Jump to content

Recommended Posts

Posted
21 hours ago, DD_Friar said:

Do you think there is anyway to bank points accumulated whilst occupying an CA unit.

Try this (see below), and please report back any bugs. Any player in a CA unit now immediately banks points when destroying other units.

 

playerScore.lua

Posted
25 minutes ago, cfrag said:

Try this (see below), and please report back any bugs. Any player in a CA unit now immediately banks points when destroying other units.

Many thanks Sir, I am working through my mission now correcting the heloTroops issues you spotted so can do a test.

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 - I am not seeing the player score option in the comms menu when occupying a CA unit e.g Bradley?

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
4 minutes ago, DD_Friar said:

player score option in the comms menu

Ah, that's playerScoreUI, and I'm still working on that. But at least CA units now can contribute to the score, which is important for adding funds to the bank (it'll soon flow over to "Expansion", once we complete tests). Give me some more hours to make the details accessible from ScoreUI, and with some luck, we'll all be happy 🙂 

  • Thanks 1
Posted
2 minutes ago, cfrag said:

Give me some more hours to make the details accessible from ScoreUI

Take as long as you need Sir!

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

Many thanks for the above score update, much appreciated.

Sir, might I take a minute to ask for advice.

I am looking for a way to reward a pilot in our group that is not really interested in putting warheads on foreheads but is willing to take part in the campaign on the logistics side.

For example, I created a routine for him to be able to load and deploy a SAM system at an air base we had captured, thus offering us protection going forward.

Can you think of way I might be able to incorporate his achievements into the scoring system (I am not asking for changes, just advice on thinking outside the box, so to speak), by delivering cargo for example with points so he can feel that he is getting his name on the board like the rest of us?

I could create a "feat" but that does not score? any other ideas

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 (edited)
16 hours ago, DD_Friar said:

Can you think of way I might be able to incorporate his achievements into the scoring system

Perhaps PlayerScore's "feat" system can do that for you? Phrased differently: what is in the Feat system that impedes you?

If you need just some personalization, the valet module can work wonders.

Edited by cfrag
Posted

Loving these scripts, great work!

Is there a way for me to edit the guardian angel script in a way that simply prevents ai ships from shooting at the plane inside the guardian zone but keep shooting planes outside the zone? In its current form this script sort of works for my jamming escort purpose but it feels a bit off when the ship continuously spams missiles that explode on the way.

The trouble i'm having using other methods for this are 1. Ships don't have ROE settings for "engage designated only" so i could limit who the ship can engage and 2. using "invisible" command makes the whole plane group invisible and not just the plane inside the trigger which causes a situation where flight lead could be inside the safe zone and rest of the flight can be anywhere on the map yet also invisible.

  • Like 1

Fighting for peace is like screwing for virginity.

Posted

@Grodin

Welcome to the wonderful world of DML. I have to admit I am a "fan-boy" for this utility and can not praise @cfrag highly enough for his work.

I would not suggest modifying the scripts, cfrag produces regular updates and if you have issues he could not be expected to support your changes.

He is very good at listening to suggestions for additions to the modules and I am sure if he thinks it is a reasonable enhancement to the module he will have a look at what he can do and release an update if applicable.

Salute

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. 

Posted
23 hours ago, Grodin said:

Is there a way for me to edit the guardian angel script in a way that simply prevents ai ships from shooting at the plane inside the guardian zone but keep shooting planes outside the zone?

Yes. Seems straightforward enough. Check at launch if target, missile and launcher meet the criteria. Please be advised that I do not support modified DML scripts.  

Posted
47 minutes ago, cfrag said:

Yes. Seems straightforward enough. Check at launch if target, missile and launcher meet the criteria. Please be advised that I do not support modified DML scripts.  

Hey,

would this simply destroy the missile as soon as it is fired blowing the missile up right on the deck? Same effect as putting a huge number for guardianAngel.minMissileDist causing the ship to exhaust it's missile supply trying to shoot down the planes inside the safetyzone? I can't think of a way to prevent naval units from shooting some targets while shooting others, both commands that i've found completely prevent ships from shooting (AI off, alarm state green). Invisibility sort of works, but that makes the whole group invisible, not just the plane inside a trigger zone.

Fighting for peace is like screwing for virginity.

Posted
1 hour ago, Grodin said:

would this simply destroy the missile as soon as it is fired blowing the missile up right on the deck?

That would rather depend on how you implement it. Guardian angel simply vanishes the missile by invoking weapon.destroy() with the option to add a small visual explosion at the interpolated location.

