cfrag Posted November 22, 2024 Author Posted November 22, 2024 19 minutes ago, Chad Vader said: No improvement. Thank you so much for your detective work on this. I'm being ordered away by better people than I, so I'll call it a day, and will look into this tomorrow. 1
Chad Vader Posted November 22, 2024 Posted November 22, 2024 8 minutes ago, cfrag said: Thank you so much for your detective work on this. I'm being ordered away by better people than I, so I'll call it a day, and will look into this tomorrow. Ah no thank you! Please take your time thanks for all the help. I have a side question when you're back, I swear I saw a module that allowed you to create a trigger zone that followed units around? I cant find it for the life of me.
Guest Posted November 22, 2024 Posted November 22, 2024 (edited) On 11/19/2024 at 8:52 AM, cfrag said: Yes, but only with DML and some naming shenanigans (use 'identical' when cloning the unit, and the zone will re-attach) Hi cfrag, my mission starts with a player drivable Hummer within a named zone, that includes cloner as one of its attributes. I drive this Hummer into another zone, it is an LZ, and a cloner, with various atrubutes such as isCargo, identical, and source = name of zone that the Hummer was in when it 1st started. When I land within this 2nd zone, the heli picks up the Hummer automatically, and we fly to a dropZone, where it autonatically drops off and is spawned. The spawned Hummer (upon drop-off) is still non-drivable. The original Hummer at mission start isn't spawned, it was put there by me. Does it need to be spawned in by a cloner perhaps, for the dropped off Hummer to be drivable? Edit- Attached Mission (most things can be ignored as are just experiments). Drive Hummer that starts within TrackThis-1, into Pick Up Hummer here Zone. Pick up Hummer with one of the Chinooks. Land in Drop Hummer Here Zone. Attempt to drive Hummer again = no go. Thanks for your time '52 3 hours ago, Chad Vader said: Ah no thank you! Please take your time thanks for all the help. I have a side question when you're back, I swear I saw a module that allowed you to create a trigger zone that followed units around? I cant find it for the life of me. Hi Chad Vader, maybe you are looking for linkedUnit? (Page 5 of the Quick Ref manual) '52 Pick up a Hummer in a Chook v6.miz Edited November 22, 2024 by Gunslinger52
cfrag Posted November 23, 2024 Author Posted November 23, 2024 (edited) 13 hours ago, Chad Vader said: I swear I saw a module that allowed you to create a trigger zone that followed units around? It's not a module, it's one of DML's core capabilities that it provides to all units. DCS now also supports this through the 'link unit' checkbox (which DML transparently supports), so any time that you click into 'LINKUNIT' and choose the unit in ME, you are golden. DML's link unit attribute merely goes a step further by allowing to link by name to units that have not yet spawned (and thus aren't accessible with ME) [(blush) so, yeah, basically what @Gunslinger52 said ] 10 hours ago, Gunslinger52 said: The original Hummer at mission start isn't spawned, it was put there by me. Hmmm. That's probably it, lets me see if DCS forgets to propagate the 'drivable' attribute when DML queries the API. If so, the work-around would indeed be to spawn the unit with a spawner (or probably cloner) Edited November 23, 2024 by cfrag
cfrag Posted November 23, 2024 Author Posted November 23, 2024 16 hours ago, Chad Vader said: No improvement. For the life of me I can't reproduce the issue. I've now added bearing and range (ground track range) to the SALT report from the pilot. Below please find the updated script, and the miz I'm using to track down the issue (uses a Hornet) null reconMode.lua now you sea me, now you dont.miz Oh, and please remember that these reports are only visible if you are a member of the reporting pilot's faction
DD_Friar Posted November 23, 2024 Posted November 23, 2024 @cfrag If you want to look at my idea for the gate module, then excellent, if not don't worry as I have got the hang of changer now and the config works. I have to use two zones, where as I think my idea would only need one, but that may be a little knowledge being a dangerous thing! 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.
Chad Vader Posted November 25, 2024 Posted November 25, 2024 On 11/23/2024 at 11:25 AM, cfrag said: For the life of me I can't reproduce the issue. I've now added bearing and range (ground track range) to the SALT report from the pilot. Below please find the updated script, and the miz I'm using to track down the issue (uses a Hornet) null reconMode.lua 42.34 kB · 2 downloads now you sea me, now you dont.miz 144.57 kB · 1 download Oh, and please remember that these reports are only visible if you are a member of the reporting pilot's faction Hi CFrag. I'm still testing recon with different aircraft. Unfortunately I have a different issue now with your ASW module. Spawn in in any aircraft and try to load ASW buoys or torpedo's and first time it works fine. The bug occurs if you then crash and respawn, a second f10 asw menu item is added and neither of them respond to loading commands. Can you reproduce?
Chad Vader Posted November 25, 2024 Posted November 25, 2024 On 11/23/2024 at 11:25 AM, cfrag said: For the life of me I can't reproduce the issue. I've now added bearing and range (ground track range) to the SALT report from the pilot. Below please find the updated script, and the miz I'm using to track down the issue (uses a Hornet) null reconMode.lua 42.34 kB · 2 downloads now you sea me, now you dont.miz 144.57 kB · 1 download Oh, and please remember that these reports are only visible if you are a member of the reporting pilot's faction Ok I looked at your mission and detection occured around 14km. In my mission detection now occurs exactly at 11km and no matter what max and min values i change, this never changes....
cfrag Posted November 25, 2024 Author Posted November 25, 2024 42 minutes ago, Chad Vader said: In my mission detection now occurs exactly at 11km and no matter what max and min values i change, this never changes.... check spelling in the config zone, if all fails, pm the miz to me
Chad Vader Posted November 25, 2024 Posted November 25, 2024 21 minutes ago, cfrag said: check spelling in the config zone, if all fails, pm the miz to me WiIl do !Did you see my other comment about ASW?
cfrag Posted November 25, 2024 Author Posted November 25, 2024 Just now, Chad Vader said: Did you see my other comment about ASW? I did. The ASW modules are old, and very likely require an update -- meaning nothing that I can do between two coffees...
