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Posted
9 hours ago, DD_Friar said:

As soon as I try and trigger the message module to get a status report using <rsp  I get the below script error.

<blush> ummmm.... let's pretend this didn't happen (a seriously silly typo that goldfish-brain I forgot to regression test), OK? 😳

Here's the corrected zones module. Be advised that I highly recommend you also update common and MX to their newest versions in your mission because they all have received some important updates in the past release.

 

 

 

cfxZones.lua

  • Thanks 1
Posted (edited)

Well done @cfrag!

 

Good code does not limit imagination. I am designing a mission were aircraft can be tasked for XAI (airborne alert air interdiction) / XCAS (airborne alert CAS). To keep it interesting randomness is key. Enter DML. My latest mini project is to have random insurgent roadblocks. With the latest addition in code I requested it is working out really well. Included are some pictures. Random vehicles, random barrier types, random insurgents, camo nets and of course random locations. Was a slight challenge to get them positioned correctly on the road but I've overcome that issue as well.

 

image.jpeg

image.jpeg

Screen_240705_195220.jpg

Screen_240705_193949.jpg

Screen_240705_193953.jpg

Edited by Sinclair_76
Posted
2 minutes ago, Sinclair_76 said:

Was a slight challenge to get them positioned correctly on the road but I've overcome that issue as well.

Looking great - and putting Massun's new stuff to good work I see 🙂 

  • Like 1
Posted (edited)
25 minutes ago, Sinclair_76 said:

Could you tell us more about convoy?

Sure. It's really cool. 

 

 

 

... and doesn't work (yet). It'll allow randomized, helicopter-escorted ground convoys that report in (and create signals) at every waypoint, when attacked, when destroyed, and when they arrive at the destination, with dynamic destination resolution (make of that whatever you want 🙂 ). Really cool code. Due to some silly engineering mishaps (I really must not mix watching soccer and coding. And yes, "watching soccer" is an euphemism for imbibing large quantities of fermented juices) I have to completely re-engineer the entire module. You'll know that we have reached a milestone once the module appears in Expansion. I'll probably also use it to create some sandbox COIN mission, as from my current design specs, it looks perfect for that.

Edited by cfrag
  • Like 1
Posted
5 minutes ago, Tricky11 said:

Anyway i can play a sound when leaving a trigger zone?

Of course, there are many.

If it's a player aircraft, look at the 'valet' module that has support for sound built-in for convenience, else use the messenger triggered by unitZone.

  • Like 1
Posted

Anyone know if there is a way to trigger two zones at the same time?

Let me explain. When an airfield (owned zone) is captured I want to turn on an area to indicate where helicopters can land to pick up troops.

My idea is that the "troop pick-up zone" is owned the same as the airfield, when the airfield is captured the indicator zone changes as well.

Any thoughts?

Salute

Friar

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
13 hours ago, cfrag said:

Use the same input flag?

I did try that but could not get it to work.

I have found a solution. When the airfield is captured it triggers a clone truck that drives into the area and captures it, thus turning it to Blue.

Cheers

Friar

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted

@cfrag

"UNDOCUMENTED FEATURE" REPORT

MODULE: groundTroops(?)

Issue: captureAndHold does not obey Range parameter when deploying troops unlike guard

Full Description: I am currently building a mission where I am using the Hercules to to be able to pick-up and deploy troops in the same way that a helicopter can. I am using it for long range airfield capture (flight times for Blackhawk and Huey would be too long and there are no closer airfields-well according to the scenario I am building 🙂 )

Adding the Herc to the allowed list of carriers works fine (see blow) but as a test I deployed the troops at the airfield I loaded them and unlike when I used "wait-guard" (when they stayed put) when I tried to use captureAndHold I received a message to say they wanted to capture the nearest town which was more than 3000 meters away (see below)

 

Herc HeloTroops5.JPG

Herc HeloTroops4.JPG

Herc HeloTroops3.JPG

Herc HeloTroops2.JPG

Herc HeloTroops1.JPG

CaptureandGuardRange2.JPG

CaptureandGuardRange1.JPG

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
1 hour ago, DD_Friar said:

I have found a solution. When the airfield is captured it triggers a clone truck that drives into the area and captures it, thus turning it to Blue.

That sounds a bit roundabout. As long as it works, great. Maybe if I understood better what you are trying to do we could come to a better solution...?

Posted (edited)
25 minutes ago, DD_Friar said:

when I tried to use captureAndHold I received a message to say they wanted to capture the nearest town which was more than 3000 meters away

Yes, the 'range' attribute was intended for lasing and engaging enemies inside that range. It does not apply to owned zones. I guess I'll have to make that more clear in the manual, thank you. Section 5.2.1 of the shock block currently holds the details for orders.

Edited by cfrag
  • Thanks 1
Posted

 

Hi everyone 😁,

I've created a mission using CSAR DML which works perfectly in Single Player mode. However, when I try to run it in Multiplayer, I'm encountering an issue. Specifically, I can't start a new CSAR mission via the F10 menu. The "List active CSAR" mission is not available, although it is visible.

I've followed both YouTube tutorials (DML adding drop-ins 1 and 2) to set everything up. Is there something I need to do to get it working in Multiplayer? Or is there something I should check to troubleshoot this issue?

Any help would be greatly appreciated!

Thanks!

