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Hellfire

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Everything posted by Hellfire

  1. BETA version. After a recent update the mpd's change to something different whenever the threat bitch speaks. Anyone else seeing this?
  2. Just off the top of my head, airbase and FARPs have their own DCS control zones so perhaps that has to be incorporated in the trigger zone.
  3. Strange, this is all I get from the discord link. Clicked and cut and pasted link but no joy. null
  4. Curious why you chose to rename the groups. They really need to come back with their original group names so they can be scripted to continue to move to planned destination.
  5. As I have worked with DML I have collected a potpourri of questions. Have you established a DML best practices for color coding the zones? Will you be supporting MOD type objects. Currently everything has to be an object in MrSkortch objdb but what about stuff like CivAirMod https://filehorst.de/downloadQueue.php?file=eAeaycBI&fhuid=Xj7SFrWhVuxfsWvfYknS4AZPYTa7c1N9 or other mods? How did you discover using the trigger properties and the birth of DML? How are the trigger zone properties accessed in the ME or from scripting? Have you requested for DCS to modify trigger menu? Needs: Expandable horizontally Expandable property area vertically Tabbing between all the fields IN ORDER!
  6. I meant static as in not spawned or moving, it's a real unit. The part about not being able to set the properties different for each zone. Seeing is believing and it is in the miz file I attached. You have said that before and it was on my mind but I think (slept since then) there was a reason to send the miz file. If you ran the miz file it should have failed, if it didn't then hmm? Hmm? You must be turning it on because I have been doing some MOOSE stuff today and the errors are not popping like they do in DML. I thought maybe my new setup here was causing this. I run a logger that watches the DCS.log file and monitors for ERROR SCRIPTING: . The problem with popping the errors up like that is I have had to outright kill DCS from task manager to clear an error. Recommend variar/klogg: Really fast log explorer based on glogg project (github.com)
  7. Hmm, after watching it do the cap on the northern owned zone 3 times, I ran it again and it didn't do it. It did do it over on the farp. Whatever, you could go crazy working with the randomness baked into DCS.
  8. Moving on to owned zones. Can you not set the properties for attackingTime defendingTime etc. differently for each zone? I was thinking that the Config zone was for setting the defaults for whatever properties globally, and then you could set the property differently for each zone if you included it in the owned zone itself. No? Another observation. See how the first cloned zone falls. You will notice that it appears that it's not going to fall because the tank can't see the extra static targets I put in the zone, but since the zone is never capped it attempts spawn a defense unit which is quickly dispatched by the tank and then even with surviving units, the zone is immediately capped. THAT SOLVES A HUGE PROBLEM. Something similar happens over on the FARP during the second blue capture sequence. I'm not expecting any kind of resolution here, just pointing it out. Hoping that the properties issue is bugged and not planned. Owned zone will be an awesome piece of kit. Battle zones in a box. Persistence is bugging for me on this mission on it's first write. Curious if you get the same, if so just remove from mission. Almost forgot. There is a way to disable the GUI error popup screen so that it doesn't disrupt the running of the sim on errors, it just logs them and moves on instead of freezing the sim. Do you know how to set that? I've got it somewhere but it's going to take a deep dive to locate it. DML-TEST.miz
  9. Sorry, another unforced error. I just started using this laptop for DCS mission stuff and since the other systems are already sanitized, I didn't snap to it here. I stared at 'lfs' in the error as if I recognized that from somewhere. Should have run it down and it would have been obvious. Argh. Ditch the marker. Which by the way, initially I struggled with using the markers on the map for the debugger. Could not place a marker until I realized that you have to be somebody in DCS, as in pilot or commander. Hope that helps someone. Offhand question. Do you use Beta or Stable to test in?
  10. Persistence failing on start. Nothing special about my saved games directory so I went with the defaults in persistenceConfig. 2022-11-10 02:17:46.551 ERROR SCRIPTING: Mission script error: [string "persistence = {}..."]:442: attempt to index global 'lfs' (a nil value) stack traceback: [C]: ? [string "persistence = {}..."]:442: in function 'readConfigZone' [string "persistence = {}..."]:512: in function 'start' [string "persistence = {}..."]:616: in main chunk Also the mapMarker Test Mission isnt doing anything. That is, I'm assuming it should print out Test Mission on the map during the mission. ???? And to elevate nuisances one more level, spellcheck please. DML-TEST.miz
  11. Had some comments and questions on this image. What's happened here is the BMP3, a spawner with orders to move to this trigger, but it seems to have stopped firing and has killed only 1 of the defense units and 4 of the service units. I think it's gun can't quite traverse to whatever unit it has targeted and is stuck here. So that's the image. Now I have played this scenario out quite a few times and the outcome is generally pretty (slightly) different each time, so much that it is notable. My question to Cfrag is does the spawners orders to move include any randomness in the order or the destination? There are some slight variations on the end point. The route is pretty much the same each time although when it fires rockets on blue aggressor it will miss on occasion and that alone can obviously change the outcome. I wanted to point this out to any would-be mission makers that no matter how perfect your plan DCS is going to change things up on you so be ready. Here the outcome has failed but there have been other times were BMP3 actually maneuvers on the defense units, which is quite cool to witness when happens, but it was rare. This is the point where I segway to the question or problem that should be quite clear in this test mission, the Capture Circle Jerk (CCJ) that is performed by the static aggressors. CFrag do you have any tricks up your sleeve for this? I have remedied the problem before by spawning defense units only in randomized trigger zones and the static aggressor's path was set to travel through all the possible defender zones but there is the problem of defilade. I read somewhere in your docs about the Guard orders and how a unit will respond to and I'm assuming maneuver on, and here is an important distinction, detected units or units that are within the defender's trigger zone, which is it? My wishful line of thinking is how cool it would be if the afore mentioned BMP3 could maneuver on everything in a zone whether it actually detected it or not so in the case of the BMP3 it could be shifted into a guard mode and then attack the remaining units in a contended zone after its initial arrival. Maybe DML can't handle this directly at this time, but I bet its capable of handling the situation a little more eloquently than CCJ. I suppose another angle could be the zone defense units, any way to shift them to guard orders after they are placed?
