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Everything posted by DD_Friar
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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
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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? -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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? -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
ha! Many thanks, I assume that you already had this feature in mind? -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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. -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
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"
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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? -
Salute, Something has broken the ability to be able to sit in the front seat and bring up the George menu in order to issue flight commands. George can be controlled from the rear seat no problem. I have tried re-mapping my controls just in case. A squad mate checked this out for me and has discovered he too has the same issue. We have tried different maps as well.
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Module Observation Module: cloneZone Description: When using the cloneZone to generate a Combined Arms tank using the template option and triggered via the radioMenu the load-out given is not the same as the one configured against the template. nullnullnullnull -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Ref spawnZone Just a quick question that came to mind whilst working on my next project, is there any "easy" way to have a parameter that contains the name of the skin that is to be applied to a spawning unit? -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
ok will double check. I know the error was down to my set-up but I thought I had better post it in case you wanted to add an "idiot-trap" to stop the script crashing. regards Friar -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag BUG REPORT MODULE: groundTroops V3.0 (from 2.44) ISSUE: Script Error caused by illegal country code? Description: I am just exploring another mission idea using Combined Arms. I am wanting to spawn red tanks belonging to Russia. I thought I had looked up the correct country code from the database (included in the screen shot) and added 68 into the spawnZone against country. I have since re-read the guide and realize that I should have just used code 0. 82 translates to the UN apparently. nullnull -
Yellow Follow-me hummer livery
DD_Friar replied to RWC's topic in Flyable/Drivable Mods for DCS World
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag BUG REPORT MODULE: playerScore Version: 5.21 (from 2.44) Brief Description: Script Error (see below) Full Description: I believe the issue is caused by the use of a "feat" zone. When used the spelling mistake comes into play and errors (see below) I made the correction to my version of the script (I removed the "c" in front of "thezone" and the mission now loads correctly. Regards Friar. null -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
here, here. @ChuckIV cfrag spends a lot of time and effort updating the scripts and the matching user guides. It will really help you get to the bottom of your issue. An old quote I liked to use when I used to deliver training. "Give a man a fish and he eats for a day, teach him how to fish and he will eat for a lifetime." -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Forget that. I have just got it to work. Not sure what I was not doing before, but I think I am ok now. Cheers Friar -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Question (and NO, I am not asking for a change, I think I have used up all mine for a while), just config advice, if the answer is "No" I will work round it. Its just that I have tried combinations I can think of but may be missing something. I would like to generate a group of troops that can be seen by the heloTroops module menu as ready to load when the player lands within range, without them being requested first. Half way through typing this I thought about the CSAR module but that will only be 1 unit if I am correct. I would like to be able to send a 'Hook to a position to pick up the group of soldiers, without the player having to request them first for them to appear? Any thoughts? Cheers Friar -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@ChuckIV unitZone with parameter of red (only looking for red units) enterZone! flag name to bang that the messenger is looking out for. messenger? same flag as enterZone! I would take time to look through the excellent user guide that cfrag has produced. It really will help. -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag applause, applause, applause This will so much to the way we pick-up and deploy troops. You have obviously enjoyed this one since you turned it round so fast. P.S Do you think you will do a little widget for turning drawings on and off now we have the logic or it just as easy to use the standard ED triggers for this? -
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DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag .......... Having last night attended the theater in London to see the worlds longest running play "The Mousetrap", it has been running for 73 years and last nights performance was number 29796, I thought I would stay in that vein with this post. The scene, cfrag sitting at his desk, there is a knock at the door and in walks Friar. cfrag "Yes, now what Friar..." Friar "You know how you have just finished amending heloTroops to add yet another request from me..." cfrag "Yes..." Friar <pause> "Well please may I make one last request for this excellent module and I will completely understand if you say no" cfrag "Despite the fact that I have just had all the nuts and bolts for this module spread across my desk sorting out your issue, and have put them all back together again, you are going to ask me to take it apart again aren't you?"... Friar "Well..., when troops are deployed from the helicopter rather than have them go to circle out around the helicopter, how about using the logic you have that controls how units spawn in with the spawner for example grid, line or scattered or even just scattered instead and also have them spawn in offset 5 meters at 90 degrees from the center of the helicopter. The reason for this is that I think it will look more natural and also if a player has selected auto-deploy on touchdown, they may do what I am prone to do, is that if I still have forward movement I end up running over some of my brave soldiers and killing them right out the door. I thought, and we all know how dangerous that can be, is that you could perhaps add new parameters to the heloTroops module of deployFormation and even perhaps deployHeading. I would not have a problem with the formation defaulting to scattered but them all facing a chosen direction would be good, or would even be happy if they all faced zero degrees upon deployment, but at least they would be off to the side of the helicopter and out of harms way. This drop off would also look quite cool for troops being left in a dropZone with the new keep-wait option, rather than staying in a circle forcing the helicopter to go straight up to avoid killing troops. Anyway, see what you think." Having dropped this bombshell, Friar bows and backs away slowly out of the office leaving cfrag sitting with his head in his hands. End scene.