---

System:

Win11 Pro, X870Pro RS Wifi 7 AM5, AMD Ryzen 7 7800X3D, 64GB RAM, NVIDIA GeForce RTX 4090, Corsair MP400 SSD (1TB for WIN), Corsair MP700 PRO (2TB for DCS), VR PIMAX Crystal.

Posted
41 minutes ago, Gideon312 said:

Is there something I need to do to get it working in Multiplayer

That is strange - DML supports multiplayer out of the box. There might be something else  that's not set up correctly. If you post the mission here or PM it to me, I'm sure that we can get to the bottom of this quickly. 

  • Thanks 1
Posted

Had our mission crash tonight with the attached error. Long standing mission that had previously been fine.

Syria Map.

 

server error.JPG

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
8 hours ago, DD_Friar said:

Long standing mission that had previously been fine.

(my inferred meaning: You have updated DCS and this error occurs after the update)

After yesterdays updates, at least two scripts require small updates: heloTroops and playerScore. Root cause is probably some unannounced changes to data that is sent to onEvent() handlers. I find it likely that there will be a few more incompatibility, and I'll try and fix them asap.

 

 

heloTroops.lua playerScore.lua

  • Thanks 2
Posted

Understood. I sort of thought that it was it might be. Many thanks from everyone who uses DML for your quick response to this issue that is not of your making.

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
7 hours ago, cfrag said:

(my inferred meaning: You have updated DCS and this error occurs after the update)

After yesterdays updates, at least two scripts require small updates: heloTroops and playerScore. Root cause is probably some unannounced changes to data that is sent to onEvent() handlers. I find it likely that there will be a few more incompatibility, and I'll try and fix them asap.

 

 

heloTroops.lua 33.93 kB · 1 download playerScore.lua 55.85 kB · 1 download

Putting this in this morning.  Good to see someone on top of stuff.  I love this script package.  It makes so much stuff so easy.

Posted

@cfrag, Sir, I come to sip from the fountain of knowledge, I seek enlightenment and guidance

I am currently working on a mission that will eventually be equipped with persistence.

The scenario I am stuck on is this.

I have a sequence of towns lets call them A. B, C and D. They all start off being assigned Red ownership. I am using ownedZones for this.

The plan is for blue forces to capture the towns.

If blue capture town A I have planned for a cloner convoy to be brought in at town B and head to town A in an attempt to take it back.

My conundrum is that the 'B' convoy can only be triggered if town 'B' is still owned by red. (Blue may have leapfrogged 'A' for example and taken 'B' first before 'A' )

I am looking at xFlags but am not sure the way to proceed with blueCAP! and redCAP! or blueLost! and redLost!

When an ownedZone changes hands I assume redLost! is banged but is redCAP! still true, I would assume it still is (after being assigned at mission start?)

 

Mission start - set a,b,c,d to red - blue capture a - is b red - YES - send convoy / NO - no relief convoy

Mission start - set a,b,c,d to red - blue capture b - is c red - YES - send convoy / NO - no relief convoy : blue capture a - is b red - YES - send convoy NO - no relief convoy

Or should I bail and just have the relief convoys starting out of town in the woods somewhere so they can just be triggered as and when a town is lost

Salute

Friar

P.s welcome to take advice from anyone else who has successfully achieved such a scenario using DML

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted

@cfrag, Sir, I come to sip from the fountain of knowledge, I seek enlightenment and guidance

I am currently working on a mission that will eventually be equipped with persistence.

The scenario I am stuck on is this.

I have a sequence of towns lets call them A. B, C and D. They all start off being assigned Red ownership. I am using ownedZones for this.

The plan is for blue forces to capture the towns.

If blue capture town A I have planned for a cloner convoy to be brought in at town B and head to town A in an attempt to take it back.

My conundrum is that the 'B' convoy can only be triggered if town 'B' is still owned by red. (Blue may have leapfrogged 'A' for example and taken 'B' first before 'A' )

I am looking at xFlags but am not sure the way to proceed with blueCAP! and redCAP! or blueLost! and redLost!

When an ownedZone changes hands I assume redLost! is banged but is redCAP! still true, I would assume it still is (after being assigned at mission start?)

 

Mission start - set a,b,c,d to red - blue capture a - is b red - YES - send convoy / NO - no relief convoy

Mission start - set a,b,c,d to red - blue capture b - is c red - YES - send convoy / NO - no relief convoy : blue capture a - is b red - YES - send convoy NO - no relief convoy

Or should I bail and just have the relief convoys starting out of town in the woods somewhere so they can just be triggered as and when a town is lost

Salute

Friar

P.s welcome to take advice from anyone else who has successfully achieved such a scenario using DML

EDIT - 20 minutes later thinking time....

What about using RaiseFlag at mission start to set ARed = 1, BRed = 1, CRed = 1 DRed = 1

owned zone then has flag change method to flip

redLost! = BRed (flips to 0, red no longer own)

should red take it back redLost! gets flipped back to 1

Then xflags can say in order to send the convoy ARed and BRed must both be true.

Does that sound like a plan?

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
2 hours ago, DD_Friar said:

I come to sip from the fountain of knowledge

Highly appreciated, dear @DD_Friar - currently I am swamped fixing a host of issues that seem to be a result of the most recent DCS update. I hope that I can answer your kind and interesting questions soon. My apologies.

Posted

@cfrag - No worries I completely understand. I have been thinking more about it anyway and may have a solution. 

 

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

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