  12. I have seen this happen off and on during testing. It will cap the zone before all the units are dead. The French are back. Probably a DCS freak show. ??? sorry pics out of order in this post Other thing I wanted to point out in this pic is the "banging redCap! with *none", different from the "banging blueCap with FARPLondonCapturedBlue". How about those debugging skills? Change your documentation at the point where you show how to doscript the modules, just go ahead and say you might as well add the debugger. Loving this thing but be sure to start it out simple, just do mark on F10 map enter in -? and the rest gets obvious.
  13. The Cloner is not cloning when red captures base. Best I can tell is baseCaptured is broken and redCaptured! is not banging FARPLondonCapturedRed which is what CLONE-Blue-1 "clone?" watches. onStart, BlueCaptured! and baseCaptured! work to fire CLONE-Blue-1. I can use debugger (thanks for that) to -set FARPLondonCapturedRed 1 and that fires cloner. DML-TEST.miz
  14. Plot thickens! I setup a clonezone for blue to clone a ME group of blue when red takes the farp (FARPLondonCapturedRed). Like the spawn zones blue version of this problem it would not spawn when red captured the zone but it would spawn/clone for FARPLondonCaptured which is baseCaptured! flag.
  15. Just noticed that when blue captures FARPLondon this is all I get. I would expect +++bCap: banging blueCaptured! FARPLondonCapturedBlue or something to be listed in there also.
  16. Only 2 zones setup in this mission and the problem child is the BMP-3-Spawn. Nothing is spawning, what am I missing? Beyond that I'm really curious to see what happens with the orders that have been given, are those correct also? To save you from running the mission all that happening is at start of mission a blue unit seizes the neutral base FARPLondon, that should trigger BMP-3-Spawn and that spawned unit should attack / move towards FARPLondon. ???? You can't see a portion of the FARPLondon properties but that is just rPhiHRes and FARP. DML-TEST.miz
  17. Roger that, 4.2 is the core/power of DML in my estimation. My problem right now is I'm like a kid in a candy store trying to taste all the different flavors/modules.
  18. Don't want to be the one thats a pain in the butt but I'm pretty sure the 4.4.25 baseCaptured in the documentation is incorrect. In my estimation the problems begin at 4.4.25.3 Module Configuration and “baseCapturedConfig”. Naming a zone exactly that would mean there could be only one and I see that is a common practice to use *.Config to modify a module but the options (4.4.25.4 ME Attributes) that come next are for multiple basecaptured modules. I hope I'm making myself clear here but more than that I hope I'm not completely wrong. If that is the case, can you straighten me out?
  19. This is the demo mission that comes with DML and its basecaptured.version = "1.0.0". I updated the mission with the latest basecaptured.lua and that fixed it. I can see where this could be a pain in the butt trying to keep the demo missions updated with the latest *.lua code changes. The date on the mission file is 10/27 and basecaptured.lua is 11/5. Going forward I will update the demo's as I use them.
  20. This error is generated when running "demo - base captured.miz" 2022-11-07 14:51:13.738 ERROR SCRIPTING: Mission script error: [string "baseCaptured={}..."]:83: Parameter #2 (delay) missed stack traceback: [C]: ? [C]: in function 'outText' [string "baseCaptured={}..."]:83: in function 'triggerZone' [string "baseCaptured={}..."]:110: in function 'onEvent' [string "Scripts/World/EventHandlers.lua"]:13: in function <[string "Scripts/World/EventHandlers.lua"]:11>
  21. Your an idiot? I'm an idiot. I did not know that worked that way. Ok so now It starts off neutral, blue aggressors come down and instantly drive the French(neutral) out and turn the base blue including troops and service vehicles. Red aggressors come through but have to make a complete loop through the base so they can destroy all the blue units and then farp is turned red and all the service vehicles and red troops are spawned on the farp. COOL! In order to do this all I had to do was put down a farp, 2 aggressor groups with waypoints and a trigger zone and plug in some options. Now to duplicate all that it's just copy and paste 4 different objects to another location and boom done after adjusting waypoints. Awesome. On to baseCaptured.
  22. Oh yea, and the comment about doodahds and tablespoons, VERY funny. I was going to say something about the French having to do with the simple fall of the farp but I didn't, but now that you have opened it up, there's that. I do however realize that I owe my existence to the French because if it wasn't for them, I'd be speaking of some other F'd up weights and measures with a snootier version of English. There I got the French and English and I'd go after Arnold if I could think of something bad to say about the guy.
  23. CTJF? I have no idea what that is. LOL! You're making it sound like I accidentally did something I was intentionally trying to do, but I have no idea what that is. GGL gets me Combined Joint Task Force and this GitHub - team-limakilo/DCS-CJTF-Replacer: Modifies missions to move all player groups to CJTF Blue/Red just in case anyone was looking for that. How do I fix the CTJF?
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