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Posted
2 minutes ago, DD_Friar said:

consider amending the menu description used from "Airlift Troops" to "Transport Troops"

I could try and make it a config choice. Watch this space 🙂 

 

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Posted
33 minutes ago, DD_Friar said:

consider amending the menu description used from "Airlift Troops" to

Done. It's now a config item

menuName

Name of the menu that heloTroops puts in the players UI to allow them to access heloTroops functionality.

Defaults to “Airlift Troops”

Enjoy,

-ch

heloTroops.lua

Posted
3 hours ago, cfrag said:

Done. It's now a config item

ha! Many thanks, I assume that you already had this feature in mind?

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)
55 minutes ago, DD_Friar said:

I assume that you already had this feature in mind?

It's called 'code engineering' 🙂 -- these things seem easy when it's done right. Hopefully ED try it sometime.

Edited by cfrag
  • Like 1
Posted

@cfrag

Hello Sir,

Question ref playerScore

Probably never designed for this but I don't think it works for combined arms units? Would that be the case?

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, or anyone that has suggestions...

Here's what I would like to do and need some advice...

1. If a player dies, I would like their playerScore to be reset to zero regardless of what side of the front line they are on (you die - lose all points)

2. If a player lands in ENEMY territory across the front line, I would like there to be a 50% chance that they would either...  Get "captured" and lose all player points, OR they "escape" back across the front line (back to safety) and lose no player points.  Either way, a message will go out to both red and blue to show the "results"

How would you guys go about setting this up??  I can create zones that define the "front line" sure enough but need help beyond that.  Any help would be SUPER appreciated!  

ChuckIV

"Never in the field of human conflict was so much owed by so many to so few." Winston Churchill

 

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Posted

@ChuckIV

I think this is going to be quite difficult without special coding, but to assist the process I can contribute the following;

  1. "A player dies they loose all their points" - is this ALL their points (i.e re-set their score to zero) or just the ones they have accumulated in that sortie? You do have the option of a "scoreSafe" zone where points can be deferred until you land in the safe zone. If you die before getting back to a safe zone a player will loose the points gained in that sortie only. Any thing else will require probably a new parameter to be added along the lines of "deathReset" true or false. If set to true when a player dies the score is reset, but that is @cfrag's call.
  2. "If a player lands in enemy territory" - A simple statement, but how do we define what enemy territory is? This may come when the Dynamic Campaign FINALLY lands but until then the only way I can think of it is by creating a large "ownedZone" that covers the enemy area. Players can get awarded "feats" for landing in an enemy controlled area. This can then award points, generate a description with wildcards built in, but there is no flag that can be triggered that could go to a RNDFlag to decide if the player escapes or not. As a "hack" you could add a radio menu option for the player to "roll the dice - did I escape?" that could trigger a flag that goes to a RNDFlag. That could trigger a flag using the "blueScoreFlags" or "redScoreFlags" zone that contains a list of flags, which when triggered can increment the score of the coalition (not the player though).

Hope that helps to shine some light on what is quite a complex request.

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
16 hours ago, DD_Friar said:

Probably never designed for this but I don't think it works for combined arms units?

Well, Goldfishbrain I thought that it did. I think I even created a demo for that:

8.95 Yes you CAn score (CA and PlayerScore)

Note:
This demo requires the Combined Arms module

8.95.1    Demonstration Goals

This demo shows how players who control ground units via “Combined Arms” can also receive score points using the PlayerScore module.

The restriction is that CA scores are awarded immediately and can't be deferred. I'll try and amend the main doc itself to make this more clear.

Posted (edited)

@cfrag

Is there a corner I can stand in please?

Update: I had deferred scoring enabled. Works perfectly for both cloned and default units.

Sorry to have asked and doubted you 🙂 

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
16 hours ago, ChuckIV said:

1. If a player dies, I would like their playerScore to be reset to zero regardless of what side of the front line they are on (you die - lose all points)

Huh. Full wipe on die, that's harsh. Certainly not difficult to implement. As @DD_Friar already asked, you want this ON TOP of deferred scoring, right?

16 hours ago, ChuckIV said:

2. If a player lands in ENEMY territory across the front line, I would like there to be a 50% chance that they would either...  Get "captured" and lose all player points, OR they "escape" back across the front line (back to safety) and lose no player points.

Although interesting as a concept, there are multiple questions that we need to resolve first:

- How do we handle Helicopters that land in "enemy territory" to rescue someone or to insert troops?

- What is enemy territory, and how would silly me discern that from neutral and friendly territory?

 

Posted (edited)

Hola, ¿podríamos introducir una función que permita a las unidades generadas en una zona de activación seleccionar puntos de referencia aleatorios dentro de esa zona para moverse?

Edited by Javier
Posted

@Javier

A quick "google translate" gets me

Hi, could we introduce a feature that allows units spawned in a trigger zone to select random landmarks within that zone to move to?

 

Could you give a more detailed example of the scenario you are trying to achieve? 

¿Podrías darnos un ejemplo más detallado del escenario que estás intentando lograr?

