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ClausHoffmann

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About ClausHoffmann

  • Birthday June 13

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  • Flight Simulators
    DCS World, XPlane11
  • Location
    Germany
  • Interests
    Family, Travel, Flightsims

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  1. Dear cfrag, I did a quick test with the new cfxZones.lua and it worked (see attached screenshot)! Thank you very much for your support, I am very impressed about what you do for the community (including me) and DCS World. I can follow the logic of the differences between valet and messenger and will solve the problem, as soon as I have a little more time. Happy christmas and all the best for the new year Claus
  2. Dear cfrag, first of all thank you very much for the quick response. Unfortunately the A/B: thing does not help (see picture attached). It is again a screenshot of the output, but in it you can aktually see my message structure, as it is been outputted, as in the message attribute, not taking into account the wildcards. Please disregard the error about the player, as I used a wildcard in it, which is not possible. By the way, why does the <player> thing work in the valet module, but not in the messenger module? Thank you very much for your support. Best regards Claus null
  3. Dear cfrag, sorry for answering so late, but my current project had me travelling the whole week and so I was away from my computer. The picture of the messenger zone is attached as cfrag2.png. The whole message, that I copied into the message attribute is as follows: Hello <player>, welcome back to base. Your results at the range and while landing have been evaluated already in the mission. Your general performance executing this mission is as follows: <n> <true: bp_OK [You did not follow the base procedures for Gudauta base as has been issued for this mission. | You have properly followed the base procedures for Gudauta.]> <n> <true: range_OK [You did not follow the range procedures required for using the target range. | You have properly followed the range procedures.]> <n> <true: fp_OK [You need to improve you navigational skills, as you have not properly executed the given flightplan. | You have properly executed the flightplan.]> <n> <true: NFZ_violated [You have not violated any restricted flight areas. | You have violated a no-fly zone. You need to report to base command immediately!!]> <n> As you can see, this message gets outputted in game without recognition of the wildcards. The mission is set up in a way that certain achievements are tested while flying and if achieved, a flag ist called. These are the flags that you can find in the message (bp_OK, range_OK, fp_OK). Via your debugger I could confirm, that these flags have been properly called in the mission as intended. The message is intended to choose a variant depending on the condition that the flags are either hit or not. The two options express either acknoledgement of the success or criticising the mistakes. I hope this helps to find my mistake. P.S.: By the way the mission is designed as a training mission, so other aspects of the flight are tested as well. One of them is the proper landing when returning to base, using your TDZ-module. The other test is the parameters of the weapon drop (not so much the accuracy), as the purpose of the training is to fly to specific parameters for a proper weapon deployment. Currently I am using the TITS script from Draken35 for this purpose. For a non coder, the integration of this script into my mission is not ideal. A few weeks ago I asked wether the dropping parameters could be included in your range module. You said you wanted to take a look whether this is easy to achieve. Is there any chance that the range module might be extended to show the release parameters? Thank you very much for your efforts on this framework and your kind assistance for mission designers like me. Best regards Claus
  4. Dear All, in my training mission I want to evaluate the flying performance of the player (in the sense of following procedures). If certain procedures outlined in the mission are met, certain flags are called (i.e. bp_OK, fp_OK and NFZ_violated). At the end I want to give an assessment to the player using the messenger-module. The output comes without taking into account the wildcard-funktionality in brackets, as can be seen in the attached picture. The intention is to output one of the two sentences for any flag, depending on the flag status. I assume, I do not understand the wildcard logic and usage properly. Can anybody hint me to a solution?
  5. Hello @cfrag, I am very embarrassed that I did not find this obvious mistake on my part myself. I used to have the right name, but while changing the mission over time I must have mispelled the file name once and later used this wrong name to copy and paste into the other zones. I have corrected the naming, tested the mission and the sound is now audible. Thank you very much for your support and sorry to bother you on something stupid like this.
  6. Dear @cfrag, the messengers are all muted at mission start and only goes life, when a flag „mute“ is raised via a radioMenu. When the radioMenu is used to „unmute“ the messengers, the messages are shown on screen as intended but no sound can be heard. The messenger logic apparently works, only the „soundFile“ parameter does not.
  7. Hello @cfrag, thank you for looking into this. Attached please find a picture of the parameters of the zone utilizing the messenger and the valet zone. I can provide you with the mission file as well, but I do not know, what PM is.
  8. Dear @DD_Friar, attached please find the parameters, as already included in my original post. Is it this, what you were looking for? null
  9. Dear @cfrag, I was aware of the challenges to include a sound file into a mission and did exactly, what you suggested, as can be seen by the screenshots above. The sound file is definitely in the mission file. Still the module "messenger", using the parameter "soundFile" does not play a sound on my system. To make things even more confusing, the module "valet" plays the sound file just fine. I assume I used the "messenger" module wrongly, but can figure out, what might be wrong. Help would be highly apreciated.
  10. Dear All, I am working on a training mission. The player can choose to be notified, when he reaches a waypoint properly. Notification is an audible beep and a message. To achieve this I have included a soundfile into the missions (see first picture). This inclusion was successfull (see second picture). The trigger logic is as shown in the third picture. Messages appear on screen as intended but no beep can be heard. Can somebody help me to get this right? Thank you very much. Cheers Claus
  11. Dear Cfrag, thank you very much for considering the amendment of the module. Your framework really opens up so much depth in the ME that would be inaccessible for users like me without it. I highly apreciate your efforts. Best regards Claus
  12. Dear cfrag, first of all thank you very much for your framework and the constant work, you are investing into this project. Your framework enables me as a non coder to really improve in mission design. Keep up the good work. There is something that is missing at least for me though. My missions are exclusively training missions for air to ground weapon deployment in cold war era jets (no CCIP, CCRP or guided munitions). Therefore I am a big fan of your bombRange module. For target assessment, the script is just great. For my training missions I would additionally need to have the main flight parameters on release of bombs or rockets (dive angle, altitude, speed, bank and yaw). Only with this parameters one can assess, why a target was hit or missed and what to do about it in the future. Would it be possible to add these parameters to a target assessment going forward?
  13. Hello silverdevil, thank you for your response. I did not realise how old the thread was that I found while searching for my issue. I am travelling now and will post a question with more details in the FA18 Hornet forum after my Return. Best regards
  14. Hello All, I am having the same problem. In the ingame Controls options the F12 key is recognized. The keyboard is therefore not broken. Having no F12 key is restricted to the FA18 Hornet in my case. All other aircraft seems to be working.
  15. Thank you very much, rob10, deleting a line in the settings.lua for the mission editor did the trick. I have no idea, what went wrong. There are only a couple of valid ogg-files in the folder, I used before. Anyway, it works again.
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