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Posted
18 minutes ago, DD_Friar said:

units added to a mission via a cloneZone that relates to a template using the "source" parameter, that are killed during a mission ARE tracked with persistence so will not be re-cloned at the next mission start?

  • Units cloned with a cloner, irrespective of their template are tracked by unit persistence
  • They are dropped from tracking after they are destroyed, individually (I hope)
  • After spawning from persistence, the units spawn at full health and munitions
Posted
1 hour ago, DD_Friar said:

When the player landed at the other airfield they just taxied in to the hard stand and exited the plane (no shut down etc)

Alright! I'm busy trying to replicate this, thanks!

Posted
21 minutes ago, cfrag said:

After spawning from persistence, the units spawn at full health and munitions

Sorry to asking the same question, so in mission 2 a killed unit from mission 1 that was originally generated by a clone should NOT be generated in the new mission?

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:

a killed unit from mission 1 that was originally generated by a clone should NOT be generated in the new mission?

Yes. A killed unit is no longer tracked by persistence, hence will not be reallocated.

 

  • Thanks 1
Posted (edited)

@cfrag

It really is funny how the mind works. I have been asking questions just recently about cloned units being killed and then not re-spawned when the next mission is loaded using the persistence saved data. My sole focus was making sure that any ground units we take out that are protecting towns and airfields would not come back when the next mission is loaded.

Mind Blown this morning, out of no where came the realisation that I assume that this will apply to AI flights as well so if we take out the flights that are put up against us in one mission they will not reappear in the next nor for the rest of the campaign.

At the moment I have a pulse that is set for every 5-10 minutes which goes to a rnd that picks an airfield. That airfield then picks a flight from maybe 5 or 6 flights.

We tend to run our sessions for maybe 4 hours.

I am now faced with having to come up with a solution that will provide enough air interest to keep the air to air jockeys happy over what could be a 6-10 session campaign. I get there is the argument that a side needs to gain air superiority before a ground war can commence but for game-play I need stuff in the air each mission.

Gulp!

Do you have thoughts on how I could continually provide ai activity over the duration of the campaign?

 

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 (edited)
On 2/2/2025 at 11:03 AM, DD_Friar said:

yes they do, with dynamic cargo enabled. I already do have the whPersitence module already in my mission.

It took me two entire days to track some of this. At the end, I discovered a bug in net.lua2json (it can't correctly save arrays that have a zero (0) index, like for example a warehouse's jpl index), and I discovered that a warehouse's inventory API for weapons and aircraft is so incredibly braindead that it removes entries with a zero item count even if that entry was formerly present. In case you wondered: yeah, that the same as unlimited supply. Or rather, it's not documented how an airfield implements unlimited supply, and airfields with unlimited airframes have no entries, so it is impossible to tell those two apart by code. So, if you have an airfield with 1 Hog, take it and ship it to fly it somewhere , the A-10 item disappears from the originating base, and it is impossible to tell (from a script perspective) if there are no, or unlimited aircraft left for that type by getting the inventory. Whoever signed off on that API seems to be a rather low-rent help to me.

Still working on it, just an update. WHpersistence will require a significant update, though.

Edited by cfrag
Posted

@cfrag Wow - I did not expect it to get this heavy for you but you obviously think it is worth it.

Many thanks once again for taking the trouble to investigate a feature that I suspect will not be widely used but has the potential for campaigns to add another level.

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. 

Posted (edited)
5 hours ago, DD_Friar said:

I suspect will not be widely used but has the potential for campaigns to add another level.

🙂 -- we'll see. Enclosed please find a brand new version, for you to kick the tires. It should now correctly reflect ferry flights.

In the enclosed demo, take a dynamic flight from Senaki to Kutaisi, park at ramp, then save the game via comms. Restart the miz, and the ferried flight should now be at Kutaisi.

Currently set up for a Hog and Hornet at Senaki., you can curtail Senaki for your favorite frame. 

Requires DCS be de-sanitized. The messages appearing every 10 seconds can be switched off with the 'monitor' attribute.

If you update WHpersistence in an existing mission, you should remove the old save data.

WHpersistence.lua pay the ferry, man.miz

Edited by cfrag
Posted
29 minutes ago, cfrag said:

we'll see. Enclosed please find a brand new version, for you to kick the tires.

many thanks, I will give it a whirl and check it out.

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)

@cfrag

Just running our standard server mission which has been recently updated with the updated playerScore module.

Is the below screen shot from that? A leftover debug message or intentional?

Comes up after I spawn in.

Just killed some units and then got killed. The message now just says I have lost some points, the old version rubbed salt into the wounds by telling you how many points you have just lost and also I think how many kills.

image.png

null

image.png

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
1 hour ago, DD_Friar said:

A leftover debug message or intentional?

Still intentional, I'm debugging the score module.

 

1 hour ago, DD_Friar said:

The message now just says I have lost some points

Yeah, no need to add insult to injury. It'll still tell you occasionally, though.

Posted

@cfrag

Question About Persistence

Would it be possible to add a message notifying when the mission save has been completed?

I am using the manual save option in my Campaign and we do it at the end of the night. I make sure everyone except me has returned home and banked their points (if applicable).

I then do the save via a radio menu option.

