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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 Since I have multiple clones all running off of goMissionStart, do I only need to have it specified once as a flag to save? or does it need to be on each cloner? What about if I have a clone with onStart set to true (without goMissionStart), is that ok? I do not need the triggerMethod check or flag save? If those units are killed then they will not be recloned at the next start? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag That makes complete sense to me now and I understand your explanation. I put the goMissionStart in so that we could let the mission load and get people ready before the action started. I will implement your suggestion of saving the flag and set cloneTriggerMethod =1 Many thanks for taking the time to review this. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Persistence Bug? Module: cloneZone Sir, forgive me if I am incorrect but I understood that the cloner was compatible with persistence? In my mission I am finding this is not the case. Units that were generated via clone and killed are coming back when the mission is re-loaded for the next session. When I reload the mission scores are correct from the previous mission (as a quick test I am using a player driven tank to kill some trucks so can confirm the CA scoring works as required) so I assume the data is being saved and reloaded ok? nullPlease may I ask if you had a couple of minutes spare to check my mission out. There are no mods and I have made it easy to test, I think you do have Combined Arms? (see below) I changed my ground units logic over from the convoy module to clones so this is common to all my units. many thanks in advance Syria Campaign V7.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Recluse I am using an invisible farp with an ownedZone overlayed in my campaign. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@mech79 - also they can remain drivable when you deploy them thanks to @cfrags efforts. I use the soldier with the stinger as a JTAC. We take him from a base (usually with a Gazelle) and drop him off near where he needs to be. A player with Combined Arms can then "drive" him into a better position where they can then do the lazing or leave the unit and AI will take over and start putting up targets. I also have made the Humvee with TOE a legal "troop" and put it in the Chinook. That too can be deployed and then driven into position. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Recluse if you use the cloner rather than spawner you will not be able to give your troops any orders so that they can attack other red zones. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag and @Recluse I have just sent recluse a mission that now works with the helotroops module as I too have the Blackhawk mod. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@mech79 If you use the "rndFlag" module you can specify a number of clone locations but only have a couple activated e.g. 2 from 4 possible locations With the clone you can also use a template for your troops If you need more help on this let me know and I will knock up a simple mission that demonstrates this. Be aware that troop movement through built up areas can be a problem however. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Ok, thanks. I used it for the auto intelligence reports, I will go through and remove them from the campaign. Before I do this (and re-start the campaign), if I just removed the convoy zones and module script and changed the units to late activation using the standard DCS triggers, do you think that this would screw with the already saved file? regards Friar -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag After posting that my mission test was a success I have a question which may change that. ref the "Convoy" module. Does it comply to persistence? its just that when I started my second session, convoys that were killed in the first mission started up again? I have also looked through the code and could find not any mention of persistence? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
I had not realised that! Every day a school day! Thanks for the heads up. -
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)