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Posted

Update 20250619 - Version 2.5.1

So I took the new ferry module, and applied it to some other maps. I ran into issues with some (relating to data files that contain some unexpected data and characters), and nore importantly I ran into an issue with the way that DCS currently does not allow a script to manage dynamic availability (and hot-start ability) of airfields. I posted a request to ED's pagesm, and have note heard back so far. But the upshot is this: without a script's ability to control if an airfield allows dynamic spawns, it is up to you, the mission designer to click on each and every airfield on the map, and change it by hand. This is annoying for Caucasus. It's a show stop for larger maps with hundreds of airfields like Germany, Sinai or Syria - as I found out the hard way when I created those missions

Ferry Germany

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Ferry Syria 

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I decided that the ferry module simply isn't ready for prime time yet, it requires that ED improve the warehouse (or airfield) API before this module can reach acceptable levels of interaction. Once we have sufficient API support, 'ferry' will be included into the 'official' DML set.

While seeing if and how ED respond (so far they have not), I took to heart one of our community leader's comment that I should be more constructive, and I invested a couple of days writing up a (in my mind) better UI/UX for DCS's "Quick Action Generator", which I think has some major design deficiencies. As with the other feedback I've sent to ED we'll see if and how they respond. As (unfortunately) expected, there was none. Oh, well.

So, here's a slightly enhanced update to DML: a few bugs corrected that were reported by some kind folk, and some enhancements to "scribe"
 

All Changes:

Manual
    - added new attributes to Scribe for recording total distance travelled  
    
Demos
    
Modules
    - dcsCommon 3.3.2 
        - getLongestRW (new)
        
    - playerScore 5.3.2
        - more bug hardening 
        
    - scribe 2.1.0
        - now also tracks distance travelled 
 

Enjoy,

-ch

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  • Thanks 2
Posted (edited)

@cfrag  I was trying to use ArtilleryZones and kept getting the first error message below

I figured I was doing something stupid as usual, as your demo mission with triggered Artillery seemed to work fine.

THEN I tried substituting the LATEST cfxZones.lua into the demo mission, and got a similar error (which persisted when I also updated the artilleryZones.lua

I did leave the value of the artilleryTarget parameter BLANK since the manual said it would be ignored anyway.

 

EDIT: Interestingly looking again, I don't see a starting message that artilleryZones.lua even loaded.

I created the simplest mission I could think of and still got the error and didn't see artilleryZones loading, though I definitely did on the stock Demo mission.

I retrofitted the old version of artilleryZones to the mission and it loaded without error and worked.  Something off in the new version???

simpleArty.miz : Older (2.0.1) artilleryZones

simpleArty_V3.miz: Latest (3.0.0) artilleryZones

 

null

null

 

 

 

image.png

image.png

simpleArty.miz simpleArty_v3.miz

Edited by Recluse
Posted
13 hours ago, Recluse said:

I was trying to use ArtilleryZones and kept getting the first error message below

Thanks for reporting this. I traced it to a small typo in arty zones. It was forced into the open by using the (now legacy 🙂, deprecated) "f?" attribute. It's fixed in the update below.

Enjoy,

-ch

 

artilleryZones.lua

Posted (edited)
21 minutes ago, cfrag said:

Thanks for reporting this. I traced it to a small typo in arty zones. It was forced into the open by using the (now legacy 🙂, deprecated) "f?" attribute. It's fixed in the update below.

Enjoy,

-ch

 

artilleryZones.lua 15.71 kB · 0 downloads

THANKS!!!  Always good to know I wasn't missing something obvious.

Latest manual still had the f? shown, so I didn't know it was deprecated.

While I have your attention on artilleryZones, a few questions if I may  🙂

 

-  watchFlag (f?. in?, artillery?) shown as NUMBER.  Does it still have to be a numbered flag, or can the usual DML flag NAMES be used?

I should just try it, but I will ask anyway:  Can multiple artilleryZones use the same watchFlag?  e.g.  Simultaneous bombardment on 2 (or more) sites using a WatchFlag with Flag 100

Never mind, I tried it and answer is YES.. and the new artilleryZone.lua works perfectly!

Edited by Recluse
Posted (edited)
1 hour ago, Recluse said:

Does it still have to be a numbered flag, or can the usual DML flag NAMES be used?

IIRC, all flags in DML can be names, and can be local. 

Edited by cfrag
Posted
1 hour ago, Recluse said:

Latest manual still had the f? shown, so I didn't know it was deprecated.

They are now 🙂 -- i.e. next release.

Posted (edited)
20 minutes ago, cfrag said:

IIRC, all flags in DML can be numbers, and can be local. 

I meant, can a non numerical flag be used in an artillery zone:

 

in?   "StartShot" vs "100"

 

Again, the answer is YES..  I misunderstood this as meaning it had to be a NUMBER, but that was just pointing out compatibiity:

null

 

 

 

image.png

Edited by Recluse
Posted
3 minutes ago, Recluse said:

I misunderstood this as meaning it had to be a NUMBER, but that was just pointing out compatibiity:

Yeah, the manual is old in many places, and needs amendment. I corrected that, too - thank you!

  • Like 1
Posted (edited)

@cfrag   

Started messing around with the Recon Mode module. Originally posted some bug reports but on further testing, everything is working as expected.

Question though:

- Any way to include Statics in the report (e.g. reporting FARPS, structures etc..) or would this be too resource intensive.  Not suggesting built in Map objects, just Mission Editor placed statics.

 

 

Edited by Recluse
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