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DD_Friar

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Everything posted by DD_Friar

  1. @cfrag I modified my mission but it was not really a proper test as I loaded the JTAC and then deployed him in the same place, so I decided to make additions to your test mission and it worked as expected. In V2 of your mission I have added another spawner for another "Mobile JTAC" and made the MaXX Pro APC a legal troop carrier (I use the "house" computer for gaming and my flight controls are not always connected so it was easier to use a combined arms unit) I can request my unit, load it into the APC drive to a location where I want it (up on the hill near your one), deploy it and it starts to lase on 1588. One small issue I have is that the Lase report seems only to work from a helicopter (I also added a Huey, which I think you have?). I do not get the option from the APC. Also I think the report is not quite right (maybe it was never never designed for more than one JTAC?). If you see my screen shot below you can see I have driven to a new location to deploy the JTAC but the details in the report as the same for both units? Kind regards Friar null lazie troopsV2.miz
  2. Salute @cfrag Yep, your mission works as expected, the JTAC lases on 1588. I will go back to my mission and have a look. Once again many thanks for your assistance in getting to the bottom of any issues we, the unworthy, throw at you.
  3. Your summary is correct, however let me do another more structured test to make sure I am not the cause (again!) Any thoughts on the JTAC only looking for ground vehicles (of any description/attack capabilities) and not infantry? erm, yes? I use the JTAC infantry unit as the spawner item with orders to wait-lase for the helicopter pick-up. I have added it to the legalTroops list.
  4. I only use your JTAC as I like to be able to deploy them by helicopter where ever I want.
  5. No, it was just the script error I logged that I thought may have been caused by me trying to have more than one JTAC. I get they will both be on the same code so must not be near each other. After looking through the code of the groundTroops lua I did see some reference to the 1688 and a config file. I tried to have groundTroopsConfig file with a parameter of laserCode set to 1788 but the JTAC did not see to want to work with that configuration. (I acknowledge in your notes it does say that JTAC only works on 1688, but I thought I would try) null
  6. many Many thanks. What does it fix, the fact that I had 2 JTACs at the same time or something else. If it is a fix for that, does it now mean I can have more than one or that I can only have one and If I try to have more it traps it?
  7. I am using 3.10 of jtacGrpUI that is the version in the 2.39 set of modules. I am only using your technology / modules
  8. @cfrag Salute and good morning I just wanted to relay what an excellent mission we had last night using the JTAC utilities. My squad mate used a Gazelle to insert a JTAC close to an enemy stronghold. Up above at 20,000 feet myself and another squad mate waited in F18 and F14 respectively armed with laser guided bombs. Once the JTAC started doing his job and highlighting targets we dropped our "gifts of freedom" right on the nail. Great fun and a very good collaborative mission. My only comment and wish for this module would be a tweak to the way the JTAC identifies targets. Some of our 500lb bombs were directed at single troops. I get it works on line of sight which is fine but I was wondering if you could change which targets it locks onto. I am not asking for it to have an hierarchy, that would be too much and fully understand the complications of this, but would it be possible for it to skip infantry? This would help to target the "heavy" (and potential most dangerous) targets. The description of the unit found is displayed so perhaps a test could be done on that to decide to skip it and not broadcast it as a target so it loops back for the next target. I can see the potential for a loop once all the non-infantry have been hit so some check method would be required, perhaps in the target search logic, if no heavy found in a pass it stops? I appreciate that this may be a little knowledge being dangerous thing? taken from 2.39 modules set
  9. Yes I am So I have the right version and using it in the right way. @cfrag, on another matter, and hopefully you will take this on, I am using the JTACGui modue, which I know you have said previously has not had your attention, however I have this evening had the below script error. Is there anything you are willing to do on this one please? null I should add I did have two JTAC's on the map at the same time, could that have caused the above issue. We have just run the mission again and only used one and it worked without issue, so I guess so?
  10. It really is a "nice to have" - I am sure you will have more important things to be working on. Its no big deal really.
  11. Salute @cfrag I am looking to add the JTAC infantry unit unit to my current server mission within the heloTroops module and believe that this unit is still missing from the default set of "legalTroops". I can add it but it would help going forward with versions if it was included? Many thanks and kind regards Friar
  12. @cfrag Many thanks for this update and all your hard work and support for DML. I have an observation I would like to put forward regarding the heloTroops module. I use it in conjunction with the dropZone option. I use the dropzone as a place to bring the troops home to when they have completed their objective and have been recovered. I trigger a flag that goes to a messenger to report back that the tropps have been recovered to home base safe. I set a timer to 5 seconds so that after deploying them in the zone they are removed, to stop them wanting to travel off to the next nearest zone that needs capturing. However after doing this I still get the "Load" option in the heloTroops menu. Ideally, this option should only be visible after requesting them again. Is there anything you could build in for this scenario please?