1 hour ago, Grodin said:

Same effect as putting a huge number for guardianAngel.minMissileDist causing the ship to exhaust it's missile supply trying to shoot down the planes inside the safetyzone? I can't think of a way to prevent naval units from shooting some targets while shooting others, both commands that i've found completely prevent ships from shooting (AI off, alarm state green). Invisibility sort of works, but that makes the whole group invisible, not just the plane inside a trigger zone.

I really don't know. Perhaps it would help if you described what you are trying to achieve in mission terms (e.g. prevent a missile from attacking a certain aircraft, or prevent missiles from killing units that are inside a zone). I'm sure that the rest can then be worked out. If you want to go "commando-style" on the script yourself, I can give you some pointers, and the rest would then be up to you.

Posted (edited)
57 minutes ago, cfrag said:

That would rather depend on how you implement it. Guardian angel simply vanishes the missile by invoking weapon.destroy() with the option to add a small visual explosion at the interpolated location.

I really don't know. Perhaps it would help if you described what you are trying to achieve in mission terms (e.g. prevent a missile from attacking a certain aircraft, or prevent missiles from killing units that are inside a zone). I'm sure that the rest can then be worked out. If you want to go "commando-style" on the script yourself, I can give you some pointers, and the rest would then be up to you.

I'm trying to simulate ecm jamming escort where anyone that is between the jammers or near them won't be attacked by the enemy naval units (or whatever sort of implementation would be realistic-ish as far as there is public info about ecm). Got the idea from Raven One campaign i think where player had to stay between two growlers or they would be shot at, which is easy enough to do in single player but the problem is when you try to do this with multiple player aircraft in mp when they are members of the same group.

 

I figured that even a jammed radar could possibly lock a plane that is in different direction than the jammer or if it is much closer than the jamming aircraft. So far the best i've managed to do is a moving zone attached to the jammers and triggers that either cycle the protected planes invisibility on/off or the ship AI on/off and that makes for a great effect where the ship might be able to lock the player for a few seconds but loses a lock before it can fire a missile. However turning the ship AI off prevents it from shooting any planes at all and invisibility makes the whole group invisible and not just the ones inside the zone.

Edited by Grodin
  • Like 1

Fighting for peace is like screwing for virginity.

Posted
On 1/23/2025 at 10:29 AM, Grodin said:

Got the idea from Raven One campaign i think where player had to stay between two growlers or they would be shot at, which is easy enough to do in single player but the problem is when you try to do this with multiple player aircraft in mp when they are members of the same group.

Because they all need to be close together? What is the problem arising in MP?

On 1/23/2025 at 10:29 AM, Grodin said:

I figured that even a jammed radar could possibly lock a plane that is in different direction than the jammer or if it is much closer than the jamming aircraft. So far the best i've managed to do is a moving zone attached to the jammers and triggers that either cycle the protected planes invisibility on/off or the ship AI on/off and that makes for a great effect where the ship might be able to lock the player for a few seconds but loses a lock before it can fire a missile.

This looks like a good idea to base the on/off switch for Guardian Angel. The Growlers could get permanent protection, the one plane only gets protection if it manages to fly in such a way that the other two planes are inside a trigger zone/radius. 

The biggest problem I see with GA is that the SAM sites will soon be out of missiles and unable to fire at the middle plane - GA isn't simulating jamming, but simply vanishing the missiles that are fired.

 

Posted
26 minutes ago, cfrag said:

Because they all need to be close together? What is the problem arising in MP?

This looks like a good idea to base the on/off switch for Guardian Angel. The Growlers could get permanent protection, the one plane only gets protection if it manages to fly in such a way that the other two planes are inside a trigger zone/radius. 

The biggest problem I see with GA is that the SAM sites will soon be out of missiles and unable to fire at the middle plane - GA isn't simulating jamming, but simply vanishing the missiles that are fired.

 

In single player using invisibility command works well enough because the wingman stays close to the player but in multiplayer you can get in to a situation where one player of the group is inside the safezone and the whole group becomes invisible and then the other players can fly anywhere on the map and stay invisible to the ai as long as one of them is inside the safezone. Or if the trigger requires whole group present then nobody is protected if even one player is somewhere else. I could just make every client the only member of the group but then TDOA and some other datalink things might not work correctly.

Fighting for peace is like screwing for virginity.

Posted
38 minutes ago, Grodin said:

In single player using invisibility command works well enough because the wingman stays close to the player but in multiplayer you can get in to a situation where one player of the group is inside the safezone and the whole group becomes invisible and then the other players can fly anywhere on the map and stay invisible to the ai as long as one of them is inside the safezone.