Chad Vader Posted November 25, 2024 Posted November 25, 2024 3 minutes ago, cfrag said: I did. The ASW modules are old, and very likely require an update -- meaning nothing that I can do between two coffees... A crap id kind of based my entire mission around it and assumed it was working... then I found this bug
HungryCoyote Posted November 25, 2024 Posted November 25, 2024 The helotroops module is nice. Is there any way to be able to have more than one group loaded at same time?
Chad Vader Posted November 25, 2024 Posted November 25, 2024 51 minutes ago, Chad Vader said: A crap id kind of based my entire mission around it and assumed it was working... then I found this bug If you could just squash this one particular bug that would be amazing ! Happy to pass you a few quid for the service if you have paypal.
cfrag Posted November 26, 2024 Author Posted November 26, 2024 15 hours ago, Chad Vader said: A crap id kind of based my entire mission around it and assumed it was working... then I found this bug There is something strange indeed going on. This is the second instance where I cannot reproduce an issue that you have. Please remove all mods from your mission, if possible PM it to me or post it here, with (very) exact (I'm a ham-fisted fool, so the more exact the better) instructions as to how I can reproduce the issue. If you are using any of the new DCS abilities (e.g. dynamic spawn from an airfield) please be sure to mention it.
Chad Vader Posted November 26, 2024 Posted November 26, 2024 19 minutes ago, cfrag said: There is something strange indeed going on. This is the second instance where I cannot reproduce an issue that you have. Please remove all mods from your mission, if possible PM it to me or post it here, with (very) exact (I'm a ham-fisted fool, so the more exact the better) instructions as to how I can reproduce the issue. If you are using any of the new DCS abilities (e.g. dynamic spawn from an airfield) please be sure to mention it. Ok, I think I have discovered the problem with the ASW zone. I was also using the same zone as a ctld pickzone and it was altering the code of the zone. I have created 2 zones now and ASW is working As for recon, I will send you the mission THanks.
cfrag Posted November 26, 2024 Author Posted November 26, 2024 (edited) 16 hours ago, HungryCoyote said: The helotroops module is nice. Is there any way to be able to have more than one group loaded at same time? Currently, no. I'm thinking about adding troops by loading more, and they all disembark at the same time, it's still a big change, though. Edited November 26, 2024 by cfrag
Chad Vader Posted November 27, 2024 Posted November 27, 2024 Hey CFrag. Thanks for your continued efforts to troubleshoot my issues. Can I ask, I have the kuznetzov carrier in my mission and there are planes on the deck with orders to launch and engage. When I use a cloner to clone the carrier, the planes do not spawn with it. Is this intended or? Thanks.
cfrag Posted November 28, 2024 Author Posted November 28, 2024 5 hours ago, Chad Vader said: kuznetzov carrier in my mission and there are planes on the deck with orders to launch and engage. Currently, DCS does not fully support spawned FARPs nor Airbases, and carriers are regarded as airbases. 1
Guest Posted November 28, 2024 Posted November 28, 2024 Hi cfrag, am I correct in thinking that to punish a player for killing a Neutral, I need to have PlayerScore and Persistence running. Then, use featType and description to negatively influence their score? Or do you know of other punishments possible, such as the player's team that committed this terrible deed, loses an airframe, or some warehouse items maybe? Thanks again. '52
DD_Friar Posted November 29, 2024 Posted November 29, 2024 @cfrag Possible Module Not Working Module Name: Player Score/ SafeScore Zone Salute I am finding that although players are being credited with scores when they kill units, if I am using the "deferred" option and have "saveScore" zones back at the airfield for them to bank the points, this is not working. Players are stopping inside the zones and waiting for the mandatory 10 seconds. I have even tried doing a full engine shutdown in side the zone but the points are still be discarded. Does anyone have confirmation of using this feature and that it does in fact work as described? (pointing to the issue being me and not the module) Kind 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 November 29, 2024 Author Posted November 29, 2024 Just now, DD_Friar said: Does anyone have confirmation of using this feature and that it does in fact work as described? That is strange indeed. Can you please check if the DML demo mission for that feature works for you? Maybe we can go from there and see what is different in your mission.
DD_Friar Posted November 29, 2024 Posted November 29, 2024 5 minutes ago, cfrag said: Can you please check if the DML demo mission for that feature works for you Ok, will do I will check later today and report back. That may indeed highlight if I am going wrong somewhere. 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.
DD_Friar Posted November 29, 2024 Posted November 29, 2024 @cfrag I have found the probable issue in why my player score module does not work. I have yet to actually test it. For some reason if you swap the name of the parameter round from "scoreSafe" to "safeScore" it does not work...doh! RTFM (yet again....) I was sure I had the name right 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.
DD_Friar Posted November 30, 2024 Posted November 30, 2024 It works. (of course) Sorry for not doing the ground work first before posting. 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.
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