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Posted

Hi all, I'm new to DML. Can anyone help me with the Player Score module? I want to use the coalition score to trigger a flag but reading the manual section I don't see how to do that. I'm looking to set coalition score >n = flagx on is all.    

Posted

Merry XMas to all Gents

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My Hardware: ROG Strix X570-F Gaming - AMD 5600X @ 4.7 ghz - G.SKILL TRIDENT 32GB DDR4 3200 (14-14-14-34 CL) - GigaByte 3080ti OC 12gb - Corsair MP600 Force 1TB - 2 x EVO Nvme 500GB - Virpil Warbird Base T-50CM2 and TM Throttle + Trackhat + G25 + AOC AG271QG 27"

My Modules: JF-17, F-16C, AV-8N/A, F-18C, ASJ37, MiG-15Bis, MiG-21Bis, Fw-190D, Bf-109K, P-51D, F-86F, Ka-50 III, UH-1H, Mi-8MTV2, NS430, FC3, A-10C, Mirage 2000C, L-39, F-5E-3, SA342, Spitfire, AH-64, Mirage F-1CE.

My Maps: Nevada, Normandy, Persian Gulf, Syria, South Atlantic.

Posted
3 hours ago, GWdope said:

I want to use the coalition score to trigger a flag but reading the manual section I don't see how to do that.

What is not working for you? I recommend that you use the configZone's redScore# and blueScore# direct outputs, send them to your own flags (say "currentRed" and "currentBlue"). Then you can use those flags to trigger oldschool (ONCE ACTION "FLAG IS MORE") when a faction's score exceeds a number

Posted (edited)
5 hours ago, cfrag said:

What is not working for you? I recommend that you use the configZone's redScore# and blueScore# direct outputs, send them to your own flags (say "currentRed" and "currentBlue"). Then you can use those flags to trigger oldschool (ONCE ACTION "FLAG IS MORE") when a faction's score exceeds a number

I didn’t see any outputs in the manual chapters for “player score” or in the demo missions. Dose “RedScore# | currentRed” output the score as a value for a flag  “currentRed”? And if so what happens when the score and so then flag value goes above 100?

 

so I tried "blueScore# | Flag1" in the config zone on PlayerScore.miz demo with a "flag is more" trigger and it doesn't output. 

.miz:

demo - player score.miz

Edited by GWdope
Posted (edited)
8 hours ago, GWdope said:

Dose “RedScore# | currentRed” output the score as a value for a flag  “currentRed”?

Yes:

image.png

8 hours ago, GWdope said:

so I tried "blueScore# | Flag1" in the config zone on PlayerScore.miz demo with a "flag is more" trigger and it doesn't output. 

And here's an important life lesson: never, ever trust code that you receive from me 🙂 

The reason that that particular mission does not recognize the redScore# / blueScore# outputs is because you based your mission on a demo mission, and the demo is old: the libraries used inside are not up to the required level (I'm lazy and do not update the demos to work beyond the scope that they demonstrate). If you update the modules in the demo to their newest versions (that ioncludes dcsCommon and cfxZones), the PlayerScore module (which is currently at level 3.0) also works as advertised. So please always make sure that you are running the latest version if something doesn't work as it should. Everything else you do in the mission is correct, btw, just the modules are stale.

 

 

demo - player scoreGWdope.miz

Edited by cfrag
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Posted (edited)

Hello @cfrag, hope you're doing alright.

Me, I've got a new (se of) issue(s). 

trying to use artillery / Artillery UI, I get tha attached pic on load. Any idea what I should look at to make figure out where the thing hangs? 

Then, cloner issues. I think I'm doing it correctly but only the ground units get cloned as expected. No Air units, no statics... scratched, me being dumb and leaving the "late activation" attribute on on the units not spawning / fat fingering the source on the static cloner zone.

Also, where is the player Scores file supposed to be saved? and what's a good method for it saving cyclically (like baging the saveScore? flag every so often). Would a standalone timer be sufficient?)

I could post the mission file but I'd rather DM you or talk on a discord if that works... 

image.png

Edited by SPAS79
Eh I'm dumb.
Posted
27 minutes ago, SPAS79 said:

trying to use artillery / Artillery UI, I get tha attached pic on load.

