Recluse Posted August 11, 2024 Posted August 11, 2024 4 hours ago, DD_Friar said: @Recluse - Was the little drop in a helicopter? That is a known issue and you have to have a script added to the system "hook" folder (nothing to do with with the Ch-47). It helps with the synchronization. Nope SU-33, and also happened with pretty much any aircraft I spawned in with using a Slot Spawn. I don't think it happened with a Dynamic spawn, but I am not 100% sure. I do have the noGapGui running along with the noGap script (I wanted to see a model for my Wingman). Might switch to stopGap to see if that makes a difference.
cfrag Posted August 11, 2024 Author Posted August 11, 2024 (edited) 15 hours ago, Recluse said: Hope you got your update via STEAM and are being a "Happy Hooker". Got it, and - boy - know I now what they mean by 'Fat Cow'. Fun to fly, too. Doesn't want to land, it seems. In VR an absolute delight. I'm currently updating Angels and testing the Hook, what a great Sunday Edited August 11, 2024 by cfrag 1
Recluse Posted August 11, 2024 Posted August 11, 2024 30 minutes ago, cfrag said: Got it, and - boy - know I now what they mean by 'Fat Cow'. Fun to fly, too. Doesn't want to land, it seems. In VR an absolute delight. I'm currently updating Angels and testing the Hook, what a great Sunday I resisted the temptation. My helo flying skills need a lot more practice. I have been away from the Apache for so long I forgot how to use many of the systems...but honestly, I need to master just flying and landing. Similarly I passed on the Kiowa. Between the Apache and the UH-60L mod (and the recent OH-6A mod). I have my hands and feet full with helos. The Huey always seems to be calling my name during sales though. Seeing new cockpits in VR, though is always a thrill.
CidTheViking Posted August 12, 2024 Posted August 12, 2024 With the newest update are there any modules we should stay away from still? I think the last update was to stay away from anything that used HeloTroops, csarManager, or autoCSAR. Are these still having issues for now?
cfrag Posted August 12, 2024 Author Posted August 12, 2024 1 hour ago, CidTheViking said: With the newest update are there any modules we should stay away from still? I think the last update was to stay away from anything that used HeloTroops, csarManager, or autoCSAR. Are these still having issues for now? Some 30 modules required updates for bugs that have improves (landing), still linger in DCS (dead/deallocated objects on events) and new features (dynamic player spawning). I'm hoping that I can publish an updated DML this week. 4 1
Diablo 1-1 Posted August 13, 2024 Posted August 13, 2024 (edited) On 8/12/2024 at 2:55 AM, cfrag said: Some 30 modules required updates for bugs that have improves (landing), still linger in DCS (dead/deallocated objects on events) and new features (dynamic player spawning). I'm hoping that I can publish an updated DML this week. Do you have a discord channel or do I have to check the forums? Just getting into DML and so far so good. I'm currently trying to create a mission where you escort a supply convoy from Kandahar to Bost with stops along the way for Outpost. It is set during the Soviet Union Afghanistan War. Edited August 13, 2024 by Diablo 1-1
DD_Friar Posted August 13, 2024 Posted August 13, 2024 There are plenty here that are willing to help you @Diablo 1-1, just post what you are stuck with and I am sure someone will be able to assist. You have access the very good user guides that cfrag has put together, both a detailed version and a quick reference version. They are in the Docs folder of the download. A lot of what you need to know is in there. "Give a man a fish and he eats for day, teach him how to fish and eats for a lifetime" (Quote can be changed to "give a man a fish and eats for a day, teach him how to fish and he will sit in a boat and drink beer all day") 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.
Diablo 1-1 Posted August 13, 2024 Posted August 13, 2024 6 minutes ago, DD_Friar said: There are plenty here that are willing to help you @Diablo 1-1, just post what you are stuck with and I am sure someone will be able to assist. You have access the very good user guides that cfrag has put together, both a detailed version and a quick reference version. They are in the Docs folder of the download. A lot of what you need to know is in there. "Give a man a fish and he eats for day, teach him how to fish and eats for a lifetime" (Quote can be changed to "give a man a fish and eats for a day, teach him how to fish and he will sit in a boat and drink beer all day") I'm not asking for help I do all my own research, I'm mainly asking so I know when I need to update the modules. I use discord much more often than I use DCS forums.
DD_Friar Posted August 13, 2024 Posted August 13, 2024 @Diablo 1-1 Apologies, my bad. I am not aware of a discord channel for the Tool Box. I have always got my updates from here when they are posted / released. You will just have to come in here a bit more often, pull up a chair, grab a beer and share your ideas... 1 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.
