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DD_Friar

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Everything posted by DD_Friar

  1. Salute Please may I ask was it the intention that using the new feature added in the December release should enable us to stop the marker smoke as soon as the command is issued? and not have the 5 minute plus delay we have at the moment? For example I am using the below triggers but the smoke does not seem to stop when the second trigger is activated? Please can someone who has used this new feature advise? Edit : I actually cannot see the command as specified in the release notes? regards DD_Friar null
  2. @cfrag I have often wondered why you left the 'e' off pickupRang, I thought there must be a reason for it. Which module will the code be in I have just tried to find it in commander,heloTroops,groundTroops, spawnZone? Doh! Evey day a school day I checked the code, I now assume all of my missions have been ignoring this parameter null
  3. @cfrag Many thanks for showing me the error of my ways. I will move the dropZones away from the point of pick-up. Ref some of my typos The case for the defense offers exhibit A taken from the user guide and has previously always been fine? null
  4. Same problem. I have removed the Herc. Syria Campaign V4a.miz
  5. Ok I will test removing the mod and see what happens. On another matter - PlayerScore. Do you think there is anyway to bank points accumulated whilst occupying an CA unit. The points are being recorded because when you leave the vehicle it displays a message giving the number of kills and points lost, there is just no way to bank them. I totally get its not like a plane landing in the zone and you could not trigger it on the vehicle stopping. Perhaps a radio menu option?
  6. @cfrag -Issue With heloTroops Sir, I am having a bit of an odd issue. Since the 2.41 update I can not get troops to load on my Syria Campaign map. It is not the heloTroop logic as I have created a simple test mission on the Caucasus that works (attached) My issue with the same logic on the Syria mission is that I can request the troops but do not get the option to load. There are a lot more modules in the Syria mission obviously, could there be a conflict ? Have I been a noob? nullnullnullnull TroopLoadTest.miz Syria Campaign V4.miz
  7. hopefully you got my parody of the Englishman abroad. If the locals do not understand you, shout and speak slowly.
  8. @cfrag let me help, being English I can translate what he is asking; HE DOES NOT UNDERSTAND HOW TO PUT R-A-D-I-O M-E-N-U INTO THE MISSION SO HE CAN CALL UP THE CSAR WHEN HE WANTS
  9. @JupiterJoe "oh do keep up 007.." Vulcan is the graphics engine, or have I missed the sarcasm card ?
  10. @cfrag, Sir, Many thanks for your continued work and acceptance of us users keep troubling you with "it would be good if we could...." I will be embarking on a Syria campaign with my squad this evening where we will very much be using the ability to drive transported units, so the timing of this release is just perfect. Thank you again on behalf of all the DML users in the DCS Community. Friar
  11. If it was really possible I would "LOVE" to be able to use the drivable JTAC in my upcoming campaign, which I am looking to start on Thursday Small text as embarrassed to ask. Our posts passed on the internet - That will be excellent, many many thanks 2025 and Beyond video AND new version from DML, oh happy day!
  12. IIR you mentioned that you had a lot of changes to dcsCommon(?) and were going to put out a new version? null
  13. @cfrag Please may I ask, are you still reviewing the work you did on my drivable "JTAC" scenario? @Penfold-88 In DML we do not run the script file, the script should be in the mission. Use the "DO Script" option NOT do script file
  14. @mech79 Ok, so for the random enemy troops spawning; You could use a pulseFlag that triggered a delayFlag that had a range of times for example 60-90 (anywhere between 60 and 90 seconds). At the end of the delay it triggered a RNDFlag that had a number of clone locations as the flags (locn1,locn2,locn3 for example) For enemy breaching city defences; You could use a unitZone, set to be looking for red ground forces. Each time a group entered a flag was triggered. The "Game Over" would be a messenger set to use the msgTriggerMethod at ">3" (quotes not required in the module) for example. This would mean that the message would trigger only if the flag got to 4. If you wanted a "hard end" then use the standard DCS trigger of end mission as well. To have the action only start once the troops have been dropped off; I would use a LZ and trigger a flag on the landed! parameter, the pulseFlag would start on that trigger. You could try linking the LZ to the helicopter that way if the helicopter could land anywhere rather than in a designated zone. Another way would be a unitzone that is looking for blue ground forces to enter that surrounds the town. Remember to turn the zone off once it has triggered the first time. Hope this has helped with some ideas. These are not the definitive methods, others may have other ideas / preference but it is what came first to mind for me.
