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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
On another issue, I had to remove some static stuff from a carrier that were present when the first week was run, last night was the second week. I had some issues with my routines to remove eye-candy I had added to the carrier and as I had a number of players waiting to get going on the mission I removed the mission from the server, deleted all the eye-candy clones and put the mission back up to the server and re-started (using the saved data from the end of week 1, it was not a "clean" re-start) With reference to the script error above I removed the clear view message so I could see the if the error showed in the modules when they load. My question is, are the messages about missing statics anything to worry about? null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Salute @cfrag We have been playing the Syrian Campaign I sent you the other day. I have a couple of issues to report with scripts. The first report is no good to man or boy. We had script crash with the playerScore module but I forgot to get a screen shot. After I acknowledged the error the server seem to to get to normal. I will make sure I take one the next time and report it correctly. The second is that I have just downloaded the data folder from our server for the saved state of the mission. I made some changes to the way AI planes spawn via the RNDFlag (I have change reshuffle from false to true), when the mission was loading on my machine to test (I have desanitised it) I received the following error; Is it possible to tell which module this came from? regards Friar null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Grodin Welcome to the wonderful world of DML. I have to admit I am a "fan-boy" for this utility and can not praise @cfrag highly enough for his work. I would not suggest modifying the scripts, cfrag produces regular updates and if you have issues he could not be expected to support your changes. He is very good at listening to suggestions for additions to the modules and I am sure if he thinks it is a reasonable enhancement to the module he will have a look at what he can do and release an update if applicable. Salute DD_Friar -
@Floyd1212 I was using Dynamic Spawn - where you?
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Many thanks for the above score update, much appreciated. Sir, might I take a minute to ask for advice. I am looking for a way to reward a pilot in our group that is not really interested in putting warheads on foreheads but is willing to take part in the campaign on the logistics side. For example, I created a routine for him to be able to load and deploy a SAM system at an air base we had captured, thus offering us protection going forward. Can you think of way I might be able to incorporate his achievements into the scoring system (I am not asking for changes, just advice on thinking outside the box, so to speak), by delivering cargo for example with points so he can feel that he is getting his name on the board like the rest of us? I could create a "feat" but that does not score? any other ideas -
Salute If the left, right and rear door gunners are to be treated as individual stock units should they not be labelled? Ideally, in my opinion it should be 1 item and when all 3 are selected stocks reduced by 3. If only the left and right gunner then reduced by 2 The way it is at the moment we have individual stocks of left, right and rear gunners? In the example below I only loaded a left and right gunner. This then raises the question if I am to replenish stocks I have to bring in individual stocks of left, right and rear gunners? A "Monty Python" sketch now sits in my head... "Quarter master, can I have a left door gunner for my helicopter please..." "Sorry Sir, we are clean out of left door gunners" "But Quartermaster I can see a great big pile of guns over there..<points to stack of guns> "Ah, yes them sir, they are Right door gunners, no use to man or beast on the left Sir, could not hit a dead parrot if it were tied to the end of the barrel Sir." "We should have some in on Tuesday, is that any good for you Sir?"
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Take as long as you need Sir! -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - I am not seeing the player score option in the comms menu when occupying a CA unit e.g Bradley? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Many thanks Sir, I am working through my mission now correcting the heloTroops issues you spotted so can do a test. -
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
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
Same problem. I have removed the Herc. Syria Campaign V4a.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
hopefully you got my parody of the Englishman abroad. If the locals do not understand you, shout and speak slowly. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
@JupiterJoe "oh do keep up 007.." Vulcan is the graphics engine, or have I missed the sarcasm card ?
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DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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! -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
IIR you mentioned that you had a lot of changes to dcsCommon(?) and were going to put out a new version? null -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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?