Diablo 1-1 Posted August 13, 2024 Posted August 13, 2024 1 hour ago, DD_Friar said: @Diablo 1-1 Apologies, my bad. I am not aware of a discord channel for the Tool Box. I have always got my updates from here when they are posted / released. You will just have to come in here a bit more often, pull up a chair, grab a beer and share your ideas... Ehh my ideas aren't that great. One I was doing was something like "Air Control" from the Arma 3 DLC "Reaction Forces" using only the ME and dcs scripting. It would randomly enable different missions. Like delivering troops to outpost or saving a convoy from an ambush. The other lower chance mission were delivering SOF troops behind enemy lines with an active SA-2(i believe) and troops in the area or finding and eliminating hostile SOF forces in friendly territory. Other missions I wanted to add was delivering supplies, attacking and defending outpost. It's just a lot of work. I also make missions based on what my interest are and those change, so I tend to not finish stuff.
Priest Posted August 14, 2024 Posted August 14, 2024 (edited) DML noob here! Am I using the inBuiltup attribute correctly here? I frequently (but not always) end up with units cloned in on top of buildings. Here my set up. Edited August 14, 2024 by Priest
cfrag Posted August 14, 2024 Author Posted August 14, 2024 23 hours ago, Diablo 1-1 said: Do you have a discord channel or do I have to check the forums? I'm a dinosaur and never have been too hot on this newfangled Discord stuff. I also find that the community here is very kind and helpful, so any questions you may have can be answered quickly. 22 hours ago, Diablo 1-1 said: I'm mainly asking so I know when I need to update the modules. Subscribe to this thread, and you will be notified because I tend to post an update notification with each and every DML update.
cfrag Posted August 14, 2024 Author Posted August 14, 2024 6 hours ago, Priest said: Am I using the inBuiltup attribute correctly here? On the surface, yes. From the looks of it, you may run into a numerical issue: You are attempting to spawn 5 x 3 = 15 vehicles in a rather small zone, yet request 100m clearance for each and every spawn. I'm suspecting that after a few spawns, the cloner runs out of locations inside the zone can can still give you a spot with 100m clearance. So, after some 20 attempts to find a location that works, the cloner simply gives up, and places a unit at some location. Please try this: make the zone larger, and reduce the inBuiltup radius to 15. Does that work better?
crispy12 Posted August 14, 2024 Posted August 14, 2024 Any idea when we will get updates to allow CSAR Manager to work with the CH47?
cfrag Posted August 14, 2024 Author Posted August 14, 2024 (edited) 3 minutes ago, crispy12 said: Any idea when we will get updates to allow CSAR Manager to work with the CH47? Probably this week. In the meantime, simply use the config zone to allow the Hook by also adding "CH*" as allowable troop tansports (that will also enable the blackhawk if your mission uses it) Edited August 14, 2024 by cfrag
Recluse Posted August 14, 2024 Posted August 14, 2024 16 minutes ago, cfrag said: Probably this week. In the meantime, simply use the config zone to allow the Hook by also adding "CH*" as allowable troop tansports (that will also enable the blackhawk if your mission uses it) Errr... the Blackhawk would be UH* right?
cfrag Posted August 14, 2024 Author Posted August 14, 2024 Just now, Recluse said: Errr... the Blackhawk would be UH* right? <blush> yeah. Goldfish brain, as mentioned.
Priest Posted August 14, 2024 Posted August 14, 2024 56 minutes ago, cfrag said: On the surface, yes. From the looks of it, you may run into a numerical issue: You are attempting to spawn 5 x 3 = 15 vehicles in a rather small zone, yet request 100m clearance for each and every spawn. I'm suspecting that after a few spawns, the cloner runs out of locations inside the zone can can still give you a spot with 100m clearance. So, after some 20 attempts to find a location that works, the cloner simply gives up, and places a unit at some location. Please try this: make the zone larger, and reduce the inBuiltup radius to 15. Does that work better? I did try a few variations with different distances set for inbuiltup, up to 500m radius spawn zone (is 400m in screenshot) still seemed to happen from time to time. I play with it some more tonight. That long building in the middle does seems like a magnet! This is great stuff by the way! Just getting into it I’m learning as I go trying new stuff as I go, like the pulser is totally unnecessary here just experimenting.
