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DML - Mission Creation Toolbox [no Lua required]


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3 hours ago, DD_Friar said:

Am I dong something wrong? (Mission start time is 07:30

My apologies, but it seems that I’m a bit slow today. What did you expect would happen, or what are you trying to achieve? For my little brain you seem to have done everything right…

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@cfrag - it was that the artillery explosions should not have started until the vehicle reaches the trigger zone, approximately 10 minutes based on the journey time.

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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3 hours ago, GWdope said:

persist the resources (fuel, weapons etc.) of airbases and FARPS in DML?

I haven't so far gotten around to any warehouse utility in DML, although, browsing the warehouse API it seems doable. Let me see if I can come up with a short-term solution.

 

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7 hours ago, DD_Friar said:

it was that the artillery explosions should not have started until the vehicle reaches the trigger zone, approximately 10 minutes based on the journey time.

I see, thank you - and this is perhaps my disconnect. Artillery shells start arriving in the zone some "transitionTime" seconds after you trigger the zone. "Transition time" defines the time it takes the shells to arrive in the zone after the zone is triggers, i.e. the time that the shells are in transit from the (simulated) firing artillery to impact. That means that you can probably simplify your mission's logic to start firing when the vehicle arrives inside the arty zone (or even within a smaller trigger zone inside the arty zone). 

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@cfrag

What you describe is what I intended.

So my issue is, and I will have another look today by adding in some "verbose true"...

1. Is the unit zone firing BEFORE the vehicle enters the zone or

2. is the pulse triggering BEFORE it gets the signal from the unit zone or

3. is the artillery zone firing BEFORE it gets the pulse

Having typed this out and thinking about what is happening, I am getting the 5 repeat volleys, so it is the pulse that is triggering, so now I need to check that if it is steps 1 or 2 that is either broken or not correct.

On a different mission I have a similar issue where I have a valet zone on a carrier that sends a signal for stuff to start happening on the carrier only when someone spawns in (so they get the eye candy to avoid an empty deck due to the first person no spawning in after the mission has been running a while).

This mission also does not work correctly with the activity taking place as soon as the mission is running.

One of my squad mates is having issues with standard triggers (not DML - I have not converted him...YET) not working as expected since 2.9, could this be a carry over?

Is anyone else out there using DML having their triggers being fired unexpectantly?

Salute Sir for all your hard work on this.

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. 

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21 minutes ago, DD_Friar said:

Is anyone else out there using DML having their triggers being fired unexpectantly?

This does sound like a case for... THE DEBUGGER! 🙂 - if you add the debugger it can tell you exactly which flag fires when. Simply add the flag names to any trigger zone's debug? attribute, and the debugger automagically observes that flag for you and alerts you when it is changing values. Among many other helpful things. 

And yes, with DML it often happens to me that flags fire unexpectedly. Belatedly I then often notice that my logic/assumptions were faulty. All other cases, I re-declare as DML "features" 🙂 


Edited by cfrag
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Step5.JPG

Step4.JPG

Step3.JPG

Step2.JPG

Step1.JPG

View the above pictures from bottom up as a sequence.

We can see that the pulse is running at the start

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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4 minutes ago, DD_Friar said:

We can see that the pulse is running at the start

Ah! Now that can be easily remedied:

image.png

You need to add an 'onStart' = 'no' attribute to any pulser that should not start at mission begin

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DOH! another case of R-T-F-M!

Many thanks, glad it was a simple answer.

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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Is there a way to send the same message to a two different groups/units directly without using coalition? For example to a P51D and a Spit doing escort, but not to a P47D doing CAP. The workaround I found is to duplicate the message zone and configure in each zone a different group/unit as destination.

I7 3770K - 32 GB DDR3 - Nvidia RTX 4060 - SSD + NVME

 

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8 minutes ago, vgilsoler said:

Is there a way to send the same message to a two different groups/units directly without using coalition? For example to a P51D and a Spit doing escort, but not to a P47D doing CAP.

That's a good idea. I'll see if I can add this into the group/msgGroup and unit/msgUnit attributes by allowing groups as a comma-separated list. I may have something for you to test soon, so don't run away 🙂

 

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49 minutes ago, vgilsoler said:

Is there a way to send the same message to a two different groups/units directly without using coalition?

Here's a new version (3.1.0) version of messenger that allows you to list multiple group names, separated by comma in the group attribute, and the same for the unit attribute (group and unit are still mutually exclusive). Will also be part of the next update.

 

messenger.lua

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cfrag,

 Hi, running into an error with trying to use the heloTroops module. Everything was running fine with a mission I was building, using standard stuff, Clone Zones, Factory zones, etc.

Once I added in the heloTroops module I started getting the Lua error below. I've also included snapshots of my DML modules and the various config. Any insight is appreciated. 

Thxs

 

helo_error.png

DML output mission.png

DML loaded modules.png

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5 hours ago, bitboy said:

I've also included snapshots of my DML modules and the various config. Any insight is appreciated. 

 

That helps a lot. Did you do anything to remedy the errors in the startup? Cloner requires cfxMX and failed to run, factory requires ownedZones.

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Happy Saturday cfrag, yeah the "debug" display at mission start is helpful for sure. I did add the required modules. I still get the LUA scripting error right before mission start, once I clear it, the mission runs however the heloTroops module doesn't seem to load, because I get no Other -> Airlift Troops comms menu options. (My Helo in game is right next to the helo troops spawner.

See the updated DML modules for mission start along with the mission start output. The issue only seemed to appear once I added in the heloTroops module and setup the spawner at the helo base I setup.

I setup a vanilla test mission, (following the methods you outline in the Helo Trooper example), and that seemed to run fine. 

So I'm stumped as to why this error keeps popping up.

Here are the latest shots of the setup. If you want I can send you the Miz file.

Thxs

 

DML Saturday loaded modules.png

DML start debug Saturday.png

DML Error Saturday.png

DML Helo area.png

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17 minutes ago, bitboy said:

because I get no Other -> Airlift Troops comms menu options.

Turns out it was an error in processing the heloTroop's confg zone. Please find the corrected module below. Please let me know if this is working for you (I haven't had time yet to regression test)

 

heloTroops.lua

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On 2/2/2024 at 12:16 AM, cfrag said:

I haven't so far gotten around to any warehouse utility in DML, although, browsing the warehouse API it seems doable. Let me see if I can come up with a short-term solution.

 

That would be amazing! 

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Salute to all DML devotes!

@cfrag Sir, (or anyone else that can either confirm or deny)

I am having an issue when trying to play a sound file via the messenger module to a single group rather than to all players.

The sound file will play when I do not include any group restrictions (i.e. to everyone)

As soon as I add a group, the sound does not play.

I know this may be considered heresy, but are we sure that playing a sound to a group only does work in the messenger? or is the problem the keyboard computer interface at my end?

My set up is a group of cloned infantry run into a zone. That zone then triggers a messenger to the waiting Huey helicopters.

Any advice or confirmations welcome

 

SoundIssue-2.JPG

SoundIssue-1.JPG

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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