Chad Vader Posted November 14, 2024 Posted November 14, 2024 6 minutes ago, cfrag said: Unless you enable the 'dropZone only' feature, it merely seems that way. If you turn on auto-drop-off and auto-pick-up, you'll see that the relevant code is invoked, it's DCS's menu caching that hates you. I see if I can rework the code to force menu generation, but it will be crude... Dont go out of your way... When it works I can see (you are carrying X troops) in the menu, and when it doesnt, There is simply no menu option under the troop disembark option.
ClausHoffmann Posted November 14, 2024 Posted November 14, 2024 On 11/11/2024 at 5:21 PM, cfrag said: Mission Editor automatically removes any resources that arent referenced by trigger rules during 'file save housekeeping' to keep the files small. This can cause grief to anyone who (like you) attempts to include additional files. In order to include your sound file, and ave it in the correct location, add a new trigger rule (ONCE, any name, I call it 'Load Audio), add a Condition "Time Later Than" and make it a large number, e.g. 999999999 so it will never be executed, and then add actions "Sound to all" with your audio files. This makes sure that the miz references the sound files at least once, never plays them in-mission (realistically) itself, and (most importantly) they are accessible to DML and other scripts that try to play them. 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.
DD_Friar Posted November 14, 2024 Posted November 14, 2024 @Chad Vader When you spawn the troops I assume you are giving them "orders". There are two types "wait-guard" and wait-captureANDHold". With the first, when deployed the troops will make their way to the nearest ownedZone and take control. This will use the range parameter so is good for troops being deployed very close to enemy held area. The range can be set in the config. The later, captureandhold, there is no range and deployed troops will march half way across the map to the next nearest ownedZone if needed. This is good for when you can not get in too close to a town or area you are trying to take. I use both a lot in my campaign I am building. I have two units, the 82nd who always have captureandhold orders and the 101st who have wait-guard orders. Apologies if this known information. My approach I use a requestable spawner and have a zone for each of my requirements 82nd platoon (x24 for Hooks) 82nd Section (x6 for Hueys) and the same for 101st. When the pilot goes into the Airborne Troops menu they will see the applicable zones that are in range for their type of helicopter. Although sometimes they will see all 4 and have to pick the right units for the type of mission. I have also used a JTAC before and had a mission where I drop him off within sight of an enemy and get him to laze for the jet jockies, that works as well. @ClausHoffmann Can you post a simple screenshot of the messenger zone parameters please from your mission. I use sound files with messenger and they can be a bit hit and miss, but that is DCS not 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.
ClausHoffmann Posted November 14, 2024 Posted November 14, 2024 Dear @DD_Friar, attached please find the parameters, as already included in my original post. Is it this, what you were looking for? null
Chad Vader Posted November 14, 2024 Posted November 14, 2024 1 hour ago, DD_Friar said: @Chad Vader When you spawn the troops I assume you are giving them "orders". There are two types "wait-guard" and wait-captureANDHold". With the first, when deployed the troops will make their way to the nearest ownedZone and take control. This will use the range parameter so is good for troops being deployed very close to enemy held area. The range can be set in the config. The later, captureandhold, there is no range and deployed troops will march half way across the map to the next nearest ownedZone if needed. This is good for when you can not get in too close to a town or area you are trying to take. I use both a lot in my campaign I am building. I have two units, the 82nd who always have captureandhold orders and the 101st who have wait-guard orders. Apologies if this known information. My approach I use a requestable spawner and have a zone for each of my requirements 82nd platoon (x24 for Hooks) 82nd Section (x6 for Hueys) and the same for 101st. When the pilot goes into the Airborne Troops menu they will see the applicable zones that are in range for their type of helicopter. Although sometimes they will see all 4 and have to pick the right units for the type of mission. I have also used a JTAC before and had a mission where I drop him off within sight of an enemy and get him to laze for the jet jockies, that works as well. @ClausHoffmann Can you post a simple screenshot of the messenger zone parameters please from your mission. I use sound files with messenger and they can be a bit hit and miss, but that is DCS not DML. Hi again THe problem im having is not the spawner itself now but when I pick units up with the helo and transport them somewhere, there is no option in the f10 menu to drop them off, its like they are not on board. Sometimes it works, sometimes it doesnt. Might be good to advertise your new discord in here as well
Chad Vader Posted November 14, 2024 Posted November 14, 2024 (edited) 49 minutes ago, ClausHoffmann said: Dear @DD_Friar, attached please find the parameters, as already included in my original post. Is it this, what you were looking for? null To include messenger in a mission file, this is how I understand its usage: 1) include a config trigger zone anywhere in the mission called messengerConfig 2) include the relevant script file with a DoScript action 3) Include the sound file with a SoundToColaition trigger 4) use the filename of the sound file exactly as written in your SoundFile parameter Edited November 14, 2024 by Chad Vader
cfrag Posted November 14, 2024 Author Posted November 14, 2024 1 hour ago, ClausHoffmann said: 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. Perhaps post an image of both the messenger zone and valet zone, so we can see how you set up the zones. If that doesn't help, PM the miz to me or post hit here, and I'm sure that we can get to the bottom of this quickly.