  15. @mech79, Welcome to the World of DML. I am afraid to say that as a newbie to DML, for the above mission, not only are you jumping in at the deep-end, I would also suggest you are doing it with no trunks and the water is full of sharks! plus your arm band swimming aids have a leak. As a well established user of DML who quite likes to make @cfrag's life difficult by suggesting new features and functionality for DML, I think even I would struggle to put such a complicated mission together. The scenario you describe would require you to use multiple modules and have a strong understanding of how "Yellers" and "Listeners" work. AI routing through towns is something of dark art and nothing to do with DML, that little chestnut lays firmly at the feet of ED. I have tried sending troops into built up areas before only to have them find there way into a court yard and then are seen to be ever going round in circles not being able to get out. Is this for single player or are you thinking of playing it with squad mates? with each player taking on a role?
  16. Salute @cfrag I am trying to modify one of our existing missions to add in the new JTAC functionality. I have taken the scripts from your demo mission and added them into this one, however, I can request the troops (as seen in the picture below) but I do not get the option to "load". What am I missing or possibly not set up correctly please?
  17. @cfrag - I have just re-read (RTFM) and see I should use "type name" as the code to use.
  18. @cfrag I am little confused about where we get the correct name of units to use is modules like the spawner. For example I know to get the "drivable" soldier with the stinger the correct description is "Soldier stinger". My only source of reference is to go to the github listing I believe you linked to a while back; https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB However, using the above example I do not find that matching description in the database? Is it there and I am just not reading it correctly? or is it another dark art to expose the correct descriptions. Another example I think is the "Hummvee" Any advice or guidance from your good-self, or anyone else that has "cracked this nut" would be welcome. Salute Friar
  19. @cfrag That looks brilliant, many thanks I will take a look and report back Friar Edit: Just had a play with the mission and all I can say sir is you are a God! This is going to add such another level to our play and immersion. To anyone out there reading this thread who play with squad mates or build multiplayer servers with DML, get your mind around what is now possible; You spawn a JTAC at a base, you can transport him via helicopter or APC. You deploy him near the front line somewhere safe. A player takes control and moves him into position and with the binoculars starts calling out the targets for jets circling up at 25,000 above to drop lazer guided freedom tokens right on the money. When all the targets are taken care off the player can either move himself or you jump back into a helicopter and go and pick him up again and re-locate or bring him home for tea and cake. Awesome! Will you be issuing new versions of the modules or should I just export them from the demo mission?
  20. What if I wanted to use that feature a condition was that I had to link a deployment spawner zone to the "mother-ship" What if I wanted to use that feature a condition was that I had to link a deployment spawner zone to the "mother-ship"
  21. @cfrag Ref "Drivable" Soldier stringer Salute I have spawned a "Soldier stinger" as a drivable item however, after loading it into a "helicopter" and moving it to a different location, then deploying it I am not able to "occupy" it to move. It is like it has lost the "drivable" option after being transported. When I first spawn the unit in, it IS drivable. It is only after moving it that the issue occurs. Am I going above and beyond your intentions for the drivable spawned option? regards Friar null null
  22. Salute, I am just testing some features on our server mission with a squad mate @DD_fruitbat, he has just taken a dynamically spawned Gazelle, picked up a JTAC, deployed him, getting a target on 1788 and also been able to get a JTAC lasing report.
  23. OK no problem. it kept me amused for 10 minutes. Meant I was able to put it into excel to report that; Highest versioned file is playerScore on 5.0.1 Most common version number is 1.0.0 Most "tweaks" before going up a version is limitedAirframes 1.7.0 New Year resolution-get out more
  24. @cfrag Module Names With Version Numbers Not sure if this will help you or not with releases and updates but seeing as it is a rotten day here in the UK and I am not feeling like doing much, I took to renaming all the module names with their current version numbers. nullAn interesting exercise, came across modules I had no idea existed! Cheers DD_Friar modules with version numbers.zip EDIT - THIS WAS CREATED BEFORE YOU UPDATED THE JTAC MODULE IN THE POST ABOVE
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