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Posted (edited)

Version 2.4.6 - 20250327

The good news: DCS State Save has arrived. The bad: it's <expletive>. Really, really <expletive>.

I deem it unusable for even the most simplistic missions, that it's an embarrassment for ED, and can only serve to make people angry at ED because it is most definitely not what 99.9% of players expect. Most Players expect that when they save a mission, they later can continue *exactly* where they left off. DCS doesn't deliver. Not even 1% of that. IMHO it would have been much better if it hadn't been delivered at all. For mission designers, this is worse because not only is a saved state a much worse, broken version of the original mission, it also by default overwrites the original (the UX people must have been absent here). The result? Mission creators will be blamed for the Fuster-Cluck that ED delivered. Oh, and support for mission scripting? You must be new here. How about saving flag values? Good one, who uses flags? That little 'ABSOLUTE TIME' thing that just came out? An ill-conceived Fuster-Cluck. Worse than useless, because it exacerbates a bad solution. To me it looks as if nobody at ED with experience in mission creation was involved. DCS has become a worse game, and judging by this, to me ED seem completely out of touch with their players and content creators.

So, I spent the last two weeks submitting proposals to ED for a rudimentary Save State API, testing what is there, and finally resorting to serious drinking to forget what I saw. It's bad, and no-one in their right mind should use it. Mission scripters will now have to live with the fact that they'll invariably be blamed for this incomprehensible disaster. How do I know? By looking at my inbox: "Bug in Expansion", "Angels Caucasus doesn't work", "Can't seem to continue". 

ED: please pull Save State from DCS until it is more mature, I believe that you are trampling your own reputation with it. Don't get me wrong: Save State is an important and fantastic addition to DCS. Its current incarnation is a carnival of ineptitude, though. No serious software developer would have released something of this low quality to production. ED, I think you can do better.

When sober, I managed to add a requested feature to heloTroops: the ability to let troops fast-rope to the ground, i.e. have them disembark without the helo on the ground. 

So, nothing much in this release except a cool new heloTroops addition.

Documentation
    Main 
        - Fast-Roping for heloTroops 
        
    QuickRef
        - heloTroops 
        
Demos 
    - fast-rope from helo (not yet documented)
    
Modules 
    - autoCSAR 2.2.2 
        - DCS bug hardening 
        
    - heloTroops 5.1.0
        - fast-roping ability 
  
    - playerScore 5.2.3 
        - fixed a bug in victim category 

 

Enjoy,

-ch

 

Edited by cfrag
  • Like 7
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Posted

Amen @cfrag!!!

Well stated.  I'd love to add more here but it'll just result in my post getting deleted, edited or worse.

The gaslighting is inbound on this topic, I have no doubt.  

Keep up the great work.  I hope the frustration doesn't crush your desire to continue being a community advocate.  Seen far too many examples of ED shenanigans pushing talent away.

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Posted (edited)

@cfrag

Module Question

Module: heloTroops

Question: Is it now the expected sequence that the deployment formation has to be selected BEFORE the option to load in-range troops is presented?

Reason For Question: I am finding in a map I am working on using CA vehicles to move troops that when a vehicle drives up to the pick-up point and goes into the Troop Transport menu there is no option to request troops, only deployment formation. After I have selected the formation and then go back into the menu I am now presented with the option to request the troops. They load and deploy correctly after this, it is this initial step that is new to me. 

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

Sound Issue With Cloned Combined Arms Units

Salute @cfrag

Whilst working on my next project I seem to have uncovered another obscure issue which I have no idea how to resolve, and am not sure if it is even within your powers to solve.

Issue: Cloned vehicles on line have no sound, off line they are fine.

In my mission I have tanks generated via a radio menu selection option. When played off line they have engine sound, when the mission is uploaded to our server, I get no sound from them.

I added a tank directly to the map and this does have sound when played on the server.

 

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:

Is it now the expected sequence that the deployment formation has to be selected BEFORE the option to load in-range troops is presented?

The deployment formation can be set at any time and is applied to any subsequent deployments. If not set, it defaults to a circle around the helicopter, troops facing out.

1 hour ago, DD_Friar said:

using CA vehicles to move troops

That may be part of the issue. Menus are set and updated triggered by the 'take-off' and 'land' events. Ground units do not receive these, and this may contribute. I suspect something else though: Fully exiting the 'Other' menu (through 'back' and going to the top level) should cause DCS's notoriously unreliable menu structure to re-load, so I'd like you to try and see if that changes anything. Does that make a difference?

 

39 minutes ago, DD_Friar said:

Cloned vehicles on line have no sound, off line they are fine.

