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DML - Mission Creation Toolbox [no Lua required]


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Hi cfrag, I have a problem. I had a mission that run perfectly until last DML update.
The mission load this script at start (ME Picture).
I reload all the script with the last module in the last download, saved the mission and then try to fly it.
As soon as the mission start and I choose a cokpit I get this error (Error Picture).
After that if I alt Tab I come back to cokpit and apparently al is ok (Cockpit Picture).
Can You Help me? I Upload also the mission.
Thx.

 

 

image.png

Error.png

Cockpit.png

EAF_Training_Playground_The_Channel_Test.miz

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1 hour ago, Hunter Joker said:

Can You Help me?

Sure - unfortunately, I can't load the mission because it uses the WWI pack but that's probably not necessary.

From the error message you kindly posted, I believe this is an easy fix: You need to re-download the cfxZones.lua module that was not updated (I also added it to this message for convenience). I also re-added cfxZones to the GitHub archive to make sure that the correct version is available. There was a brief period yesterday when cfxZones wasn't up to date, which may have affected you.

Simply exchange the cfxZones in you mission with the one below, and all should be well.

 

cfxZones.lua

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On 10/1/2022 at 5:04 PM, Hunter Joker said:

possible to use the Messenger module to simulate a GCI controller that periodically give the positions of the Bombers or ship's convoy

They now can (or rather: with the next update). When a messenger talks to units or groups, it can take the unit (or in case of groups, their lead unit) as reference and give you bearing, range and other stuff relative to the unit. I've created a demo mission where I use this for a formation flying exercise, and this is (a mere glimpse of) what messenger can now do:

stupid null

image.png

That 'in front of you' part is the real power of messenger, as it now can map multiple responses to relative bearings (similar to mapping a clock to bearings like 'at 9 o'clock', but messenger can generalize this and wrap multiple responses 


Edited by cfrag
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3 hours ago, cfrag said:

They now can (or rather: with the next update). When a messenger talks to units or groups, it can take the unit (or in case of groups, their lead unit) as reference and give you bearing, range and other stuff relative to the unit. I've created a demo mission where I use this for a formation flying exercise, and this is (a mere glimpse of) what messenger can now do:

stupid null

image.png

That 'in front of you' part is the real power of messenger, as it now can map multiple responses to relative bearings (similar to mapping a clock to bearings like 'at 9 o'clock', but messenger can generalize this and wrap multiple responses 

 

Great! I will try it on next mission, as soon as You will release the new module.
If You want any time I will have other "idea of what if" I will report You them for eventually to be implemented 😅

 

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Hi cfrag,

Is it possible to have soundfile played (if need be via a flag bang) when a missile launches in guardian angel environment? This way I can simulate an ai wingman who actually does something useful and calls out a missile launch when he sees one.

 


Edited by Sinclair_76
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16 minutes ago, Sinclair_76 said:

Is it possible to have soundfile played (if need be via a flag bang) when a missile launches in guardian angel

What a nice idea! I'll see if I can fit it the next release, but I've added it to my to-do list.

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10 minutes ago, Sinclair_76 said:

I've been playing with the moving/linked zones. What I miss is to have a zone spawn troops when the hosts land/stop as if to simulate disembarking troops.

That should not be too difficult. Use the LZ module to create the event, and wire it to the cloner that follows the unit. Use the useHeading to make the troops spawn on the correct side and correct distance. If I get around to it, I'll try to create a demo for the Huey that does that.

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5 minutes ago, cfrag said:

That should not be too difficult. Use the LZ module to create the event, and wire it to the cloner that follows the unit. Use the useHeading to make the troops spawn on the correct side and correct distance. If I get around to it, I'll try to create a demo for the Huey that does that.

If possible I prefer ground unit because that is what I'm having trouble with.

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13 minutes ago, Sinclair_76 said:

But for that to work well I would need the zone to follow the master

That's one of DML's fundamental abilities, with the 'linkedUnit' and 'useOffset' or 'useHeading' attributes. Should work easily.

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35 minutes ago, Sinclair_76 said:

the units themselves remain stationary and do not follow the master

Ah. Well, the cloner should copy their orders. I'll see what I can come up with, let's see if I can get it to work

EDIT:

Ah. Yes. Ground Forces don't have a "follow" or "Escort" task. That throws a spanner in works.


Edited by cfrag
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Also looking at Persistence. EXCELLENT! writeup on all that is persistence.

Question regarding persistence. I use some of the other collections like MIST and MOOSE and now looks like DML and I was wondering if there would be issue with objects created by MIST or MOOSE?


Edited by Hellfire
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9 hours ago, Hellfire said:

I was wondering if there would be issue with objects created by MIST or MOOSE?

There are no issues with DML when you create an object with MIST or MOOSE. Persisting them, however, won't work unless you write your own DML hook that lets DML know about the group. I see if I can come up with some easy MIST or MOOSE glue so people can easily hook into DML's persistence capability.

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I have this working by essentially using 2 methods I use DML's persistence to persist units that are placed in the ME ,then I have a function at the end of my CTLD script to persist the CTLD created units.

 

It actually works pretty well although 2 seperate files are created for each server.

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Just messing around with the FARP module to see how it works and what happens when FARP is attacked. It's throwing errors as the aggressor's approach. See attached.

DML-TEST.miz

22 hours ago, Badass1982 said:

I have this working by essentially using 2 methods I use DML's persistence to persist units that are placed in the ME ,then I have a function at the end of my CTLD script to persist the CTLD created units.

 

It actually works pretty well although 2 seperate files are created for each server.