That is strange indeed, will have a look. Also very strange that an event happens during AUI start-up. Is that reproducible? I'm of course investigating, a separate confirmation from you would of course help 🙂 - does AUI work otherwise?

33 minutes ago, SPAS79 said:

where is the player Scores file supposed to be saved?

Since PlayerScores uses persistence, the Scores should be saved into the same folder as the mission save data that persistence creates/uses. By default, that is a folder that has the same name as the mission file. The file's name is set up with the "scoreFileName" attribute in a config zone, and defaults to "Player Scores".

38 minutes ago, SPAS79 said:

what's a good method for it saving cyclically (like baging the saveScore? flag every so often)

Just like you suppose, I use a pulser to bang! saveScore? every few minutes, and have the pulser on repeat (i.e. you'd only need two attributes: "pulse! = saveScores" and "pulseInterval = 300" would create a pulser that bangs! the flag named "saveScores" every 300 seconds = 5 minutes, and then wire the flag named "saveScores" into the input "saveScore?" for PlayerScore.

 

Posted
2 hours ago, SPAS79 said:

trying to use artillery

wait... are you including the "artillery" module, or the "artilleryZones" module? The former ("artillery") is an ancient relic that implements an in-game artillery method where you can place a mark on the map and then call in some shells. I don't think I ever documented that, and always intended to remove it from DML, but simply never got around it. "artillerZones" has the ability that I intended to implement, and works with artilleryUI to attack targets. 

Let me have a look at that artilleryDemon to see if I can get it to behave, and then remove it from DML 🙂

 

Posted
1 hour ago, cfrag said:

wait... are you including the "artillery" module, or the "artilleryZones" module? The former ("artillery") is an ancient relic that implements an in-game artillery method where you can place a mark on the map and then call in some shells. I don't think I ever documented that, and always intended to remove it from DML, but simply never got around it. "artillerZones" has the ability that I intended to implement, and works with artilleryUI to attack targets. 

Let me have a look at that artilleryDemon to see if I can get it to behave, and then remove it from DML 🙂

 

Alright. I'ma check which module I included one or the other artillery variant. 
The one thing is, everything works as I would expect so, we're kind of fine, in a roundabout way. 

I'm going to update in 5' once I check the whole thing. 

and I had cfxArtillery AND cfxArtilleryZones in... removing the relic, let's see what happens. 

 

and yes, the error was definitely due to the cfxArtillery thinghie. Seems to be running fine now. Now I just need to find a way to program logic for the dynamic ranges, and then it's all admin and cleaning. 

Posted

So say we're in an MP setting. 

 

Do I have any way to make DML know and store who called a function (e.g. bang a flag to spawn some enemies). This would allow the player to bang the despawn flag for the clones they have spawned. 

So the thing is: 

I'm randomizing spawning between 10 groups. 
- The user calls for spawning a group
- DML randomly spawns the group (removes the flag and starts a timer to despawn automatically after 60 mins)

At this point I would like the user to be able to despawn what they have brought to life via radio command, but I would need to somehow have DML remember the user name, the list of flags they banged and bang those flags again to undo the clone. 

Would this be possible with DML? I don't really see any obvious solution...

Posted
On 2/23/2022 at 12:34 AM, cfrag said:

I'm not a voice actor, I have a kraut accent, my headset is cheap. I have next to no artistic skills, and my video editing skills are worse.

Still:  

 

I just came across DML. What a fantastic set of tools, just what I have been looking for. As for your accent and skills, your command of the English language, both spoken and written, is exponentially greater than most of my fellow Americans. Please keep up the great work.

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"There is no problem that can't be solved with the proper application of the correct amount of explosives." Every Demo NCO.

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Posted
18 hours ago, SPAS79 said:

I would need to somehow have DML remember the user name

Unfortunately, DCS currently does not understand the concept of "me", or individual players in missions. DCS missions know player-controlled units, and most player interaction happens on group, not unit level. For the moment, what you are looking for can't easily be implemented on player-individual basis. 

