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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
@cfrag Just to let you know, I ran my campaign as week 2 as a test and it all loaded ok plus the ferried aircraft were listed at their new locations under dynamic spawn so its a big tick from me No idea what caused the other crashes, can't have been the Hercules could it? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Yes I get the message to say its saving but I wanted some confirmation that the save was completed before I exit the mission. At the moment a message is displayed confirming the save directory and that it is saving but then the message just times out and disappears. Am I safe at that point to assume that the save has been completed all ok? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Question About Persistence Would it be possible to add a message notifying when the mission save has been completed? I am using the manual save option in my Campaign and we do it at the end of the night. I make sure everyone except me has returned home and banked their points (if applicable). I then do the save via a radio menu option. I leave it a few minutes after the "saving" message has disappeared from the screen to be sure but it would be more reassuring if I got a "Save Completed" message? We did our third re-start last night and I am hoping that later today when I do a test mission load everything goes ok and I do not get the mission hang / crash I had last time. The scoring worked as you intended (I do have to confess I did find the line in the code that was displaying your debug message and just commented it out). We also had guys ferry aircraft from one airfield to another so when I load the mission up I should be able to confirm if that worked as well. Cheers Friar -
News On Release Of Updated Ground Troops Please
DD_Friar replied to DD_Friar's topic in DCS Core Wish List
I prefer not to use mods as I build missions for my squad (multiplayer) and it is a pain to get everyone to install them. -
News On Release Of Updated Ground Troops Please
DD_Friar replied to DD_Friar's topic in DCS Core Wish List
@Rudel_chw No, I wont stop playing DCS, of course not. However I do create a lot of missions with helicopters transporting troops so get down and dirty with them and it would, for example be nice to create missions in Iraq or Afghanistan with troops that look like they should be there. -
Salute, New models for ground troops featured in both the "2024 and Beyond" and "2025 and Beyond" videos. Is there any information available about when these might be released into the sim please?
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net.lua2json : another bug detected (array[0] - index 0 incompatibility)
DD_Friar replied to cfrag's topic in General Bugs
@Flappie In my humble opinion ED would do well to have closer links with @cfrag. His work on the DML Tool box scripting utility for people (like me) who have no idea how to write scripts is simply outstanding. He clearly can demonstrate he knows what he is talking about when it comes good, solid coding and structure methodology. No, I have not been paid by cfrag to say this, Yes I am "Fan-Boy" of his utility -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Just running our standard server mission which has been recently updated with the updated playerScore module. Is the below screen shot from that? A leftover debug message or intentional? Comes up after I spawn in. Just killed some units and then got killed. The message now just says I have lost some points, the old version rubbed salt into the wounds by telling you how many points you have just lost and also I think how many kills. null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
many thanks, I will give it a whirl and check it out. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Wow - I did not expect it to get this heavy for you but you obviously think it is worth it. Many thanks once again for taking the trouble to investigate a feature that I suspect will not be widely used but has the potential for campaigns to add another level. regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag It really is funny how the mind works. I have been asking questions just recently about cloned units being killed and then not re-spawned when the next mission is loaded using the persistence saved data. My sole focus was making sure that any ground units we take out that are protecting towns and airfields would not come back when the next mission is loaded. Mind Blown this morning, out of no where came the realisation that I assume that this will apply to AI flights as well so if we take out the flights that are put up against us in one mission they will not reappear in the next nor for the rest of the campaign. At the moment I have a pulse that is set for every 5-10 minutes which goes to a rnd that picks an airfield. That airfield then picks a flight from maybe 5 or 6 flights. We tend to run our sessions for maybe 4 hours. I am now faced with having to come up with a solution that will provide enough air interest to keep the air to air jockeys happy over what could be a 6-10 session campaign. I get there is the argument that a side needs to gain air superiority before a ground war can commence but for game-play I need stuff in the air each mission. Gulp! Do you have thoughts on how I could continually provide ai activity over the duration of the campaign? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Sorry to asking the same question, so in mission 2 a killed unit from mission 1 that was originally generated by a clone should NOT be generated in the new mission? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Can I just double check, units added to a mission via a cloneZone that relates to a template using the "source" parameter, that are killed during a mission ARE tracked with persistence so will not be re-cloned at the next mission start? I am using unitpersistence module. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag In our example they were player flown flights. I don't think I would ever use AI flights for this purpose. They started from an airfield that had Dynamic Spawn and cargo enabled and flew to an airfield with Dynamic spawn and cargo enabled. Both airfields have unlimited aircraft turned off. When the player landed at the other airfield they just taxied in to the hard stand and exited the plane (no shut down etc) -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hi @cfrag, yes they do, with dynamic cargo enabled. I already do have the whPersitence module already in my mission. kind regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Many thanks @cfrag, I will get it tested as soon as I can. On another issue, we continue to have problems with our Persistence campaign. When we try to load a second week the game just hangs for some reason. I am trying different things to try and find the cause, I am currently removing the Herc from the mission and we will go again, please may I ask, if we get the same issue again may I send you the mission and saved data file for you to have a look at to see if you can spot a reason? I have a routine to "move" air defenses from one place to another via radio menus (an option to "prepare" which made the items appear, an option to "load", which removed them, as if loaded and a third, "deploy" which cloned them in at the linked, offset, location of where the Herc stopped at the captured base). It did seem to work in the mission but do you think this had the potential to make the persistence engine have a melt down? They are the only two things I can think of that are "non-standard". All my other units are cloneZones based on templates. Also, sorry, should it be possible to "ferry" aircraft between airfields and the stock be remembered? I am using Dynamic Spawn and Dynamic cargo. In our last mission 3 or 4 jets were moved from a back airfield to a more advanced position, however, after starting the next session the aircraft were not at the new airfield. They were showing during the session, it was after the save and the start of the next session that they did not appear. If this well above and beyond Persistence, no problem, we can then take that forward, but if from your knowledge of what you have in place with unitPersistence and WHPersistence, should this have been possible? (again, if not, no problem, please do not spend hours getting it to work, unless of course it sparks and idea with you ) -
@Actium / @cfrag Actium, I think cfrag is being very modest here. I don't know if you are aware but he has written a brilliant utility called DML that does not require any scripting skill from the user. One of the modules is a clone feature (to put the AI on the map). This has a parameter called "despawnin" (see below), trigger a flag and boom, they are gone. There is also another parameter called deClone which may be actually better for your purpose; nullCheck out his thread here; null
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Partly my fault then as I did not remove my "clear view" blank message at the end of script load so did not see the error message. I will delete the pulses parameter. Many thanks once again. regards DD_Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Possible Issue With Pulse Module? I added in the Pulse module to my mission for the first time (which generated a bug which you kindly promptly fixed) however I did not see the expected results last night. It may be the way I have configured it but I seem to be only getting a single pulse. Below is a test configuration, should that be correct for never ending pulses on the flag ? because I am only getting one. The pulser goes to the rndflag which generates a message indicating which airfield has been selected nullnullnull -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Apache. No CA units were used last night. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag BUG REPORT MODULE: PlayerScore ISSUE: If a player gets killed they are not losing any accumulated points not yet saved. During our mission last night both I and another squad member @DD_fruitbat had the situation where we were killed after taking out a large number of units. When we next were able to save out scores we both received the previous kills as well as the ones in the current streak. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Ref PlayerScoreTable, Pleased to report that my initial tests have proven to be successful. Many thanks. killed targets that were generated by clone and scored 40 points. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Many thanks for this update. I will let you know as soon as I can. Will it be ok to update my mission that already has 1 persistence save? I.e. Can I update my mission before running tonight and when I run it and load up the saved persistence data, it will not effect the mission? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
"Holy Foul Up Batman!" (one for the older viewers there ) Does that mean you will be releasing a new LZ as well sir? Its just that I am due to be running another session of my persistence campaign this evening but will postpone if the required updates will take some time. I have already had to re-start it once due to technical issues and would prefer to avoid another crash mid session. Perhaps we ALL (all DML users) need to petition ED to have @cfrag added to some inner circle of notaries that ED communicate with when making changes like this. -
We are just embarking on a rolling Syria Campaign as well at the moment that is carrying forward scores and effects.