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bitboy

ED Closed Beta Testers Team
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Everything posted by bitboy

  1. cfrag, Disregard I tested/checked, the in air Comms menu does indeed show who/what you have onboard which is perfect. Thxs
  2. cfrag, Good morning, a quick question about Helo Troops. Is there any functionality built in to the module that would allow player to get an onboard inventory? (Or is that a feature that's in CSAR Manager)? Just looking to see if a player can check to see who/how many troops are onboard via the F10 Comms menu. Thanks bitboy
  3. Nope all good, was just double checking to see if there were "required" scenarios. So far I've only had need for global config zones that have been referenced in the documentation and examples. For instance, factoryConfig. Thxs
  4. cfrag, Looking to see if you have more details or working examples of the global config zones, specifically commanderConfig and or groundTroopsConfig. I see them referenced in the main documentation and understand what they may be used for, just wondering if there is a quick reference (like other DML modules) so I can get details on various attributes used with these modules. Thanks
  5. Thanks I sent you the mission via direct message. Cheers
  6. cfrag, Thanks for the follow up. Yeah to be fair, the Smoke issue I've seen outside of DML as well. And the lack of response from ED....well I've seen that too. I've reported some map/scenery bugs in the past that have never had a response. I'll continue to investigate on this end, if you like I can send you the mission if you would like to examine? I will say currently.....I'm leaning on the side of..."DCS Thang" for the Helo Troops spawn issue. I test more this week. Thanks
  7. cfrag, A couple of quick questions......all related to DML functionality (or expected functionality), with Multiplayer 1) I've noticed the Smoke module....works flawless in the mission editor (also arguably the easiest thing ever to setup). But in Multiplayer more often than not, the Smoke doesn't start right away, in fact it usually starts randomly up to a minute or more at times. While this is not a major issue, it is strange, curious if you've seen this behavior before? 2) Helo Troops spawning: So I have a mission where I setup a FARP with a spawn zone for Helo troops (requestable). Several test runs in the mission editor, all is good. Run in multiplayer today and, although the F10 Comms menu says "Deploy troops"....they never appear and we never had the option to load them in the F10 Comms menu. We also had the "No troops nearby" message. (Also tried turning the auto load option on just in case, and even after numerous requests, no indication of troops being loaded and definitely no troops on board to deploy later). Worked fine in the ME, no joy for some reason in Multiplayer. ?? 3) Lastly, in the same mission noted above (with the Helo Troops issue), I had two FARPs setup using the DCS Invisible FARP along with the FARP Tent, Fuel Depot, Ammo and Command bunker. The helo spots were all well within 200 feet of the center of the invisible FARP. However only one of the FARPs would allow players to rearm-refuel? Both FARPs were identical except for the names. Now normally I wouldn't post this particular question here because I think it's a DCS bug, but I tested further with the same FARP setups in a vanilla mission with no DML modules loaded....and the FARPs behaved normally, in both the ME and in Multiplayer. ?? Curious is DML doing something else in the background that might affect this behavior at a FARP? Thanks in advance.
  8. cfrag you nailed it, works like a charm now. Appreciate the great response as always. Now take the rest of the day off. Thanks again.
  9. Happy Saturday cfrag, yeah the "debug" display at mission start is helpful for sure. I did add the required modules. I still get the LUA scripting error right before mission start, once I clear it, the mission runs however the heloTroops module doesn't seem to load, because I get no Other -> Airlift Troops comms menu options. (My Helo in game is right next to the helo troops spawner. See the updated DML modules for mission start along with the mission start output. The issue only seemed to appear once I added in the heloTroops module and setup the spawner at the helo base I setup. I setup a vanilla test mission, (following the methods you outline in the Helo Trooper example), and that seemed to run fine. So I'm stumped as to why this error keeps popping up. Here are the latest shots of the setup. If you want I can send you the Miz file. Thxs
  10. cfrag, Hi, running into an error with trying to use the heloTroops module. Everything was running fine with a mission I was building, using standard stuff, Clone Zones, Factory zones, etc. Once I added in the heloTroops module I started getting the Lua error below. I've also included snapshots of my DML modules and the various config. Any insight is appreciated. Thxs
  11. cfrag, The updated bombRange.lua worked like a charm, red smoke markers depicted for hits. Thxs!!