That being said, DML does allow you some form of group-individual options: the radioMenu module allows for a menu to selectively be available only for some groups (those would usually be player-controlled units). So you can designate some aircraft to operate in an area, and only these aircraft have access to the relevant spawn and de-spawn radio menus. It's not as universal as what you envisioned, but could do some of what you are looking for.

Posted (edited)
5 hours ago, cfrag said:

Unfortunately, DCS currently does not understand the concept of "me", or individual players in missions. DCS missions know player-controlled units, and most player interaction happens on group, not unit level. For the moment, what you are looking for can't easily be implemented on player-individual basis. 

That being said, DML does allow you some form of group-individual options: the radioMenu module allows for a menu to selectively be available only for some groups (those would usually be player-controlled units). So you can designate some aircraft to operate in an area, and only these aircraft have access to the relevant spawn and de-spawn radio menus. It's not as universal as what you envisioned, but could do some of what you are looking for.

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. 

 

Edited by SPAS79
Posted

Will this run along side of M.I.S.T. & CTLD ? I run a server that try's to put combined arms as the main focus with aircraft as support. I have been working on re-writing CTLD to make this work. I ran across your DML, which has all kinds of neat things in the box that I would like to use. I been going through your quick guide and documentation to get a better idea of just what it can do. I have also downloaded a couple of demo miz files to see the inner workings. What my project is that I'm working on is, a Real-Time-Strategy, PvP, Combined Arms focused War. Is it possible that DML could do this on it's own ? The backbones of the re-write of CTLD is to make factories produce equipment, and pickup zones distribute groups of soldiers, while airfields, depots and firebases are all capturable marking the front as well. I have CTLD almost finished with the basics, but I see all the neat things your DML does and it intrigued me.

 

Posted
59 minutes ago, SPAS79 said:

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.

That's odd - unless you messed with Willie Pete's "facTypes" attribute, it should allow all aircraft (planes and helicopters) to work as spotter. Can you drop a "wpConfig" zone, add a facTypes attribute and set its value to "all"? That should allow any player-controlled aircraft as observer - provided, of course, they are the same faction as the wpTarget zone.

1 hour ago, SPAS79 said:

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)?

The allowPlanes attribute is for a different module than Willie Pete - that would be the artilleryZones module. They are similar, so make sure not to accidentally mix them.

 

Posted
The allowPlanes attribute is for a different module than Willie Pete - that would be the artilleryZones module. They are similar, so make sure not to accidentally mix them.
 
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

Posted
11 minutes ago, SC_SquadCentral said:

Will this run along side of M.I.S.T. & CTLD ?

Yes - if your question is "can DML, MIST and CTLD co-exist in the same mission without impeding each other"? DML will not, however, detect CTLD nor MIST and suddenly be enabled to perform some function. DML is blissfully unaware of MIST/CTLD and - should you add the relevant modules - offer similar abilities. They ignore each other - if, for example, you enable DML's persistence, it only persist mission units, and units managed by DML's spawners and cloners, but not units that MIST/CTLD spawned.

18 minutes ago, SC_SquadCentral said:

The backbones of the re-write of CTLD is to make factories produce equipment, and pickup zones distribute groups of soldiers, while airfields, depots and firebases are all capturable marking the front as well. I have CTLD almost finished with the basics, but I see all the neat things your DML does and it intrigued me.

If your own mission design abilities have progressed to a point where you routinely re-write scripts like CTLD and others, I think that even though DML can give you a leg up in some areas, your fully integrated solution would probably better. DML is intended for mission designers who do not want to mess with scripts, and the coming 2.0 version of DML de-emphasizes scripting with DML. In DML you place trigger zones and add attributes - and my goal is that everything DML must work without a mission designer having to change a single character in the modules; not for configuration or anything. 

That being said, most of my missions use DML for 90% of the routine and fun stuff (CSAR, capturing, factories), while I usually add a small script to pull together the strategic aspects. But that's simply because I love writing code. So can DML help you? Probably. Is it worth your time? I think only you can decide that 🙂 

 

Posted
1 hour ago, SPAS79 said:

Can DML send a specific audio to a client/group when occupying a slot? 