Recluse Posted August 14, 2024 Posted August 14, 2024 Progress??? From today's hotfix/patch: Quote EVENT_KILL and onGameEvent('kill') are doubling - fixed
cfrag Posted August 14, 2024 Author Posted August 14, 2024 Just now, Recluse said: Progress??? That is definitely progress - Looks like I can go ahead with my planned DML update for tomorrow. 1
Recluse Posted August 14, 2024 Posted August 14, 2024 (edited) 1 hour ago, cfrag said: That is definitely progress - Looks like I can go ahead with my planned DML update for tomorrow. FYI, still getting an intermittent bombRange error. Oddly, it seemed not to occur with EVERY destruction of a target. Happened twice with AGM-65E, but not with GBU-12...Different error than I observed previously. FYI was in conjunction with a REAPER providing lasing if that matters. null Edited August 14, 2024 by Recluse
cfrag Posted August 14, 2024 Author Posted August 14, 2024 1 hour ago, Recluse said: FYI, still getting an intermittent bombRange error. I would have been very surprised if ED had fixed that already - their event passing has changed, and they now occasionally pass objects that are dead or deallocated, which results in the error. A fix for that is in the update. 1
cfrag Posted August 15, 2024 Author Posted August 15, 2024 Version 2.3.0 -- MAJOR UPDATE -- 20240815 Ooof. Let's not dwell on past unpleasantries. This update is BIG, and on the bright side it contains some really, really nice new additions to DML: First, it contains an unassuming module TWN, which does some really black magic, in a cool way: it adds local (map) references to locations. It automatically integrates with other modules, and the only module where you, the mission designer, have to learn something new is for wildcards: there are two new wildcards that can access named map locations. The other big, chunky module that has officially reached release status is 'Convoy'. Yeah, Rubber Duck. With an attitude. Create convoys, have helicopters escort them, and randomize the heck out of them. Have intelligence report, and of course it integrates automatically with TWN, so you always know where a convoy is on a map. Really cool, and the heart of an upcoming COIN-based mission that I might be able to release soon. And there are the other changes, in gory detail: Documentation Main NEW: Convoy NEW: TWN NEW: Escort Convoy Tutorial Quick Ref NEW Convoy Demos Bombs away (update) Escort Convoy (NEW) Reaper, man! (update) Recon Mode reloaded (update) Modules Airfield 2.2.0 - master owner updates Bomb Range 2.0.2 - DCS Jul-22 code hardening Camp 1.1.0 - Support for dynamic player spawns cfxMX 2.1.0 - Support for dynamic player spawning cfxZones 4.4.2 - DCS Jul-22 code hardening - support for dynamic player spawning - support for TWN wildcards - cloneZone 2.4.0 - DCS hardening - support for better masterOwner DML handling - Convoy 1.1.0 - initial release - csarManager 4.2.1 - massive code hardening for DCS 'features' - support for dynamic player spawns - support for TWN - support for Hook - dcsCommon 3.1.2 - massive code hardening dcs jul 11, jul-22, aug-09 - Hook support as troop carrier - FARPZones 2.2.0 - changed data reload procedure - SSB client improvements on reload - heloTroops 3.1.0 - DCS Jul-22 code hardening - support for dynamic player spawns - jtacGrpUI 3.1.0 - support for dynamic player spwans - messenger 3.2.0 - support for TWN - ownAll 1.1.0 - dml improved masterOwner support - ownedZones 2.4.0 - dml improved masterowner support - playerScore 3.3.1 - DCS Jul-11, Jul-22 hardening - cleanup - playerScoreUI 3.0.0 - supports dynamic player spawns - radioMenus 4.0.0 - support for dynamic players - reaper 1.2.0 - support for TWN - reconGUI 2.0.0 - supports dynamic player spawn - reconMode 2.3.0 - support for twn - scribe 2.0.2 - DCS Jul-11, Jul-22 hardening - dynamic player spawn support - spawnZones 2.1.0 - dml masterowner improvements - SSBClient 5.0.0 - DCS Jul-11, Jul-22, Aug-09 Hardening - More hardening (don't ask) - Single-use hardening - support for dynamic player spawns - stopGap 1.2.0 - compatible with dynamic player spawns - TDZ 1.1.0 - DCS Jul-11 hardening - TWN 1.0.1 - Initial release (pure magic) - Valet 1.1.1 - DCS Jul-11 hardening - WilliePete 2.1.0 - DCS Jul-11 hardening - Support for dynamic player spawn Let's try and not do something like this again - at least not for the next few month. Enjoy, -ch 3 6
DD_Friar Posted August 15, 2024 Posted August 15, 2024 @cfrag I cannot overstate how much I and am sure the rest of your devotees appreciate all the hard work you have obviously put in to produce this release and not only correct the issues but have still found time to add new features. Salute Sir. 4 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.
dtruck260 Posted August 15, 2024 Posted August 15, 2024 49 minutes ago, DD_Friar said: @cfrag I cannot overstate how much I and am sure the rest of your devotees appreciate all the hard work you have obviously put in to produce this release and not only correct the issues but have still found time to add new features. Salute Sir. I could not agree more, nice job I know this is a lot of work! 2
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