ClausHoffmann Posted November 14, 2024 Posted November 14, 2024 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.
cfrag Posted November 14, 2024 Author Posted November 14, 2024 The reason that the messenger does not fire is because you set the flag "mute" at the very end of MISSION START actions.
Gunslinger52 Posted November 14, 2024 Posted November 14, 2024 On 11/14/2024 at 4:37 AM, cfrag said: Here you go. The new attribute for the spawner is named "drivable" and if you set it to true (default is false), any spawned vehicle is drivable if Combined Arms supports it. Below please find the modified scripts that will be part of the next DML release, and a demo miz. Only the vehicle spawned by "my ride" can be commanded spawnZones.lua 26.84 kB · 1 download cfxZones.lua 123.21 kB · 1 download catch a ride.miz 168.36 kB · 0 downloads Your level of support for all things odd is magic! Thank you very much. I shall endeavour to not ask for more than two new things per week i7-11700F 64GB RAM RTX3060 WIN 11 Pro HP Reverb G2 Meta Quest 3 TM Cougar & Logitech X56
Gunslinger52 Posted November 15, 2024 Posted November 15, 2024 (edited) On 11/13/2024 at 1:52 AM, DD_Friar said: @Gunslinger52 I have downloaded the mission and taken a look. Your use of "Linked Unit" is confusing me, I have never seen that before and don't think it is correct. I always use the field shown below The "mine" logic works (again see below) nullI think the issue is the "Spawner" - you can not use it for driveable units. I have used the cloner instead.null Smoke on dead Hummer v6.miz 294.79 kB · 2 downloads Hi DD_Friar, the use of DML's linkedUnit was my way of ensuring that the vehicle that is spawned, spawns wherever the destroyed Hummer is, at the time it is destroyed. So this Hummer may be killed elsewhere by an enemy missile perhaps. Is linkedUnit not a good way to achieve this? I am also looking for a way to dynamically create (or clone??) an actual zone during the game. I would like a zone to be created around the place where my ground unit was destroyed, still looking at how this may be achieved. I see that as soon as the unit is destroyed, DML recognises this and I can have things happen at that location, but I don't seem to be able to have any further control (once the unit dies) over what happens in the immediate area around that location. '52 Edited November 15, 2024 by Gunslinger52 i7-11700F 64GB RAM RTX3060 WIN 11 Pro HP Reverb G2 Meta Quest 3 TM Cougar & Logitech X56
Gunslinger52 Posted November 15, 2024 Posted November 15, 2024 Hi @cfrag since uploading the new scripts for cfxzones and spawnZones, no matter what I have typed into the spawner (Black_Tyre for example) a Leopard tank is spawned Any ideas? Thanks again '52 i7-11700F 64GB RAM RTX3060 WIN 11 Pro HP Reverb G2 Meta Quest 3 TM Cougar & Logitech X56
cfrag Posted November 15, 2024 Author Posted November 15, 2024 12 minutes ago, Gunslinger52 said: a Leopard tank is spawned If a Leo is spawned, the type is unknown to DCS and it defaults to a Leo. There's a good likelihood that I screwed up the script. Can you post a screenshot of your spawner zone, and I'll investigate on my side (I did test, and I think the tiny example miz I added did spawn correctly, so I'd love to see an example that trashes the spawner's script)
Gunslinger52 Posted November 15, 2024 Posted November 15, 2024 (edited) 26 minutes ago, cfrag said: If a Leo is spawned, the type is unknown to DCS and it defaults to a Leo. There's a good likelihood that I screwed up the script. Can you post a screenshot of your spawner zone, and I'll investigate on my side (I did test, and I think the tiny example miz I added did spawn correctly, so I'd love to see an example that trashes the spawner's script) Oh sounds good. (Also, the Leo is not drivable). If I spawn a Hummer like before, the Hummer is now drivable thanks! null null Edited November 15, 2024 by Gunslinger52 i7-11700F 64GB RAM RTX3060 WIN 11 Pro HP Reverb G2 Meta Quest 3 TM Cougar & Logitech X56
cfrag Posted November 15, 2024 Author Posted November 15, 2024 56 minutes ago, Gunslinger52 said: Black_Tyre for example Wait... "Black_Tyre" is not a ground unit, it's a scenery object. Tires etc. are usually spawned with the objectSpawner. Can you see if vehicles and infantry work with the spawner? 1
ClausHoffmann Posted November 15, 2024 Posted November 15, 2024 12 hours ago, cfrag said: The reason that the messenger does not fire is because you set the flag "mute" at the very end of MISSION START actions. 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.
