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DD_Friar

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Everything posted by DD_Friar

  1. @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?
  2. 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.
  3. @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.
  4. @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.
  5. 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.
  6. 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?)
  7. 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.
  8. @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
  9. @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
  10. @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
  11. Sir, so for my campaign that uses persistence, when we get the mission running again, if I save with the DML save routine is that ok? or is my campaign now screwed?
  12. Over at the DangerDogz we are having the same issue of missions having ground units stripped out of them. We do not use any of the Su mods. Our "whitelist" was the A4, bronco, T45 and Herc. We did not have any missions that required any other mod.
  13. @cfrag Oh I do hope the latest patch and the API fixes that came with it have not broken our beloved tool. We had to abort my campaign tonight due to performance issues. We tried running another map that had a little DML and ran into the issue that has been reported by others (not necessarily using dml but mentioning mods) of missing ground and sea units from the mission. When reviewing the ME they had gone! but in other, older versions they were present. Fingers crossed it is some other conflict that is causing the issue.
  14. Salute, Is this a normal difference that the time I set in the mission editor is not reflected on the planes in the mission. I have created a mission with a time of 18:00 however when spawning into aircraft (I tried Apache, F16, F18) all are showing 15:00 on the clocks? nullnullnullnull
  15. @Javier A quick "google translate" gets me Hi, could we introduce a feature that allows units spawned in a trigger zone to select random landmarks within that zone to move to? Could you give a more detailed example of the scenario you are trying to achieve? ¿Podrías darnos un ejemplo más detallado del escenario que estás intentando lograr?
  16. @cfrag Is there a corner I can stand in please? Update: I had deferred scoring enabled. Works perfectly for both cloned and default units. Sorry to have asked and doubted you
  17. @ChuckIV I think this is going to be quite difficult without special coding, but to assist the process I can contribute the following; "A player dies they loose all their points" - is this ALL their points (i.e re-set their score to zero) or just the ones they have accumulated in that sortie? You do have the option of a "scoreSafe" zone where points can be deferred until you land in the safe zone. If you die before getting back to a safe zone a player will loose the points gained in that sortie only. Any thing else will require probably a new parameter to be added along the lines of "deathReset" true or false. If set to true when a player dies the score is reset, but that is @cfrag's call. "If a player lands in enemy territory" - A simple statement, but how do we define what enemy territory is? This may come when the Dynamic Campaign FINALLY lands but until then the only way I can think of it is by creating a large "ownedZone" that covers the enemy area. Players can get awarded "feats" for landing in an enemy controlled area. This can then award points, generate a description with wildcards built in, but there is no flag that can be triggered that could go to a RNDFlag to decide if the player escapes or not. As a "hack" you could add a radio menu option for the player to "roll the dice - did I escape?" that could trigger a flag that goes to a RNDFlag. That could trigger a flag using the "blueScoreFlags" or "redScoreFlags" zone that contains a list of flags, which when triggered can increment the score of the coalition (not the player though). Hope that helps to shine some light on what is quite a complex request. regards Friar
  18. @cfrag Hello Sir, Question ref playerScore Probably never designed for this but I don't think it works for combined arms units? Would that be the case?
  19. ha! Many thanks, I assume that you already had this feature in mind?
  20. @cfrag MODULE CHANGE REQUEST Module: heloTroops Request: Change of menu Description Request Details: I was wondering if you would consider amending the menu description used from "Airlift Troops" to "Transport Troops" (as per my example below) for this module so that it will work for when this module is used to put troops into player controlled APC's. It would also then be consistent with the rest of the language used in the module, for example "Request <unit> troops for transport" null
  21. Thank you for the considered reply. I am going to go with the cloneZone and template in the hope that you MAY be able to access the skins and load-outs from the template example when generating the cloned item.
  22. @cfrag Spawners or Cloners? In a Combined Arms mission I am currently working on, I will be providing the players the option to select from many ground units based on how the map is working out. Is there any noticeable performance benefit from using spawners (where I just provide the unit ID to be created when required) as opposed to cloneZones being triggered when required working off a template where I have to create the unit? I am talking about 5 locations each having either red or blue units available and 20 units for each side made up of 4 different unit types at each location (with unlimited numbers-one of 5 different slots at each location will be selected by random for each unit (to hopefully prevent clashing of generations)with the list being reset when all slots have been selected) Scenario: a side captures a location, they get the choice of units at that location, they loose the location and the other side gets units available (different units for the different sides) Your thoughts would be appreciated.
  23. Salute Sir, I seem to have solved it. I think it was a combination of two causes. I had lost the tick against "George AI Auto Handover" in the Specials section and I re-mapped the controls again but clearing the old contents and adding them back in. It now works and I can bring up the Heading / Altitude / Speed and mode dial in the bottom left hand corner. I will mark this thread as resolved. Cause Type: PICNIC "Problem In Chair, Not In Computer"
  24. @cfrag Whilst you mention radioMenus, is it possible for radioMainMenu to have the menuvisable, addmenu? and removeMenu? attributes so that they can be turned on and off in the same way that radiomenus can?
  25. @RUBIX Thanks for that heads-up, I will take a look and report back.
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