DCS sound for clients in multiplayer has been hit and (mostly) miss for a while. Let us hope that the kind people at ED fix the client audio issues one fine day.

Posted (edited)

cfrag,

Hope my post finds you and yours all happy and healthy.  I was able to get SPAWNED fuel tanks to keep their unique names by placing all the tanks on the map as individual cloner templates.  This allows playerScore to have unique point values for these tanks all across the map.  However, I've lost the ability to make them delicate and attach smoke/fire to them.

Here's the idea I'm working on now...  A simulated "flare gun" shot from client aircraft...  I've attached moving zones to client aircraft.  Inside these zones I've placed flareZones controlled by radioMenu.  Clients can now pull up an individual menu to fire their "gun".  The problem, as you've probably guessed, is that if fires the flare UNDER the client aircraft at ground level.  I need the flare to originate from the aircraft center of mass (not from the ground).  Any thoughts how I can make this happen?  In ME, you can do this easily "SEND FLARE FROM UNIT" but I was hoping to use DML.  ChuckIV 

Edited by ChuckIV

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Posted

@cfrag

Module Question

Module: heloTroops - Fast Rope

Question: I am confused by the menu options (see below)

Question Detail: When looking at the menu I am confused by the two reference to fast rope. I tried them both but neither seemed to deploy the troops. In the config file I set the deployment speed to 0.5. I was at a virtual hover when attempting to drop off the troops.

What am I doing wrong please?

image.png

image.png

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
18 minutes ago, cfrag said:

You are too fast. Story of my life, I know

...and menu options, which one would I use?

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 minutes ago, DD_Friar said:

and menu options, which one would I use?

Unfortunately, the F2 menu is clipped by DCS. Depending on your setting it should say 

"(You are carrying xx Infantry; land to deploy)" or 

"(You are carrying xx Infantry; fast-rope or land to deploy)"

It's only a comment not a valid menu option (the brackets were intended to signify that) but that menu manager screws with it. So while airborne, only F3 is viable, provided that you are slow enough. Looks like I'll have to simplify the menu options. 

Edited by cfrag
Posted (edited)
35 minutes ago, cfrag said:

Looks like I'll have to simplify the menu options. 

How about "xx on board-land to deploy" or

"xx on board-fast rope or land"

We know we are carrying troops so no need for that just reminder of souls on board in case of secondary pick-ups after they have engaged and perhaps taken losses.

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

bump

Here's the idea I'm working on now...  A simulated "flare gun" shot from client aircraft...  I've attached moving zones to client aircraft.  Inside these zones I've placed flareZones controlled by radioMenu.  Clients can now pull up an individual menu to fire their "gun".  The problem, as you've probably guessed, is that if fires the flare UNDER the client aircraft at ground level.  I need the flare to originate from the aircraft center of mass (not from the ground).  Any thoughts how I can make this happen?  In ME, you can do this easily "SEND FLARE FROM UNIT" but I was hoping to use DML.  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

Hi Cfrag, I am totally new at making maps. I know how to make a trigger zone, and I watched some of your videos, downloaded a couple of modules also the documentation.

I am still lost. I don't even know where to put the .lua's (modules) so the mission editor reads them lol

What I want to do is spawn a couple ground units (Generator lights) onto a ship (floating barge)

The first picture where is I would like to place the generator lights, it worked because they were statics but when used as statics the lights won't work, so you have to bring them in as ground units to get the lights to work. And the mission editor won't let me put them on the barge.

So, what I did is placed them on the shore to use them, but it would be a lot better if they were on the barge.

How would I go about putting them on the barge? Basically, put a ground unit on a ship unit.

Lights.jpg

Night_1.jpg

Night_2.jpg

Posted

@Vic

Welcome to the world of DML

You need to down load the DML zip file whcih has all of the modules (although you only add the ones you need to your mission plus a few mandatory ones.)

The scripts should be loaded with the "At Mission Start" main trigger and you need to add them via "Do Script" not "Do Script File"

You need to have dcsCommon, cfxMX, cfxZones as must haves.

For your requirement add cloneZone as well.

Place the lights you want in any area of the map out of the way.

Place a zone just big enough (possibly with size 10) over the top of them.

Give it the following parameters

cloner and give it the same name as that of the zone eg light template

Now place a zone over the static ships where you want the light units to appear.

give this zone the following parameters

cloner  (with no values)

source   value column put "light template" (quotes not required) with a value of the name of the zone you created above with the lights in as the template. (If you want two lights you can use the same template)

onStart set to true (this will put the units in the position you require at mission load.

This is called using a template and DML enables you to put objects anywhere with this technique. It is well explained in the full version of the documentation and I suggest you have a read.

