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Everything posted by 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
@Penfold-88 Salute The beauty of using DML for troop movements is that you do not need to give them way-points, just a zone to head for. If you are generating them via the spawner module and are picking them up via helicopter (that many troops from a Huey is possible but unrealistic "just because you can does not mean you should" )you give them the parameter "orders". the "wait" prefix means that the action will not be activated until you have deployed them from the helicopter. The values for this can be wait-guard - Places the group in guard mode. It will actively look for enemies and, upon detecting them, will move towards and engage the enemies. After destroying all enemy units, the group goes back to guard mode. If given, range defines to what distance (in m) enemy ground units are detected. wait-captureAndHold - Like “attackOwnedZone”, except that the units choose the nearest enemy/neutral zone once, and then move to capture it. If the zone is captured, the units continue to move to the zone, and then remain there, switching to “guard” orders. Respects moveFormation Note - This is the mode I personally like to use and was instrumental in getting cfrag to add it as otherwise using "guard" if you have enemy zones close to each other and within the detection range the troops will keep going from one zone to the next. Be careful with this mode however, it has no range restrictions. Drop you troops off from the helicopter and they will march all the way across the map if they need to ! wait-attackZone - Move to attack the zone referenced by name in the ‘target’ attribute. The name of a Zone is the same as you entered in the “Name” field for the Trigger Zone in ME at the very top. So, to attack the zone defined above you would first enter “attackZone” as value for the “orders” attribute, and then enter “Red Two” as value for the “target” attribute. If the target zone can’t be found, the group’s orders are switched to ‘guard’ Note - I also like to use the "moveFormation" attribute as well. By default the troops will march off in a single file line. This means that when they encounter the enemy only the guy at the front of the line has line of sight and will open fire. I personally like to use "EchelonR" which gives them all a sight and the change to open fire. Hope this helps. All of this is in the excellent user guides by the way.......just saying...... Regards Friar -
@LuseKofteI checked the state of the switch on the overhead panel and it had stayed at "Armed". Do I have to reset it and then arm again, leaving it on armed is not enough?
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I was not aware there was one. To drop the cargo I have the hook release mapped to my trigger. Auto pick-up yes, that works.
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Ok, so I am currently doing my SP test. I can now pick up and drop a container. I did have some bindings incorrect, however, when I try and pick up my second crate i get "hooked" immediately followed by "unhooked" message. Any thoughts / similar experience? I will now try in a multiplayer server to see if I can at least do one run.
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Ok, I will test off line now to make sure my process is correct. I will then go on line and repeat the same test to see if it is a multiplayer thing.
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Player Tank v Player Tank Only Server - NEW! (A first for DCS?)
DD_Friar replied to DD_Friar's topic in DCS: Combined Arms
@-Cipher- - I am aware of the sound issue - I found the solution and started a thread telling people how to solve it! Its not that that is causing my problem. I will PM you the mission to see if you get the same problem, you may have someone you can speak to about it. -
Player Tank v Player Tank Only Server - NEW! (A first for DCS?)
DD_Friar replied to DD_Friar's topic in DCS: Combined Arms
I have just recently re-visited this with a new scenario and updated mission tools using the excellent DML Tool box created by @cfrag. Unfortunately I have come up against an issue where the method I use to generate/spawn in tanks results in them having no engine sound when played in a multiplayer environment. Units placed directly in the mission editor are Ok (but does not work for the requirement of multiple re-spawns), but units created via a script do not. Until an answer/fix can be found for this, my project has stalled again I am afraid. -
Surely the processes in single player are the same as those in multiplayer?
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I have not tried the track but you are confirming that you were able to pick up a crate of some description fly to a new location and then un-hook the crate successfully? Were you able to complete that activity twice in a row? If so I will need to review my bindings as perhaps I have got something wrong. EDIT: Just tried to watch the track but it would not play for me. Another question were you playing in single player or on a multiplayer server please? I have been trying it on a multiplayer server.
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Ok, that is good to know. I will await your re-test with interest to see if the problem is in fact me!
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@LuseKofte Yes. Please may I ask, are you asking from a position of testing it and know it to be working ok or just checking that I have followed the correct procedure?
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I still seem to be having this issue? (can not unhook sling cargo) Is it still on the "to do" list? or am I missing something / not doing it right?
