if you were the Tank Commander standing up in the turret. It will then stay there when you go to gunner or driver, select the camera view again and hey-presto you are the Commander again?
  12. Salute @cfrag I have been working hard over the last few days looking at the features in your fantastic utility. For anyone who wants to take their mission building a bit further I highly recommend it. Sir, I just wanted to highlight a minor error I found in the excellent user guide reference the really neat feature of being able to re-start a server / mission from in-game communications menu. The user guide describes the flag as "SimpleMissionRestart" (notice the capital "S" at the start). The script however is looking for "simpleMissionRestart" (lower case "s"). I have now successfully added this to our squad server mission so if anyone joins on their own and wants to re-set the mission, they now can. (currently it only re-cycles after about 6 hours)
  13. @cfrag I have made the changes you suggested (although tweaked by removing the "verbose" and messaging elements, works a charm. Now to start building this with other features.
  14. @cfrag Salute Sir, many thanks for taking the time out to assist debugging my logic. Is there any way I can buy you a coffee? P.s Do you think that I am creating too much of a performance overhead for just a little bit of eye-candy?
  15. @cfrag Many thanks for the suggestion. I have just tried using the option you suggested and have the same issue in multiplayer mode. I have also removed the load of the wiper script at the start as well.
  16. Salute @cfrag Supporting Screen Shots (pic 1 shown at bottom of list after posting) Wiper Issue Pic 1 - (single player) I am using GameMaster to sit in HumVee showing no ground crew and slots taken. Wiper Issue Pic 2 - (single player) I change slots and spawn in F14 - ground crew appear Wiper Issue Pic 3 - (single player) I taxi forward crew are not wiped Wiper Issue Pic 4 - (single player) I re-start mission and take F14. Taxi forward and crew are removed. Wiper Issue Pic 5 - (multiplayer) take f14 slot, taxi forward crew are not removed. I have attached my mission for your information (and for anyone else who wants to use the logic) to see if the problem is the keyboard interface .... (p.s I know if you look at the mission the slot say hornet but it is an F14 i used that plane in the slot just to test, as its big planes i can look at the space around it - plus I do not own F18 but squad mates do.) Persian Gulf - MSL.zip
  17. Salute @cfrag for this excellent utility. I have only just discovered this little gem and am busy building my squads multiplayer server mission with it. Having upgraded to 2.9 yesterday I am now finding that the WIPER feature is not working for me in multiplayer. When I test in single player (launching the mission from within the editor) the logic works (i have a populated line of planes, I pick a plane and spawn in, I am surrounded by ground crew. I taxi out and they are removed), when I run it on a multiplayer server it does not. I am using the gap filler to place planes in empty slots. I am using a clone template to place a set of ground crew around the plane when a player spawns in. When the player taxis out of the spawn in area the wiper should remove the ground crew objects (just to save on the clutter). This means that only spawned in players will get ground crew for their plane. I started work on this mission in 2.8 and it was fine? Not moaning or anything just raising the issue (unless of course the problem is me!)
  18. I fly my Apache (a lot) using an X56. I use the throttle as the collective (but do NOT pull up the same as a collective, that would be a brain fart) so can be done without a designated collective.
  19. Salute all, Sorry to bump up an old thread but is it possible to get the carrier "shooter" to go down on one knee and point as an order for a land based plane to leave a parking slot at an airfield? I am aware that there is a mod that has animated ground units but wanted to try and do it with the "stock" units. Any one tried / achieved this before? regards DD_Friar
  20. I originally came to DCS looking for an option to IL2 Tank Crew and bought Combined Arms. I have stated in another post that I feel CA could do with some love and Wags did mention that it could be on the long road map along with more WWII stuff due to limited access to modern stock of aircraft, so who knows.. BTW since starting the DCS journey where I bought CA and WWII asset pack I said I would not buy any more as IL2 Great Battles was fine for me... I now own F14, F16, Apache (my main ride for recent months so I do agree with the above post ), Huey, Gazelle, Harrier, Super Carrier, Syria, Persian Gulf, Normandy 2 and have F4-E locked on my radar as well as the Chinook...plus A4-e, UH-60, Bronco free mods....
  21. Salute Thanks to @SUNTSAG. Nailed It. The issue was that I did not have the WEAPON HOLD command under the advanced as the first instruction. Once I had brought it to the top, problem solved. Many thanks also to @Mr_sukebe for taking time to reply.
  22. Salute I am currently trying to build a scenario for my squad (www.dangerdogz.com). I have a bunch of M2A1's waiting to set off if a player takes control of one of them. Lurking nearby is a Russian LUV Tigr "acting" as JTAC for artillery which is shelling the area very close to the tanks. My idea is that a player could take control of a unit in the allied pack and using Binoculars spot the hiding Russian unit and call in an air strike and thus halt the artillery barrage. My problem is that when testing as soon as I occupy the Tigr to check its placement and it has a legitimate line of sight to the tanks it gets blown up by the tanks. I have all of the Allied tanks set to "Weapons HOLD", the Tigr is set to the same. A Russian soldier I have standing on a roof is also set to Weapons HOLD so why do they start shooting? Am I misunderstanding what Weapons HOLD does (my understanding is that they should not fire?) Is it NOT possible to get AI NOT to shoot, even through they can "see" a target? Your advice will be much appreciated. DD_Friar.
  23. DOH! Just found another video from DeepHack. The bit I was missing was the Waypoint Increment LONG press. This brings up the menu to select what options to scroll through, Waypoints, Markpoints or TargetPoints. Once I selected TargetPoints I could scroll through them and then designate. This post is now resolved but I will leave it here for anyone else @MadKreator - Just as you posted I was typing up my second post. Thanks for the reply anyway.
  24. Salute Please may someone give me a final nudge on how to use this feature. I can... Make a target Point in the F10 map using the latest format eg. #TP1 I can import it into the CAS and use RECALL I can list the points I can make them ACTIVE I can see them in the red DATA page when I scroll through way-points. What I can not do is theN see them when I come out of DATA and go to the EHSD. Now when I scroll through way-points I only get Way-points, it does not go to Target points in order for me to use them fro DESIGNATION. I have watched GrimReapers, PunkinDog and DeepHack but I am obviously being a numpty and missing something key... Any advice welcome please
  25. No easy way for figure of 8 but you can do a simple oval (race track) In the mission editor. plot your ai waypoints, say 1 a little off the end of the runway and then 2 travelling to an area. Add a fourth a little distance away from the third Click on the third waypoint and then click on "Advanced" Not sure which option it is (am doing this from my work laptop) but one of the options (I think its On Route Task) has the option to "Orbit" Because you have the fourth waypoint it will give you the option of "ractrack" where the AI will fly an oval pattern around the two points for as long as you specify. With no fourth waypoint you only get the option to "Orbit" and it will circle around the last waypoint. Probably easier to do than explain If you are set on a figure of 8 you will need to plot multiple way points with the last one in the pattern ending up near the first. On the last waypoint again click on "Advanced" under tasks (again doing from memory) there is the option to GO TO WAYPOINT - in here you set way point 1 and they planed "SHOULD" (DCS AI can be a bit odd at times) rejoin the pattern. Hope this helps
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