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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
I only use your JTAC as I like to be able to deploy them by helicopter where ever I want. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 -
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 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? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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! -
DCS Super Hercules mod by Anubis
DD_Friar replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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? -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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. -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@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 -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Just building the mission now but it may be caused by where the objects are. The attached screenshot is from a multiplayer session? I will add some more planes but have attached the mission as it stands at the moment so you can tinker as well. Do you own any carrier based aircraft? null CloneOnCarrierDeck.miz -
DML - Mission Creation Toolbox [no Lua required]
DD_Friar replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag - Hopefully its not DML but thought I had better report it, can anyone else check please Cloned Objects On Carrier Spawn as Destroyed in Multiplayer I have just discovered (I think since the last update) my coding for populating the Carrier deck no longer works in Multiplayer. The two screen shots below are the same mission, one running the mission from the ME, the other via Mission from the menu and Launch Multiplayer Mission. nullnullnull -
So as of December 2024 I have just tried to do the following WITHOUT SUCCESS (is it me?) Place a player flown Apache in the middle of nowhere on a map. Cold start. Placed a M939 Heavy, M978 HEMTT, Humvee Scout and Unarmed, FARP Ammo and FARP Fuel all within touching distance of the Apache Tried to go to the comms menu and call up ground crew to rearm and repair/refuel and nothing happens. The above is in testing for having a supply convoy drive to a location that player flown helicopters could land at to RRR. nullFor this to work I have to place a FARP (invisible or otherwise)? Surly this could be made to work without the FARP, I thought that what he range circle around the Heavy was for?