cfrag Posted July 27, 2024 Author Posted July 27, 2024 (edited) 15 hours ago, ClausHoffmann said: status of the TDZ module The TDZ module is hit by one of the many issues that where introduced with the 7-11 and 7-22 DCS updates: DCS no longer correctly sends out 'landing' events. As a result, the TDZ module no longer works correctly with DCS. Edited July 27, 2024 by cfrag
Iceviper Posted July 28, 2024 Posted July 28, 2024 (edited) I really wish ED would include you in their discussions along with the other script developers. DML is such a brilliant kit. It's such a shame a patch has caused so many issues for script/mod developers. @cfrag we appreciate all your efforts. Edited July 28, 2024 by Iceviper 2
DD_Friar Posted July 29, 2024 Posted July 29, 2024 20 hours ago, Iceviper said: I really wish ED would include you in their discussions along with the other script developers. Here, Here hey @Iceviper Perhaps we need to start a petition on cfrags behalf to get him recognized by ED If everyone who uses DML were to either post or message Bignewy(?) saying how important DML is to us and that his toolbox needs consideration. "power to the people"... I for one have had to completely rebuild a mission I was working on without any DML so as not to have any issues on our server. 1 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.
Sinclair_76 Posted July 30, 2024 Posted July 30, 2024 (edited) @cfrag hope you're doing well after the ED induced friction. Is there a tool to count the amount of player groups active in a zone and use that number to say limit the amount of cloned groups? Example, you have 2x active player groups and you want to limit the clones to 1x cloned group per player group. And only clone again when first cloned group gest destroyed. Concurrently cloning another group when another player group joins the game. Edited July 30, 2024 by Sinclair_76
DD_Friar Posted July 30, 2024 Posted July 30, 2024 (edited) @Sinclair_76 - Have you looked at "Counter" (see below rom the user guide) If you used something like Valet to track spawn-ins, that sends a signal to the counter perhaps. or use the trigger method attribute on the clone and set it < numberPlayersSpawned I suspect that cfrag is knee deep in code trying to sort out the mess that the last update did to the DML code. null Edited July 30, 2024 by DD_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.
Recluse Posted August 4, 2024 Posted August 4, 2024 @cfrag LOL.. I looked at your FC2024 Fun Pak. I built a very similar mission (minus the landing grades) which was where I found the issues/observations I posted on previously. I included a Bomb Range zone but otherwise, the look and feel are very similar. Great Minds Think Alike, though your mission definitely gave me ideas for improving mine!!
Recluse Posted August 7, 2024 Posted August 7, 2024 (edited) Apologies if I missed this somewhere, but do you think it would be possible to change the REAPER laze code "on the fly"? Have seen this implemented via a ZEUS-like interface using a command on a Map Marker, but for DML purposes, maybe a workaround could be by allowing the config zone to specify multiple possible codes which are activated by a flag (Radio Menu etc.) OR there might be a way to do it directly that I haven't thought of. Might be useful to have a selection of codes for multiple aircraft, especially since we cannot now change the Laser code in the air for many modules. So if there is something other than 1688 selected, the REAPER option isn't available, though the smoke is still useful, and if a Laser Spot Tracker is available, the aircraft can at least find the unit and engage with it's own laser code. I guess as long as it is spelled out by zone in the briefing, as it would be IRL, you can configure your weapons appropriately. After all EVERYONE in DCS always reads the BRIEFING Edited August 7, 2024 by Recluse
cfrag Posted August 7, 2024 Author Posted August 7, 2024 16 minutes ago, Recluse said: would be possible to change the REAPER laze code "on the fly"? Reaper lase codes are set with each reaper zone individually using the 'code' attribute. There currently is no mechanism to change it while the mission runs.