I'm modifying GA now so that a unit can carry it's 'angelic' zone with it, and other planes that are inside the zone are protected from missiles fired at it after it enters the zone. This will not prevent the units from being seen, nor (which I believe to be the bigger issue) the SAM sites winchestering.

Posted

Salute @cfrag

We have been playing the Syrian Campaign I sent you the other day. I have a couple of issues to report with scripts.

The first report is no good to man or boy. We had script crash with the playerScore module but I forgot to get a screen shot. After I acknowledged the error the server seem to to get to normal. I will make sure I take one the next time and report it correctly.

The second is that I have just downloaded the data folder from our server for the saved state of the mission. I made some changes to the way AI planes spawn via the RNDFlag (I have change reshuffle from false to true), when the mission was loading on my machine to test (I have desanitised it) I received the following error;

Is it possible to tell which module this came from?

regards

Friar

null

image.png

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

On another issue, I had to remove some static stuff from a carrier that were present when the first week was run, last night was the second week. I had some issues with my routines to remove eye-candy I had added to the carrier and as I had a number of players waiting to get going on the mission I removed the mission from the server, deleted all the eye-candy clones and put the mission back up to the server and re-started (using the saved data from the end of week 1, it was not a "clean" re-start)

With reference to the script error above I removed the clear view message so I could see the if the error showed in the modules when they load.

My question is, are the messages about missing statics anything to worry about?

null

image.png

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 (edited)
59 minutes ago, DD_Friar said:

Is it possible to tell which module this came from?

As long as it's a DOSCRIPT it is always possible to trace back the error, and that is why I strongly advocate using it in missions. Only if you use DOSCRIPTFILE it gets ugly. 

Here's a quick update that I did not yet have the time to regression test yet, but should work.

 

unitZone.lua

41 minutes ago, DD_Friar said:

My question is, are the messages about missing statics anything to worry about?

They are a result from persistence complaining bitterly that you removed stuff that it carefully put in store - just for you! It should have not further consequences.

Edited by cfrag
  • Like 1
  • Thanks 1
Posted
18 hours ago, cfrag said:

I'm modifying GA now so that a unit can carry it's 'angelic' zone with it, and other planes that are inside the zone are protected from missiles fired at it after it enters the zone. This will not prevent the units from being seen, nor (which I believe to be the bigger issue) the SAM sites winchestering.

Just got an idea how to sort of make this work.

- If all the units are inside the safety zone i will cycle the ship ai and/or alert state on/off preventing it from shooting at all
- If some units are outside the safety zone but inside the ship wez then the ship will shoot at everyone and the guardian angel script will destroy the missiles sent for the units inside the safety zone.
 

This way the ship wont always keep spamming missiles, only when there are some targets it is supposed to attack. It is likely to hit the planes that are outside the safety zone making the mission pretty much a failure before it runs out of missiles.

 

Is there better way to stop the missiles as soon as they are fired than increasing guardianAngel.minMissileDist?

Fighting for peace is like screwing for virginity.

Posted (edited)
1 hour ago, Grodin said:

Is there better way to stop the missiles as soon as they are fired than increasing guardianAngel.minMissileDist?

I do not think so. Destroying them immediately can serve to suppress some visual artifacts. Still, missiles can be re-targeted in-flight, and only if they target a protected airframe will GA kick in and remove the missile.

Edited by cfrag
Posted (edited)

@cfrag

Salute

I am having an issue with my campaign mission (the one I have discussed with you previously)

I am trying to test it on my machine for some changes I made (I added a couple of extra planes to the dynamic spawn list at some airfields and also changed the map options to show all units rather than fog of war so I can check which cloned units are or are not (because they have been killed in week 1) spawning in.

When I run the mission up I can select an aircraft but the textures fail to load. I am permanently looking at water around my plane at an airfield. The full map never loads.

This is the mission with the Herc in, before I delete that out so I send it to you, are there any checks I could make to see what the issue could be?

Is there a chance the new unitZone module you gave me could be causing a loop for example?

Any pointers would be welcome.

Kind regards

Friar

If you request it I can remove the herc and send you the mission together with the persistence files.

Edited 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. 

Posted
37 minutes ago, DD_Friar said:

Is there a chance the new unitZone module you gave me could be causing a loop for example?

None. Mission scrips can’t influence world textures.

Posted

@cfrag

Ok, so I have just deleted the saved data and run the mission "fresh", the textures have loaded.

Could the statics and clone zones I deleted from the first running be causing some issues after all?

 

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. 

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...