Hope this helps

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

Where do I download the zip file? When I go to GitHub I don't see a zip file just all the different modules, I can download each .lua separately but I just don't see the zip

Sorry that you have to deal with a mentally impaired person lol

Posted (edited)
17 minutes ago, Vic said:

Where do I download the zip file? When I go to GitHub I don't see a zip file just all the different modules, I can download each .lua separately but I just don't see the zip

Sorry that you have to deal with a mentally impaired person lol

Click the Green CODE Button and DOWNLOAD ZIP

HINT: Inside the zip, in addition to the modules you will find EXTENSIVE documentation.

null

image.png

Edited by Recluse
Posted
17 hours ago, ChuckIV said:

A simulated "flare gun" shot from client aircraft...

While certainly possible, I can't see a good interface for DML, and this appears to be an extreme edge case. How is this used in your mission, what is the objective of such a an ability (besides firing off a flare)?

Posted (edited)
3 hours ago, Vic said:

I am totally new at making maps. I know how to make a trigger zone, and I watched some of your videos, downloaded a couple of modules also the documentation.

Talking about learning to swim in the deep end of the pool 🙂 -- DML becomes a lot easier when you feel somewhat comfortable around Mission Editor, as that application comes with a lot of, uh, "idiosyncrasies". It hates you.

That being said...

3 hours ago, Vic said:

I don't even know where to put the .lua's (modules) so the mission editor reads them lol

Check Chapter 4 of the manual. 

3 hours ago, Vic said:

The first picture where is I would like to place the generator lights, it worked because they were statics but when used as statics the lights won't work, so you have to bring them in as ground units to get the lights to work. And the mission editor won't let me put them on the barge.

I believe @DD_Friar was already kind enough to provide you with a very elegant way to do what you want - it also underscores my adage "when in doubt, try a cloner" 🙂 

Have fun, and don't be discouraged by Mission Editor

Edited by cfrag
Posted

Man, thanks Recluse! I would never thought of doing that, GitHub is new to me. So now I downloaded the zip no problem. 

Posted
15 minutes ago, Patero said:

I want to ask for your advice and help. I'm looking for a switch that will run this script in MP if the helicopter pilot dies during the action.

Thank you for taking the time to ask this question. You appear to not be using DML, and may want to ask this question again by starting a thread of your own in the scripting forum above this thread (you appear to have gone down one level too far 🙂 )

 

  • Like 1
Posted (edited)

Holy Moly!!!!!!!!!!!!!! It worked!!!!!!!!!!!!!

You're right cfrag I was in the deep end of the pool, but you and DD_Friar are some pretty good lifeguards!

Thanks, guys you made my day!

ItWorked.jpg

Edited by Vic
typo
  • Like 1
Posted

cfrag,

I'm playing around with the moving flare zone module.  Is it possible to enter code in the table's Value instead of a number for altitude in the flare module?  Something like <alt: ChuckIV 41st> ??  Can a lua code work here to return an altitude??  ChuckIV

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

 

SYSTEM:

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Posted (edited)
5 hours ago, ChuckIV said:

Is it possible to enter code in the table's Value instead of a number for altitude in the flare module?

That would be antithetical to DML. The idea if DML to be enable mission crafters to create missions without Lua. It would also require you to be able to write flawless code to return an altitude for a unit: there is no code validation in DCS so even the smallest typo will halt the mission when the code is invoked. This would IMHO make DML a worse tool. If you can develop flawless code using a dinky 20 char value field, it would usually be far easier if you wrote the entire code to launch a flare in a text editor, and execute that code when you invoke a menu. 

Edited by cfrag
Posted

Hello DML-Enjoyers.

Is there a method to allow the TDZ module to register Touch-and-Go passes at an airfield? I was curious if it was a hard-coded limitation that needed all wheels on the ground/full stop. If I have missed it in the (excellent) documentation. Please tell me to RTFM! Thanks.

Posted
8 hours ago, Hallsy said:

I was curious if it was a hard-coded limitation that needed all wheels on the ground/full stop.

It needs DCS to issue a 'landed' or "runway touch" event, whatever those may be. From my tests, DCS regards an aircraft as landed when the main gear (and probably nose/tail-gear) or skids (helos) are firmly on the ground for longer than a second. Moreover, DCS seems a bit particular when invoking those events for fixed-wing (helicopters can generate those events outside of airfields; fixed wing only in some versions of DCS. This may become relevant if you are setting up missions with road-based runways).

So whatever is coded into DCS, the LZ module uses that to determine a landing / runway touch-down. This arrangement may make it difficult to count the number of 'hops' -- i.e. if players bounce on their landings it may only register as one landing. Also be aware that an LZ doesn't differentiate between players, so counting touches on a runway doesn't work in MP.

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