  12. cfrag, Thanks for the follow up on the Pulser, I'll give it a shot. A quick note regarding the Bombing Range module, during some testing today I started getting these types of errors about 1 to 2 seconds after bomb impact in the zone. Once I cleared the error message I could continue and release more bombs, however I would receive the error message again. In my case I had set up the Bombing Range to smokeHits with smokeColor red. I tried changing the trigger zone to flagHits and moved the attribute a little higher in the listing. Not sure if there is something broken with the smokeHits and smokeColor sections of the bombingRange.lua or not. Or maybe I just need to push those two atributes up higher in the listing? (I test that later as well). I've attached a screenshot of the error. UPDATE Ok ran additional tests with both smokeHits (getting errors) and flagHits (working fine). I've attached the bombRange trigger zone setup for both options. Thxs
  13. cFrag, (yeah I know....Tuesday and already another question!?!?!) What can I say....DML is really cool and sparks the imagination/creativity. Is there a basic "StopWatch" like function with DML? I think it can be done possibly with DelayFlag or Countdown. But what I'm looking for is a scenario where a player airframe enters a trigger zone and that starts a StopWatch, once the Player drops ordinance that strikes the ground the StopWatch stops. Now before DML I would use at trigger zone with a Flag and start incrementing the Flag and once the player was out of the zone stop the Flag from incrementing and post the current flag value out as a message. Can you point me in the right direction with DML to implement something similar? Thxs
  14. Happy Sunday, thanks for the follow up. Yes I was aware of the pause and activate options, good stuff as always. I also determined the production time (as noted in the documentation) would have control as well. Basically.....I figured it out about 30 minutes after posting the question, sorry about that. Also, the mrSkortch database of DCS units is great...a little dated (for example some of the insurgent Technicals are not in the listing). However searching the mission file inside the MIZ archive (once you've placed the units you're trying to define), is perfect way to find the unit reference for use with DML. It would be nice if ED had spreadsheet or complete listing that came along with each update. Thanks again.
  15. Hey cFrag, A quick question, in looking at the Factory zone. When attackers are spawned, is there a way to control the number spawned? In my case I have the Factory zone set to spawn 3 infantry, a truck, and two technicals, which works great. However the factory spawns an enormous amount of units. I've been reviewing the documentation and I missing on how to control the number of attackers produced. Thxs
  16. Yes sir that was the trick, thanks for the insight. Just an FYI some of the documentation (DML 2.0) still references "empty+1", for example it's called out specifically in the Attack of the Clonez sample mission. Thanks working like a charm now.
  17. Hi, Somewhat confused (my natural state!) with the delayFlag and the cloner modules. I have a scenario where I spawn and aircraft onStart with the cloner attributes: spawn? 700 and empty+1 701 I have delay zone configured with the attributes: timeDelay 5-7 in? 701 out! 700 The aircraft spawns just fine, travels some distance and gets zapped by a SAM site. However, it never respawns again. (Exceeds the delay of 5 - 7 seconds). There are no errors being kicked out and I'm lost as to what is not working. I'm loading the following as mission start (in the order below): dcsCommon, cfxMX, cfxZones, RNDFlags, cloneZone, delayFlags, pulseFlags, raiseFlag, playerScore, playerScoreUI, TDZ, valet, bombRange, smokeZones All modules are from DML 2.0 All I'm looking to do is have this aircraft respawn (endlessly), but with a delay. Any ideas what I may be missing? Thx
  18. Nice, that was totally the fix, most excellent, thanks!
  19. cFrag, The errors when away with the DML 2.0 TDZ.lua however I think something else when awry, now the landing zones are out of place. ?? I've dive into the documentation and see what's up. In this example there is supposed tot be a touch down zone at both ends of this single runway. I've also tried this with a brand new mission, just added one Carrier right zone, set the attributes and the zones on the F10 do not line up. Strange??? UPDATE: Did some testing, looks like there might be some strangeness with TDZ.lua 1.0.2 ? After I removed the Helo pads (FARPS), and several different runs the only consistency I can get is, the touchdown zones line as they should using TDZ.lua 1.0.1 and not so much using TDZ.lua 1.0.2. I've tried with this mission, and a clean brand new mission with just one airframe and one zone.
  20. Yeah I noticed the new DML 2.0, was just looking over some of the documentation. Excellent, thanks!
  21. cFrag, Ahhh I think you may have nailed it. I have placed some helo landing pads within the airfield. (Caucasus map using Novorosski airfield). I'll try removing the helo pads, thanks!
  22. cfrag, Great work. Quick question, any reason why TDZ would stop working suddenly? I had it all setup for Carrier Trap practice on a runway, was working great. Came back today to do more editing on the mission and now it's throwing all kinds of Lua errors. I made no changes to the TDZ zones or the config itself. Any ideas? Thanks.
  23. Disregard, discovered that this was due to server side setting being changed, all good now.
  24. Hi, Thanks, yeah we had players unable to select even with the Hornet the other day. I did notice that it seems to work fine in the Mission Editor and in SP. Thanks
  25. Hi, Hey what happened to the ability to select a livery in the rearm/refuel screen? I've experienced this in Multiplayer and fellow players I know have reported this bizarre issue on and off again with various servers/missions. No one common factor as yet identified. Not sure if this has been reported yet, or if it's some sort of change that I missed in the most recent update. ???? bitboy
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