Gunslinger52 Posted November 15, 2024 Posted November 15, 2024 3 minutes ago, cfrag said: Wait... "Black_Tyre" is not a ground unit, it's a scenery object. Tires etc. are usually spawned with the objectSpawner. Can you see if vehicles and infantry work with the spawner? That'll be it! Whoops, sorry for wasting your time. (Will check now and confirm.) While I'm here, are there any limits to which DML modules you can combine onto a single ME Trigger Zone? If there are no limits, is there at least either a heirachy, priority, or 'sequence' in which the modules carry out their tasks? I see people put more than one (like unitZone, then explosion, then etc...) Is there a rule to which I need to follow, for these to keep workign, or is anythign allowed? 6 minutes ago, cfrag said: Wait... "Black_Tyre" is not a ground unit, it's a scenery object. Tires etc. are usually spawned with the objectSpawner. Can you see if vehicles and infantry work with the spawner? Indeed that was the problem. Apologies. '52 i7-11700F 64GB RAM RTX3060 WIN 11 Pro HP Reverb G2 Meta Quest 3 TM Cougar & Logitech X56
cfrag Posted November 15, 2024 Author Posted November 15, 2024 4 minutes ago, Gunslinger52 said: are there any limits to which DML modules you can combine onto a single ME Trigger Zone? There are UX/Quality of life limits: it becomes uncomfortable and difficult to keep an overview if you stack too many modules on the same zone. Also, there may be unintentional side effects (which I'm trying to remove) when two modules have attributes that share the same name. That being said, there are no limits to the number of different modules that you can stack on the same zone. It also allows you to use local flags/commands, which keeps the command/flag space clean, and allows you to easily copy/paste stacks. 1
Gunslinger52 Posted November 15, 2024 Posted November 15, 2024 2 minutes ago, cfrag said: There are UX/Quality of life limits: it becomes uncomfortable and difficult to keep an overview if you stack too many modules on the same zone. Also, there may be unintentional side effects (which I'm trying to remove) when two modules have attributes that share the same name. That being said, there are no limits to the number of different modules that you can stack on the same zone. It also allows you to use local flags/commands, which keeps the command/flag space clean, and allows you to easily copy/paste stacks. Fantastic. Appreciate the warning. Have a great day. '52 i7-11700F 64GB RAM RTX3060 WIN 11 Pro HP Reverb G2 Meta Quest 3 TM Cougar & Logitech X56
cfrag Posted November 15, 2024 Author Posted November 15, 2024 8 minutes ago, Gunslinger52 said: If there are no limits, is there at least either a heirachy, priority, or 'sequence' in which the modules carry out their tasks? There should not be a dependency between modules when it comes to which modules does what, although it can happen in rare cases (and that can create a race condition). Those are difficult to detect, and I hope that you never get into such a situation. Naively (although this does not hold true for multi-threaded DCS), modules execute in the order that you add them to the mission, and I recommend that you do not depend on that. 1
cfrag Posted November 15, 2024 Author Posted November 15, 2024 26 minutes ago, ClausHoffmann said: The messenger logic apparently works, only the „soundFile“ parameter does not. I'm looking at the miz that you kindly provided now, trying to reproduce the issue. Please be advised that (as the warnings at mission start elaborate), the attribute "messageOn?" in zone "01-WP1" is misspelled, the last character is an exclamation point "!" instead of a question mark "?". This will cause the messenger to not activate on "Report", so the "WP1" command does not trigger that messenger in the same zone. I'm still trying to recreate the issue with a message displaying without the sound, please stand by.
Gunslinger52 Posted November 15, 2024 Posted November 15, 2024 26 minutes ago, cfrag said: There should not be a dependency between modules when it comes to which modules does what, although it can happen in rare cases (and that can create a race condition). Those are difficult to detect, and I hope that you never get into such a situation. Naively (although this does not hold true for multi-threaded DCS), modules execute in the order that you add them to the mission, and I recommend that you do not depend on that. Noted, thank you. i7-11700F 64GB RAM RTX3060 WIN 11 Pro HP Reverb G2 Meta Quest 3 TM Cougar & Logitech X56
DD_Friar Posted November 15, 2024 Posted November 15, 2024 Ref "linkedUnits" - Ok every day is a school day (for me anyway) null 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 November 15, 2024 Author Posted November 15, 2024 1 hour ago, ClausHoffmann said: The messenger logic apparently works, only the „soundFile“ parameter does not. It appears that you misspelled the file name in the messengers. The correct file name is "beacon beep-beep.ogg", you are referencing "beacon beep_beep.ogg". Note the incorrect underscore "_".
DD_Friar Posted November 15, 2024 Posted November 15, 2024 does it also need to be in quotes as there is a space in the name? 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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