If you mean simply occupying a slot (not entering the game) then that is server-side stuff, outside of the mission itself. Players are only visible to the mission once they enter the game. If you want to play a sound when a player enters a specific unit, you can create a trigger that uses the condition 'unit alive' and action "sound to group". 

That being said, the 'valet' module can also do that in DML style.

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Posted
1 hour ago, cfrag said:

If you mean simply occupying a slot (not entering the game) then that is server-side stuff, outside of the mission itself. Players are only visible to the mission once they enter the game. If you want to play a sound when a player enters a specific unit, you can create a trigger that uses the condition 'unit alive' and action "sound to group". 

That being said, the 'valet' module can also do that in DML style.

Ah! yes, valet. I did forget about that! 

Posted

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! 

Posted
17 minutes ago, SPAS79 said:

I was wondering if you'd be interested in giving it a look

I'm happy to give it a spin - please DM the mission. 🙂 

Posted (edited)

Hello everyone, 

      this is Chris, and thank you all for your kind words of encouragement, suggestions, and other feedback.

As we are leaving 2023, the second year of DML also draws to a close. It has come a long way, and with no small thanks to you, I was lucky to bring DML from an interesting idea to something that now many people use to make missions more fun for for everyone. 

As I'm preparing Version 2.0 of DML, I'm shifting its focus to better quality of life: better integration with Mission Editor. As a result, I'm de-emphasizing support for scripting. I've removed more arcane features like call-backs and API, and removed and have rewritten some two hundred pages of documentation -- in the hopes of making the easy things more clear, and done away with the geek stuff.

image.png

I'm looking forward to the new release in a few days/weeks, and of course your feedback. DML 2.0 is backward-compatible to the current version, so no worries, it will continue to work with your missions.

So, as 2023 ticks over into the new year, please allow me to raise my glass (filled to the brim with joy and good wine) to you all, and

wish you a happy, healthy and above all harmonious 2024!

It has been a pleasure - to many happy returns!

-ch
  

Edited by cfrag
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Posted
3 hours ago, cfrag said:

Hello everyone, 

      this is Chris, and thank you all for your kind words of encouragement, suggestions, and other feedback.

As we are leaving 2023, the second year of DML also draws to a close. It has come a long way, and with no small thanks to you, I was lucky to bring DML from an interesting idea to something that now many people use to make missions more fun for for everyone. 

As I'm preparing Version 2.0 of DML, I'm shifting its focus to better quality of life: better integration with Mission Editor. As a result, I'm de-emphasizing support for scripting. I've removed more arcane features like call-backs and API, and removed and have rewritten some two hundred pages of documentation -- in the hopes of making the easy things more clear, and done away with the geek stuff.

image.png

I'm looking forward to the new release in a few days/weeks, and of course your feedback. DML 2.0 is backward-compatible to the current version, so no worries, it will continue to work with your missions.

So, as 2023 ticks over into the new year, please allow me to raise my glass (filled to the brim with joy and good wine) to you all, and

wish you a happy, healthy and above all harmonious 2024!

It has been a pleasure - to many happy returns!

-ch
  

 

Happy New Year Chris, 

Many thanks for your effort. My best wishes to you and your family.

 

My Hardware: ROG Strix X570-F Gaming - AMD 5600X @ 4.7 ghz - G.SKILL TRIDENT 32GB DDR4 3200 (14-14-14-34 CL) - GigaByte 3080ti OC 12gb - Corsair MP600 Force 1TB - 2 x EVO Nvme 500GB - Virpil Warbird Base T-50CM2 and TM Throttle + Trackhat + G25 + AOC AG271QG 27"

My Modules: JF-17, F-16C, AV-8N/A, F-18C, ASJ37, MiG-15Bis, MiG-21Bis, Fw-190D, Bf-109K, P-51D, F-86F, Ka-50 III, UH-1H, Mi-8MTV2, NS430, FC3, A-10C, Mirage 2000C, L-39, F-5E-3, SA342, Spitfire, AH-64, Mirage F-1CE.

My Maps: Nevada, Normandy, Persian Gulf, Syria, South Atlantic.

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