cfrag Posted Friday at 05:02 PM Author Posted Friday at 05:02 PM 34 minutes ago, Recluse said: the client aircraft are in a group Until DCS offers commands to units, it's always single-player groups, yes. 1
Recluse Posted Saturday at 01:06 AM Posted Saturday at 01:06 AM (edited) On 5/1/2025 at 10:56 AM, Recluse said: @cfrag Hate to pile more on your already overflowing plate... but if you have some spare cycles, could you look at Reaper.lua? I am having very variable results, where it seems that it should be lasing but weapons don't guide. I know it is possible for them to lose lock, but I don't get that message. I have locked an AGM-65E onto a spot and it plummets right into the ground. Likewise I have dropped a GBU-12 and it falls ballistically without guiding. If I turn on my own laser, they guide fine, so I know the code is right and all the fuzing etc. is good. Odd thing is sometimes they guide perfectly. Maybe just a case of momentary target loss, but my LST shows a lock on the spot throughout the engagement. Just following up: Based on limited testing, (LOL N=1) I believe that my Reaper issues may also have stemmed from using a client that was part of a multi unit group (even though only 1 was active). When I switched to single unit aircraft groups, the laser targeting seemed to be working better. My little brain can't quite figure out how this could occur, and I will continue to test.... Edit: Sadly N=2 showed same behavior. Reaper laser sometimes does not guide weapons correctly, Meanwhile, I have a couple of QOL suggestions for the Reaper module: - Add a flag or UI item to allow the player to release the Reaper from use once all targets have been destroyed and/or - Add a time parameter to allow the mission builder to give the Reaper finite Playtime, so after (e.g. 30 minutes) the Reaper "departs" Not having infinite Reaper time would make the bank account more important (if a mission is using that function). Speaking of the bank, I couldn't seem to find a way to retrieve the current bank balance (other than buying something (pretty much only the Reaper at this point) and seeing the balance. Edited Saturday at 01:17 PM by Recluse
cfrag Posted Saturday at 08:55 AM Author Posted Saturday at 08:55 AM 7 hours ago, Recluse said: Speaking of the bank, I couldn't seem to find a way to retrieve the current bank balance Well, at least here I can help: DML's bank hasn't officially opened yet - that module is still experimental and hasn't yet received an UI part 1
Nishiyandcs4 Posted Saturday at 09:48 AM Posted Saturday at 09:48 AM On 5/2/2025 at 12:46 AM, cfrag said: Ah. Thank you for the additional information. Please try the following: look for, and delete the folder "tempMission (data)" in your Missions/ folder. Restart the Mission. Does it work now? If so, remember that you now (until ED fix the bug that causes this) must supply a saveDir and saveFileName attribute with some nice names in the persistenceConfig zone. @cfrag Ah, I finally found the cause. My dedicated server also uses Slmod, and I had set saveDir to the DCS default directory.. When I changed saveDir to Slmod, both CSAR & persistence started working properly. Ofcourse, I also saveDir & saveFileName. sorry for this fuss, I learned something new from this! thank you
Recluse Posted 39 minutes ago Posted 39 minutes ago (edited) @cfrag et al., Wondering how DCS treats Unit names for Dynamic Spawns (both in the case of Templated spawns and non-templated spawns). Pondering the possibility to apply moving (clone) zones to Dynamically spawned aircraft e.g. to have a spawnable Escort, or even opposition flight in the vicinity of a particular Player unit at some given time. Edited 38 minutes ago by Recluse
cfrag Posted 28 minutes ago Author Posted 28 minutes ago (edited) 11 minutes ago, Recluse said: Unit names for Dynamic Spawns I'm not sure what you mean by Dynamic Spawns. Dynamic PLAYER spawns, or the units that are spawned by spawnZones or cloners? When it comes to player spawns, that is all DCS's domain and can'f be controlled by DML. Cloners and Spawn Zones provide mission designers with methods to control spawn names. Spawn Zones use a simple 'baseName' attribute and append a unique count. Cloners provide an advanced nameScheme attribute that supports wildcards and more options than you can shake an alphabet at. Both (spawner and cloner naming) should be described in the docs. Edited 27 minutes ago by cfrag
Recluse Posted 26 minutes ago Posted 26 minutes ago (edited) 8 minutes ago, cfrag said: When it comes to player spawns, that is all DCS's domain and can'f be controlled by DML. Yep, that is what I meant, and the answer I expected Similar to the Demo mission on BFM using moving clone zones linked to a Player Unit, but wondering if it was in any way possible to link to a Dynamically spawned (DCS Multiplayer Dynamic Spawn) player when, of course, you didn't have a UNIT NAME for the linkedUnit parameter. Edited 18 minutes ago by Recluse
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