Recluse Posted August 8, 2024 Posted August 8, 2024 @cfrag Hi! Another question... Is there any documentation on the bank module? I understand it kind of just WORKS and is connected to other modules such as playerScore where it: Quote Automatically integrates with the “bank” module and converts score points into funds for the pilot’s coalition. and the Reaper module where drones can launch if there is enough money in the bank. I was wondering if there was a bankConfig zone or something to set the initial amount in the Player/Coalition "bank". I tried to figure it out from the implementation in the Expansion mission, but I couldn't find it. Maybe buried in another zone config for an integrated module? Thanks!!
cfrag Posted August 9, 2024 Author Posted August 9, 2024 (edited) 13 hours ago, Recluse said: Is there any documentation on the bank module? Not yet, as that module isn't finished yet. It's designed to work together closely with the 'income' module, which isn't documented yet either. 13 hours ago, Recluse said: I was wondering if there was a bankConfig zone or something to set the initial amount in the Player/Coalition "bank". There is. Use the attributes "red" and "blue" in a zone named "bankConfig" to set the initial amount a coalition holds. Edited August 9, 2024 by cfrag 1
DD_Friar Posted August 9, 2024 Posted August 9, 2024 Salute @cfrag - Please may I ask where we are at with the DML Tool Box and the latest DCS update breaking some of the scripts. At the moment myself and other squad mates (who I have converted to DML) are a bit reluctant to use our missions with the scripts in for fear of them crashing. Have you been able to speak to ED about your Tool Box and its broken functions? Regards 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.
cfrag Posted August 9, 2024 Author Posted August 9, 2024 58 minutes ago, DD_Friar said: where we are at with the DML Tool Box and the latest DCS update breaking some of the scripts. DML can't "unbreak" some of the bugs that have been introduced with the Jul-11 and Jul-22 DCS patches. I have corrected/hardened/amended and tested some 30 modules, and the workload is immense, yet still can't fix some of 'features' introduced with those two DCS updates. I'm waiting for the next DCS patch that hopefully brings relief to a number of important issues: Landing events Menus handling for dedicated server (currently completely borked) Better info for dynamic player spawning Events that randomly pass dead or deallocated objects to the handler As soon as these issues are fixed, I can release the next DML update that should represent a significant uptick in bug resistance. I have some good test cases lined up that currently are mostly broken: The "Angels" missions, CESAR, Expansion and Proving Grounds will all benefit from a cleanup DCS release, and hopefully it arrives soon. I have a preliminary DML release lined up that can go within days of a DCS update, and hope to then follow up quickly with another release that provides additional fixes. 1 hour ago, DD_Friar said: Have you been able to speak to ED about your Tool Box and its broken functions? I'm a normal DCS customer like everyone else here, and have no special contacts inside ED. I have made the usual bug reports in these forums that, like all other bug reports in these forums, may or may not have been read by the kind people at ED. We will see what happens. Let's hope for the best. 1 2
cfrag Posted August 9, 2024 Author Posted August 9, 2024 Well, it looks as if there's an update inbound today -- keep your fingers crossed. 2
dtruck260 Posted August 9, 2024 Posted August 9, 2024 39 minutes ago, cfrag said: Well, it looks as if there's an update inbound today -- keep your fingers crossed. Crossed!
Recluse Posted August 9, 2024 Posted August 9, 2024 Maybe some fix for the landing bug? https://www.digitalcombatsimulator.com/en/news/changelog/ Quote Scripting. Take-off and landing events are different for the host/client - fixed. We did notice this in our Multiplayer Foothold sessions. The HOST was not getting his points on landing, but clients did. Maybe this affected Single Player landing events as well.
cfrag Posted August 9, 2024 Author Posted August 9, 2024 13 minutes ago, Recluse said: Maybe some fix for the landing bug? As soon as I have the update, I'll... fly the Hook! And then I'll test how well the landing events work and try and get updates out for most missions (hopefully, Angels and CESAR have been restored to working conditions). Then the big one - Expansion. Hopefully the menu snafu is corrected. It's going to be a loooong night! Oh, and Sinai was updated! That's going to be a full week-end!