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Vic Welcome to the world of DML You need to down load the DML zip file whcih has all of the modules (although you only add the ones you need to your mission plus a few mandatory ones.) The scripts should be loaded with the "At Mission Start" main trigger and you need to add them via "Do Script" not "Do Script File" You need to have dcsCommon, cfxMX, cfxZones as must haves. For your requirement add cloneZone as well. Place the lights you want in any area of the map out of the way. Place a zone just big enough (possibly with size 10) over the top of them. Give it the following parameters cloner and give it the same name as that of the zone eg light template Now place a zone over the static ships where you want the light units to appear. give this zone the following parameters cloner (with no values) source value column put "light template" (quotes not required) with a value of the name of the zone you created above with the lights in as the template. (If you want two lights you can use the same template) onStart set to true (this will put the units in the position you require at mission load. This is called using a template and DML enables you to put objects anywhere with this technique. It is well explained in the full version of the documentation and I suggest you have a read. Hope this helps DD_Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
How about "xx on board-land to deploy" or "xx on board-fast rope or land" We know we are carrying troops so no need for that just reminder of souls on board in case of secondary pick-ups after they have engaged and perhaps taken losses. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
...and menu options, which one would I use? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Module Question Module: heloTroops - Fast Rope Question: I am confused by the menu options (see below) Question Detail: When looking at the menu I am confused by the two reference to fast rope. I tried them both but neither seemed to deploy the troops. In the config file I set the deployment speed to 0.5. I was at a virtual hover when attempting to drop off the troops. What am I doing wrong please? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Sound Issue With Cloned Combined Arms Units Salute @cfrag Whilst working on my next project I seem to have uncovered another obscure issue which I have no idea how to resolve, and am not sure if it is even within your powers to solve. Issue: Cloned vehicles on line have no sound, off line they are fine. In my mission I have tanks generated via a radio menu selection option. When played off line they have engine sound, when the mission is uploaded to our server, I get no sound from them. I added a tank directly to the map and this does have sound when played on the server. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Module Question Module: heloTroops Question: Is it now the expected sequence that the deployment formation has to be selected BEFORE the option to load in-range troops is presented? Reason For Question: I am finding in a map I am working on using CA vehicles to move troops that when a vehicle drives up to the pick-up point and goes into the Troop Transport menu there is no option to request troops, only deployment formation. After I have selected the formation and then go back into the menu I am now presented with the option to request the troops. They load and deploy correctly after this, it is this initial step that is new to me. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@ChuckIV You will have to use real units (not static) but you can give them the ROE attribute of "hold" for hold fire. You use the unit type, not its name. To get the type we used to have to go to a database extraction but now the easy way is just click on the question mark in the top right corner of the unit details screen in the ME. Put that name into the table with the value you want to give it. -
I have just been made aware of this app and it looks very interesting. I fly the Ch47 and Apache a lot. For the Ch47 I would keen to use it to have a better view of the VSI MFD. Is anyone able to confirm if this is possible please before I buy an Android tablet and the applicable apps.
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hi @cfrag, sorry, I should have explained the scenario a bit better. The mission is the same one I sent you previously to look at (where you commented on the good naming convention). Blue forces start from either Incirlik for planes and Hatay for helicopters (although some planes have been ferried to Hatay to be available.) In week 1 of this mission the enemy AI are started by a radio menu option within the "Mission Commands" From week 2 onwards they start at mission start after a small, random delay and then are triggered via the pulse to a random selection from a random start point. When you look at the mission in week 1 there are no red aircraft on the ground (none have been cloned yet). I must admit I am not sure what happens to a enemy flight during week 1 that does not get killed. I think they may find an airfield and land? Is that what all the aircraft dotted around in week 2 are? cloned aircraft that have landed. It does seem to be too many. Our guys are pretty good at taking out virtually all the AI they encounter. Also there is a convoy that is triggered when Harim turns from the default coalition of red to blue. The second group should not clone in until the first group have been killed, however, when running the mission now both clone in from the start. The map has remembered that Harim is now blue. After running for a while performance grinds to a halt. Looking through the log we can see errors relating to damage models for the mig21 and 23 (but I do not know if this normal?) -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
If you take the red side and then use F2, you can see planes littered all over the map. I am not sure if these are actual left overs from the last mission, or they have all cloned in without waiting for a trigger. AI planes (red side) start automatically after a short delay at mission start then use a pulse to be randomly selected. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Ref my campaign saved with Persistence. We tried running it last night having removed all mods from both our machines and the server. It ran for a while but then we had the server come up as "Not Responding". I thought you may want to have a look at the files to see what impact the new release is having on your scripts? The saved data is from the end of week 2. Convoys which should be waiting on triggers are starting and there are lots of AI planes which seem to have spawned in too early? Regards Friar backup-Syria Campaign V9 Phase 1 (data).zip Syria Campaign V9 Phase 1.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Penfold-88 You logic for the messenger is incorrect. You have the parameters wrong You can not have two messages in the same zone. I would suggest using 2 separate message zones it should be Messenger Zone 1 messenger? AR1GO message A unit as entered the zone Messenger Zone 2 messenger? AR1STOP message A unit has left the zone The messenger module also allows wildcards in the message so you can identify units and headings etc Hope this helps Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Penfold-88 use the unitZone module, if you check out the guide it has these notes. You may need two zone on top of each other, one for blue and one for red. null