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)
hace 1 hora, DD_Friar dijo:

@Javier

A quick "google translate" gets me

Hi, could we introduce a feature that allows units spawned in a trigger zone to select random landmarks within that zone to move to?

 

Could you give a more detailed example of the scenario you are trying to achieve? 

¿Podrías darnos un ejemplo más detallado del escenario que estás intentando lograr?

Example:

RandomizeRoute=true

IntervalTime=5min

I would like units spawned in a trigger zone to move on their own without editing waypoints.

Edit: and be able to set a time interval

Edited by Javier
Posted
57 minutes ago, Javier said:

I would like units spawned in a trigger zone to move on their own without editing waypoints.

DCS Pathing is not well. At all. But It's entirely possible that I could tell a spawner/cloner to pick a random point in a circle with range, and have the troops go there at some sedate pace. It won't be pretty, but it should work in some fashion. When they get there, what should they do then? Simply sit around, or despawn? 

Posted
hace 27 minutos, cfrag dijo:

DCS Pathing is not well. At all. But It's entirely possible that I could tell a spawner/cloner to pick a random point in a circle with range, and have the troops go there at some sedate pace. It won't be pretty, but it should work in some fashion. When they get there, what should they do then? Simply sit around, or despawn? 

Maintain the position and change it again based on a set time interval. I do this with a script, but I was wondering if DML could do it too.

Posted (edited)

Hello, I tried to search this forum but its quite lengthy. I am having this issue with CSAR. I'm not sure what I am doing wrong.
 

image.png

Edited by CidTheViking
Posted

@cfrag

Oh I do hope the latest patch and the API fixes that came with it have not broken our beloved tool.

We had to abort my campaign tonight due to performance issues.

We tried running another map that had a little DML and ran into the issue that has been reported by others (not necessarily using dml but mentioning mods) of missing ground and sea units from the mission. When reviewing the ME they had gone! but in other, older versions they were present. 😞

Fingers crossed it is some other conflict that is causing the issue.

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
5 minutes ago, Chad Vader said:

Whats the thoughts with the new save feature and its interoperability with DML, parameters, flags and so forth

DCS's current save feature is not expected to work with scripts, provides no API for scripts, and looks very experimental. I can virtually guarantee that it won't work (well) with DML, because there currently is no way for scripts to save their state, so I recommend to not use Mission Save with DML-based missions.

I have submitted a first draft for a state saving scripting API (here), and we'll see what will become of it. 

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Posted (edited)
16 minutes ago, cfrag said:

so I recommend to not use Mission Save with DML-based missions.

Sir, so for my campaign that uses persistence, when we get the mission running again, if I save with the DML save routine is that ok? or is my campaign now screwed?

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:

when we get the mission running again, if I save with the DML save routine is that ok?

Asd long as you do not use the new save function and start the miz using DML's persistence it *should* (I hope) behave as before. I've not yet had much time to test the new save feature and miz data structure. I'm hoping that the impact is minimal (except that saving doesn't work with DML as you would expect because scripts cannot save their state)

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Posted
On 3/20/2025 at 11:40 PM, CidTheViking said:

Hello, I tried to search this forum but its quite lengthy. I am having this issue with CSAR. I'm not sure what I am doing wrong.
 

image.png

That new warning should warn you (it's only a warning) that the zone "CSAR ZONE" and "HOT EXTRACT CSAR" are set to "deferred" (i.e. they do not generate a CSAR at mission start), yet do not have a defined trigger attribute to start a CSAR. 

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Posted (edited)

A SHORT NOTE ON DCS MISSION STATE SAVE AND DML

DCS now has an experimental "Mission Save" feature. I feel it is not yet ready for prime time and advise everyone (mission designer and player) to not rely on its ability to save a mission. MSS will fail your expectations 99.99% of the time and produce unpredictable results.

Since MSS does not support an API to allow scripts to interface with it, and a saved mission can completely screw up time, flags, locations, paths, unit templates and a million other things, I caution against using it with DML-enhanced missions.

If you report bugs, please understand that I expect that you exclusively report DML bugs that appear in missions that did NOT start from a MSS-saved state.

Let's all hope that MSS - promising as it is - can advance to a usable form quickly.

Edited by cfrag
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Posted
1 hour ago, cfrag said:

DCS now has an experimental "Mission Save" feature. I feel it is not yet ready for prime time and advise everyone (mission designer and player) to not rely on its ability to save a mission. MSS will fail your expectations 99.99% of the time and produce unpredictable results.

Woefully designed.  Talk about not understanding your customer's basic use cases ... SMH

You're spot on with your recommendation here, Cfrag.  Simply ignore the thing even exists.  Its a complete waste of our time in the state its in.  I'll set it aside on the virtual shelf next to VOIP and all the other poorly implemented code they release.  Maybe someday in the distant future it'll actually work the way most of the community wants (payware missions along with heavily scripted user submissions as well as MP content).

 

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Posted (edited)

AN EVEN BRIEFER NOTE ON DCS MISSION STATE SAVE (MSS)

On further analysis of MSS my advice at this point is to not use MSS. It's unfathomable to me why it was released to the public; it makes ED's team look incompetent and out of touch with their players.

Edited by cfrag
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