  13. I particularly like the idea of being able to turn individual drawings on and off. Could be a nice aid to information and intelligence sharing on a map. And with the smoke, could this be the end of waiting 5 minutes for it to stop once the command is given?
  14. @cfrag Two new interesting additions in the update today that might be worth exploring? ME. Added trigger "Smoke Marker Stop" and "Smoke Marker on Unit Stop” for the coloured target marking smoke. ME. Added trigger functionality to allow individual drawings to be shown or hidden
  15. @JalilDoran - You have taken the lid off Pandora's box now! Welcome to the wonderful world of DML! I have only played with this module a little and I am certain there are others that have more experience, but have you set the waypoints for the sub at below surface levels? null
  16. Thanks, I will give that a go. ref the casualties - I might make them invisible to the AI so they do not try and attack them, Geneva Convention and all that
  17. @cfrag I had a go at building a mission yesterday using all the modules and came across an issue in that a cloned or convoy generated group would not let me link the cloner for the casualty's. It would only work if I added the group directly, which is not the end of the world. I take your point about the generated casualty units potential to be attacked themselves.
  18. Salute @cfrag Idea for a new scenario / module - but am I re inventing the wheel? I have had an idea of introducing a med-i-vac element to one of my missions but having second thoughts of am I just re-inventing CSAR? First let me outline how I was going to build this scenario and the missing link that I was going to ask you to review. My thoughts were that I have a convoy or cloned group of units. They come under attack. Both modules offer a trigger output ("attacked!" in convoy and "damaged!" in cloner). This would then place a Map Marker indicating casualties need picking-up (and the thing I wanted to ask about this module was that there does not seem to be a way to remove a Map Marker? is that "do-able", my thoughts were that when the casualties were picked up the marker could be removed.) It would also clone in a template group of units representing the casualties. (It would be nice if ED added 2 infantry carrying a stretcher but we can only dream.) I would also mark the location with smoke. I would have a radio main menu called Medivac Locations (or similar). Each instance of a group coming under attack would have its own radio sub menu that would get added to that main menu. It would have options for location, pickup and deliver. Selecting pickup will declone or clear the group. Once the pick-up was completed the radio menu would be removed. Delivery of the casualties would be to a location where the player selects "Delivered" from the radio menu to end that particular medivac mission. However, as the title of my post suggests, am I not just rehashing CSAR? The difference I am thinking is that I would link my casualty zone to the convoy with an offset so that it would be generated at the point of attack, no matter where that might be. I would be happy to build this using radioMenu, Messenger, MapMarker, convoy/clone, smoke zone, but as always I would value your opinion on this? Cheers Friar
  19. @cfrag Thought I would throw this out there, I just tried to make a convoy (using convoy zone) out of a APC and 6 infantry. At the command for the convoy to spawn and follow the way-points all spawned in ok but only the APC started moving. I had it set a slow speed. I guess it was never on your radar to have "convoys" made out of troops? and just thinking about it I guess a spawn would be better? for this purpose? Cheers and best wishes for the Christmas season to you and all your family. I am sure 2025 will be as exciting for DML as 2024 has been!
  20. Salute Odd Message - looking for advice and what to do When ever I occupy the herc I am receiving the message below? any ideas what causes it? does not happen in other planes so this it makes me think it is this module? "tempmission did not load" null
  21. I meant to add to my post - I found that if I added the linked unit it worked which is why i deleted my post as I thought it was me rather than your code.
  22. Also, How do I get a cargo created with the ojectSpawner loaded into the Hercules. Is this possible? At the moment I create the object via a radio command so it appears on the ground behind the plane.
  23. @cfrag or anyone else Is anyone able to provide a link to a resource that gives the current list of statics to use in the objectSpawner module please. I have looked at https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB but unless I am not looking correctly does not include the NASAMs units? Or does anyone know where the list of lua files can be found in the game directory, again I have had a look with explorer but could not find anything?
  24. @cfrag SCRIPT ERROR Salute, just wanted to let you know I have just had the below error whilst we were playing on our server. I was bombing random buildings, the only other player was killing ai ground targets. nullI am using the latest versions of scripts.
  25. @cfrag I have found the cause. Its putting things in the area marked below that causes the destruction. This screen shot is from a multiplayer mission. I expect we will have to clear the deck becuse of the hand offs but it looks good at the start. null
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