I leave it a few minutes after the "saving" message has disappeared from the screen to be sure but it would be more reassuring if I got a "Save Completed" message?

We did our third re-start last night and I am hoping that later today when I do a test mission load everything goes ok and I do not get the mission hang / crash I had last time.

The scoring worked as you intended (I do have to confess I did find the line in the code that was displaying your debug message and just commented it out).

We also had guys ferry aircraft from one airfield to another so when I load the mission up I should be able to confirm if that worked as well.

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
23 minutes ago, DD_Friar said:

Would it be possible to add a message notifying when the mission save has been completed?

Isn't saveNotification = true doing that for you?

saveNotification

When set to true, each time that the mission is persisted, a text notification is sent to all players.

Default is true (notify players when saving)

 

Posted
37 minutes ago, cfrag said:

Isn't saveNotification = true doing that for you?

Yes I get the message to say its saving but I wanted some confirmation that the save was completed before I exit the mission.

At the moment a message is displayed confirming the save directory and that it is saving but then the message just times out and disappears. Am I safe at that point to assume that the save has been completed all ok?

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)

Finally getting back to DML mission building..  Quick (DUMB) question on Unit Types.  I am using the https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB  reference and either things changed or I am mis-remembering usage. For example,  I always recall using (e.g.) the SOLDIER M4, SOLDIER M249 types, but in the reference, they are referred to with an INF (infantry) prefix.  Safest just to use the latest from the ObjectDB reference?

Ahhh never mind. Now I remember, it isn't the .lua name, it is the type name within.

 

Thanks!!

Edited by Recluse
Posted

@cfrag

Just to let you know, I ran my campaign as week 2 as a test and it all loaded ok plus the ferried aircraft were listed at their new locations under dynamic spawn so its a big tick from me 🙂

No idea what caused the other crashes, can't have been the Hercules could it?

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

Just FYI the unit type names can be found within the mission editor. Select the unit or group then click the question mark icon next to the group name box (top right) and a list will display.

 null image.png

  • Like 3
Posted
10 hours ago, Priest said:

Select the unit or group then click the question mark icon next to the group name box (top right) and a list will display.

I had not realised that! Every day a school day!

Thanks for the heads up.

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

After posting that my mission test was a success I have a question which may change that.

ref the "Convoy" module.

Does it comply to persistence? its just that when I started my second session, convoys that were killed in the first mission started up again?

I have also looked through the code and could find not any mention of persistence?

 

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, DD_Friar said:

Yes I get the message to say its saving but I wanted some confirmation that the save was completed before I exit the mission.

It should say "+++persistence: mission saved to <location>". It tells you this after it is done saving. The message fades after 30 seconds.

14 hours ago, DD_Friar said:

No idea what caused the other crashes, can't have been the Hercules could it?

Yes?

37 minutes ago, DD_Friar said:

ref the "Convoy" module.

Does it comply to persistence?

Convoy currently does not support persistence.

Posted (edited)
5 hours ago, cfrag said:

Convoy currently does not support persistence.

Ok, thanks. I used it for the auto intelligence reports,  I will go through and remove them from the campaign.

Before I do this (and re-start the campaign), if I just removed the convoy zones and module script and changed the units to late activation using the standard DCS triggers, do you think that this would screw with the already saved file?

regards

Friar

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 (edited)

Another dumb question from forgetfulness or ignorance.

 

- To use ownedZone functionality (e.g. heloCAP) for a FarpZone, does an ownedZone need to be overlayed on the FARPzone, or will the FarpZone understand the ownedZoneConfig for this.

- If overlayed is it best if  OwnedZone inheritsownership from the FarpZone or vice versa?

 

 

Edited by Recluse
Posted (edited)
On 1/29/2025 at 8:49 AM, cfrag said:

Expansion already uses DML modules for that, and they are in DML - just not officially documented, and announced. They are still undergoing testing. If you feel lucky, and are a glutton for punishment, try and experiment with the milHelo, milWings, launchPlatform, camp (and some other I don't remember) modules. They provide the services for flights, missile attacks etc, but currently do not have their own bank nor menu integration. Once I get around to doing that, they'll become official DML modules.

Finally getting around to this! Trying to wrap my head around these undocumented EXPANSION zones while I accept my punishment!  🙂

Let me know if I am on the right track:

- when the milHelo, milWings etc.. are configured to dynamic, the units will attack the (closest?) available TARGET zone of the opposing faction set to accept them (e.g., CAS, SEAD)

-seems like helos have a casz qualifier. Is this specific to helos, where regular cas is for fixed wing? never mind. found it!!

"casz", -- engage in zone for target zone's radius    

- can the DYNAMIC parameter be replaced with a zone to force attack there? If so, and the target is owned by the same faction, will they call it off, or otherwise error out?


 

Edited by Recluse
Posted (edited)

I want to thank you for the help the other day with the mission errors I was getting. Everything is working great now thanks.  I have one question.  I am trying to setup a mission where helos drop troops off to find a VIP in a town.  After a set time I am using the CSAR mission to spawn a VIP for pickup randomly in the town.  Is there a way to spawn multiple troops and a CIV?  Would that be in the coding? Or is there away to use ground troop module for this?

Edited by mech79
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