Hey Badass, what other persistence module are you using?

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5 hours ago, Hellfire said:

It's throwing errors as the aggressor's approach.

Thank you for the heads-up. The bug is in "cfxMon", a module that I haven't looked at in over a year (it's been superseded mostly by the DML Debugger) and which is, as you see, a bit old. If you remove cfxMon from you mission, it should work just fine. The bug you discovered in cfxMon is fixed (see below), but there may be some more in Mon, that module is still quite experimental 🙂 -- the error was caused by the fences being 'killed' when the APC rolled over them, and Mon was expecting a unit kill event but received a scenery object instead.

Enclosed please find the corrected 'cfxMon' and mission. 

cfxmon.lua DML-TEST-fix.miz

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5 hours ago, cfrag said:

Thank you for the heads-up. The bug is in "cfxMon", a module that I haven't looked at in over a year (it's been superseded mostly by the DML Debugger) and which is, as you see, a bit old. If you remove cfxMon from you mission, it should work just fine. The bug you discovered in cfxMon is fixed (see below), but there may be some more in Mon, that module is still quite experimental 🙂 -- the error was caused by the fences being 'killed' when the APC rolled over them, and Mon was expecting a unit kill event but received a scenery object instead.

Enclosed please find the corrected 'cfxMon' and mission. 

cfxmon.lua 4.99 kB · 1 download DML-TEST-fix.miz 141.88 kB · 1 download

I just removed it and that's solved but I have lots more for FARP. 🙂

"Scattered" formation throws errors so I'm forced to use "chevron". I have not tested others fully. For me everything should be scattered as anything else is just a single pass cluster target. 🙂

Blue aggressors take the FARP without a fight with the redDefenders. 

You mention/require (fails at 1500 I tried) that the FARP zone be 2K radius to match capture zone but DCS FARP capture zone is more like 6700. ???

Something I noticed in the process of hashing the zone radius and the cfxmon issue is the redDefense force would not change to blueDefense if blue aggressors were already in DCS FARP capture zone. Lame bitch you say? Could happen in a persistent fight. Just saying. Fixing below issue I suppose fixes this issue.

The .miz file you already have, if you still have it will demo the blue aggressor inside the capture zone. I put them there based on your 2K requirements then noticed later what was actually going on. I have since pushed them beyond the DCS FARP capture zone and run them in and still no fight but the redDefenders do change to blueDefenders.

Wait everything about the capture issue's is not entirely correct. What's going on is the troops that are spawned are neutral(white) units, before and after capture. The actual troops are changing from the red type's I had selected to the blue types but their always white which explains the easy capture. Did I miss a setting somewhere?

This issue does lend itself to another question I had as I was originally setting this test up. How do I start the FARP as neutral? I was thinking this is not a possibility in DCS but clearly that's wrong.

A request to go along with all the other trouble I'm causing. When I'm flying, I am generally task saturated and I know I'm not alone here. Most messages that pop at the top right need a sound to go along with them and FARP being captured needs a ding or a dong or a ding dong ding dong. Thats a request for you and every other mission maker that happens by here.

The body of work (or should I call it fun?) you have created here is impressive. Hat off and bow.

DML-TEST.miz

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24 minutes ago, Hellfire said:

"Scattered" formation throws errors so I'm forced to use "chevron".

I'll look into it - if possible, I'd love screenshots from errors, as it helps me immensely to pinpoint an issue without having to try and recreate the issue.

24 minutes ago, Hellfire said:

Blue aggressors take the FARP without a fight with the redDefenders. 

Yes, I wondered about that as well when I tested the mission. I then realized that the units that spawned on the FARP are all neutral...? That had me puzzled until I realized that you put all CTJF to neutral coalition. That's an (sadly undocumented) assumption that DML makes: CJTF Red is red coalition, and CJTF Blue is blue coalition (need to update docs for that). DML needs that for spawning any type for that side. Once you do that, it should work, and the FARPS are no longer push-overs.

 

24 minutes ago, Hellfire said:

You mention/require (fails at 1500 I tried) that the FARP zone be 2K radius to match capture zone but DCS FARP capture zone is more like 6700. ???

Ah. My bad. 2k in civilized units (meters), 6600 in "imperial" doodahds like feet, tablespoons or whatnot 🙂 

24 minutes ago, Hellfire said:

How do I start the FARP as neutral?

Simply place neutral toops there. DML directly takes FARP ownership from DCS. Neutral troops will not fight red/blue for control of FARPS.


Edited by cfrag
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CTJF? I have no idea what that is. LOL! You're making it sound like I accidentally did something I was intentionally trying to do, but I have no idea what that is.

GGL gets me Combined Joint Task Force and this GitHub - team-limakilo/DCS-CJTF-Replacer: Modifies missions to move all player groups to CJTF Blue/Red just in case anyone was looking for that.

How do I fix the CTJF?

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Oh yea, and the comment about doodahds and tablespoons, VERY funny. I was going to say something about the French having to do with the simple fall of the farp but I didn't, but now that you have opened it up, there's that. I do however realize that I owe my existence to the French because if it wasn't for them, I'd be speaking of some other F'd up weights and measures with a snootier version of English. There I got the French and English and I'd go after Arnold if I could think of something bad to say about the guy. 😉

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Quote

 

CTJF? I have no idea what that is.

That’s because I‘m an idiot 🙂 I meant “Combined Joint Task Force” Red and Blue. Your mission assigned them both to Neutral, which breaks DML’s assumptions. To re-assign, simply click on the Coalitions icon on the left side.

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