dtruck260 Posted August 9, 2024 Posted August 9, 2024 2 minutes ago, cfrag said: As soon as I have the update, I'll... fly the Hook! And then I'll test how well the landing events work and try and get updates out for most missions (hopefully, Angels and CESAR have been restored to working conditions). Then the big one - Expansion. Hopefully the menu snafu is corrected. It's going to be a loooong night! Oh, and Sinai was updated! That's going to be a full week-end! Update is out
cfrag Posted August 9, 2024 Author Posted August 9, 2024 2 hours ago, dtruck260 said: Update is out It would appear that ED borked their Steam release. Too bad. I'll check again tomorrow or Sunday.
Recluse Posted August 9, 2024 Posted August 9, 2024 2 hours ago, cfrag said: As soon as I have the update, I'll... fly the Hook! And then I'll test how well the landing events work and try and get updates out for most missions (hopefully, Angels and CESAR have been restored to working conditions). Then the big one - Expansion. Hopefully the menu snafu is corrected. It's going to be a loooong night! Oh, and Sinai was updated! That's going to be a full week-end! One data point for you!! The Landing Feat in playerScore (single player test) works again! It didn't prior to this patch. So it seems at least some of the Landing events are fixed! 1
cfrag Posted August 9, 2024 Author Posted August 9, 2024 8 minutes ago, Recluse said: Landing Feat in playerScore (single player test) works again! Thank you! That is indeed great news, as it is tied to the same bug. Did you successfuly do this in SP, MP or Dedicated Server?
Recluse Posted August 9, 2024 Posted August 9, 2024 (edited) 21 minutes ago, cfrag said: Thank you! That is indeed great news, as it is tied to the same bug. Did you successfuly do this in SP, MP or Dedicated Server? Just now only SP, but I am about to do it as host of my own MP server as well...will report back shortly @cfrag EDIT: WORKS in MP as well (hosting a server). Don't have a dedicated server to try it on. Edited August 9, 2024 by Recluse 1
dtruck260 Posted August 10, 2024 Posted August 10, 2024 (edited) 3 hours ago, Recluse said: Just now only SP, but I am about to do it as host of my own MP server as well...will report back shortly @cfrag EDIT: WORKS in MP as well (hosting a server). Don't have a dedicated server to try it on. Dedicated, in the 47 , landing not detected - disregard, seems to be working Edited August 10, 2024 by dtruck260
Recluse Posted August 10, 2024 Posted August 10, 2024 (edited) @cfrag Hope you got your update via STEAM and are being a "Happy Hooker". Some data points: - The Landing Feat works almost too well. I am using NOGAP and NoGapGui (not sure if that has anything to do with it). When I spawn in (Host of my own server in MP) I immediately get a successful Landing feat. Maybe there is a little "drop from the sky" going on upon SPAWN? - Got another error on the bombRange script, but it occurred when shooting down an Aircraft that should NOT have had any connection to the bombRange zones. I will have to check to see if by some chance I ended up in the air above a zone, but I don't think I was anywhere near it. The error was slightly different than the one I posted above.. I thought it was the same, so I didn't capture it, but I will reproduce and add to this post. It is the same, I guess, but I thought there was a different one as well. I can see the message when the bombRange script tracks my Air to Air missile launch..which maybe it shouldn't? null Edited August 11, 2024 by Recluse
DD_Friar Posted August 11, 2024 Posted August 11, 2024 @Recluse - Was the little drop in a helicopter? That is a known issue and you have to have a script added to the system "hook" folder (nothing to do with with the Ch-47). It helps with the synchronization. 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.
cfrag Posted August 11, 2024 Author Posted August 11, 2024 11 hours ago, Recluse said: - Got another error on the bombRange script, Yeah, that's one of the 'new features' of DCS: it passes dead/deallocated objects with event data, and if scripts try to access them, we get the error. This new behavior mucks up scripts all over the place and is one of the reasons why I have to change/harden so many modules. I'm nearing the end, though, and hope that I can release a first DML update this week.
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