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SPAS79

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About SPAS79

  • Birthday 06/08/1979

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  • Flight Simulators
    DCS, X-Plane 11
  • Location
    Italy
  • Interests
    too many to list.

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  1. Can attest to that. I have used another method (DCSServBot) to do the same and got the same result. Definitely a DCS issue.
  2. Thanks for the answer. I'll do some testing and report back. Also, probably the splash damage script is a good tool to catch weapons names...
  3. I'm not in a position to look at the manual rn, so please pardon the dumb question (I'll eventually get to the manual), but is this supported by williepete? DCSDB - S-8TsM (dzsek.github.io) - that's the russian version of a WP marker AFAIK.
  4. Seems like nothing works in the dedicated server. I'm keen to ut this down to a DCS bug of some sort. There's no reason for the same setup to work when the player is also the host, but not when the host is a dedicated server.
  5. disregard, it's at https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB as per documentation
  6. anybody has a list of valid unit names? I'm trying to populate defenders for a farp Zone.
  7. hmmm I'm having a similar issue with sound to coalition which should then be relayed to all players. It does not work. I have tried two different methods: SpecialK's DCSServbot sending a sound "on_birth" (when a player enters a cockpit) and via DCS DML's "valet" module. The valet module works in SP or in MP when the MP server is launched by the client PC (which seems to match what you are describing), but then does not work in MP. Similarly, having the bot handle it on the MP server does not work. I will try to force DML's valet module to send a sound to the whole group, maybe that works.
  8. Cap. I'm not the author, that would be @cfrag. He's been super helpful to me explaining concepts and intricacies of this thing. I'll try to boil it down as much as my mind can: all of DML works on trigger zones'attributes (and that's the stroke of genius there). when you add a module (a lua file with a DOSCRIPT action) they *might* require a configZone (almost all of those I have been playing with so far). To provide that, you (the mission creator) are requested to place a trigger zone *somewhere* on the map, filling it with the config parameters relevant to that module and to your needs. The said trigger zone (acting as a module configZone) will not interact with the players/clients at all, it serves merely as a storage and "llok-up table" of sorts for how you want that particular module to behave. THEN you can add module-specific trigger zones (which might have some of the same settings of the configZones and override them in that specific instance). To explain it further, generally a configZone is where you specify if a module has to act "verbose" or not. ME zones (module-specific trigger zones) are those where you specify the exact behavior you want from the module, within certain parameters. The attached picture is all of the config zones I'm working on in my current mission/scenario. I use a color code (Black are regular config Zones, red are those with enabled verbosity, radioMenu is cyan etc...)
  9. You can actually specify those in the trigger zones. It's all described in the (hefty, I know) manual. Page 304 and following, under 4.5.2 cfxHeloTroops
  10. Alright. I think I have the mission as I would like it, more or less. There's going to be bugs, but for that I will rely upon the feedback of whomever stumbles into the server and tries to play it. I was wondering if you'd be interested in giving it a look and see if I did something really dumb that could be improved, or if you see any glaring issues that my noob eye would not spot. I could either send the mission over a DM or send you the link to find my server. If it works for you. In any case, @cfrag, thank you for your awesome work. It is evident that a lot of skill has gone into making this. And a very happy 2024!
  11. Also, another random question: Can DML send a specific audio to a client/group when occupying a slot?
  12. Yep. Adding the type in facType works for WP, while passing "allowPlanes" to artillery (UI?) makes everything work ok. I now need something else to fiddle with... Sent from my T771K using Tapatalk
  13. Makes sense. The other, totally unrelated question I have is: I have a couple mods installed (the AH-6J helicopter EFM demonstrator) and the UH-60L. I have only trialled the AH-6J so far in the tole of FO / spotter (for pre-planned arty targets and with the willie pete module) and it does not have any option to either call for fire or check in. TBH the options are there, but they have no function. The same options work with a "regular" helicopter (like a Huey). Any idea if I could force the two (AH-6J and UH-60) into the allowed platforms (I suspect the solution is setting the allowPlanes attribute, but I thought I'd ask)? Edit: willie pete seems to have that capability.
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