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Posted
Just now, DD_Friar said:

does it also need to be in quotes as there is a space in the name?

No. I added that merely in the hopes to be more clear, to delineate between file name and my ramblings 🙂 

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Posted

@Chad Vader - Are you planning to be on with your squad tonight? if so, I can try and get on and we can have a look at your troop movement issue together- I often find even talking through the issue to someone who has some knowledge can help, even if that person in the end does not contribute and you manage to resolve it yourself.

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
28 minutes ago, cfrag said:

It appears that you misspelled the file name in the messengers. The correct file name is "beacon beep-beep.ogg", you are referencing "beacon beep_beep.ogg". Note the incorrect underscore "_".

Hello @cfrag,

I am very embarrassed that I did not find this obvious mistake on my part myself. I used to have the right name, but while changing the mission over time I must have mispelled the file name once and later used this wrong name to copy and paste into the other zones. I have corrected the naming, tested the mission and the sound is now audible. Thank you very much for your support and sorry to bother you on something stupid like this.

Posted
38 minutes ago, DD_Friar said:

@Chad Vader - Are you planning to be on with your squad tonight? if so, I can try and get on and we can have a look at your troop movement issue together- I often find even talking through the issue to someone who has some knowledge can help, even if that person in the end does not contribute and you manage to resolve it yourself.

Yea I am, I fell back to using CTLD because I got a bit exasperated with the behaviour.

Ive also used standard CARGO UNHOOKED IN ZONE triggers to detect the drop off for each individual pre spawned cargo.

Its working for now as a fudge, but when I have the mental energy ill come back to it.  I find that troubleshooting causes me to use more energy than I have to expend at the moment! 

Posted

@Chad Vader, Ok I will try and pop on for a bit, probably around 20:00 if that suits? I have been using troop transport for some time and have not had any issues.

  • Like 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. 

Posted
2 hours ago, DD_Friar said:

@Chad Vader, Ok I will try and pop on for a bit, probably around 20:00 if that suits? I have been using troop transport for some time and have not had any issues.

We'll probably start about 2100

Im still receiving these warnings in the countdown zones as well.. any way to surpress them?

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image.png

Posted
1 minute ago, Chad Vader said:

Im still receiving these warnings in the countdown zones as well.. any way to surpress them?

It's a QoL thing that I put in to trace some strange behaviors. Can you do me a favor and post a screenshot of all attributes for zone missionDropCountDown and I can then see where the little overeager archiver attribute spams the warning (I assume 'verbose' is off for the zone).

Posted
2 hours ago, Chad Vader said:

Sure

Thank you - unfortunately, I can't recreate the issue from the screenshot alone. It seems that there's also a trigger zone "missionDropCountDown-1" that also generates the warning, probably a direct copy. may I have a peek at that zone's attributes?

This is really strange. The warning simply means that there is a flag that has defaulted to <none>, and DML thinks that this is not a good idea, but will of course comply. I see no potentially bad defaults, so I'm wondering who can be responsible, and only countDown and messenger are stacked on those zones, and they seem to all be well-defined.

 

Posted
2 hours ago, Chad Vader said:

Sure

Oooooh! I have a suspicion: do you by chance also include the "counter" module into your miz? I just realized that they have a conflicting "count?" attribute, and this can lead to the warning.

Posted (edited)
22 minutes ago, cfrag said:

Oooooh! I have a suspicion: do you by chance also include the "counter" module into your miz? I just realized that they have a conflicting "count?" attribute, and this can lead to the warning.

I do indeed! I actually dont think I use counter anymore as I replaced it with countdown.  Ill remove it.

missionDropCountDown tracks how much cargo has been dropped off

missionDropCountDown-1 tracks when half of the cargo has been dropped off to spawn a dynamic event, it was cloned from the first zone but its attributes are different.

Edited by Chad Vader
Posted (edited)
10 minutes ago, Chad Vader said:

Ill remove it.

That will take care of it.

I also recommend that you use the input "clock?" instead, as I'm now deconflicting the 'count?' attribute and make it exclusive for counter in the next DML update.

Edited by cfrag
  • Like 1
Posted
3 minutes ago, cfrag said:

That will take care of it.

I also recommend that you use the input "clock?" instead, as I'm now deconflicting the 'count?' attribute and make it exclusive for counter in the next DML update.

 

Does that mean I have to find a replace all instances of count? in all my countDown's in all my missions ? *scared*

Posted
10 minutes ago, cfrag said:

That will take care of it.

I also recommend that you use the input "clock?" instead, as I'm now deconflicting the 'count?' attribute and make it exclusive for counter in the next DML update.

 

Yes that solved it thank you 🙂

Posted
2 minutes ago, Chad Vader said:

Does that mean I have to find a replace all instances of count? in all my countDown's in all my missions

If it ain't broke, don't fix it. The change is only required for those mission where you decide to update countDown. SInce it currently does not provide new features, no update required. 

In new missions, you will be remembered that the input name has changed to "clock?"

  • Like 1
Posted

Oh, I meant to ask you about messenger as well.  The way my mission works is that there is a FAC tasking and the FAC gives out missions.  But as it stands all of the client units in the zone can hear all of the radio communications.  I understand you can direct messages to certain named units, but its a bit unpredictable which units a player will occupy and they could be assigned any mission.  I was wondering if I could direct communications via specific radio frequencies (as ive seen this happen in some campaigns) or units in a certain trigger zone area?

Posted
Just now, Chad Vader said:

I was wondering if I could direct communications via specific radio frequencies

Not with messenger. 

Just now, Chad Vader said:

or units in a certain trigger zone area?

Ha. Nice idea! Yes - instead of messenger, you could spawn vehicles that are built to transmit the message on specific frequencies, and activate the cloner instead of messenger.   

Posted
2 hours ago, cfrag said:

Not with messenger. 

Ha. Nice idea! Yes - instead of messenger, you could spawn vehicles that are built to transmit the message on specific frequencies, and activate the cloner instead of messenger.   

Is there support for radio communications?  I believe that is possible with the standard ME?

Posted
13 hours ago, DD_Friar said:

Ref "linkedUnits" - Ok every day is a school day (for me anyway)

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image.png

Indeed (chose linkedUnit after reading the doc).  I wanted both the initially placed unit, and the unit that spawns, to have a zone linked to them.  Thus I used linkedUnit.  I have since learned, that I cannot have a zone attach itself, to a spawned unit, so my whole idea is a bust anyway. 

Appreciate the reply.

'52

Posted

Hi all,

can a (player driven) ground vehicle be configured in DML, so that it can pick up dynamically spawned, or dropped (from a helo) cargo?

Thanks in advance

'52

Posted (edited)

@Gunslinger52,

To be able to use a dynamically spawned vehicle, at the moment you have to use the Clone Zone module (although I believe cfrag is working on amending the Spawner module).

There are no vehicles specified as cargo at the moment (despite ED showing a Humvee inside a Hook' in the 2024 and Beyond video).

You could use the Cargo Receiver module to track a cargo unit being delivered, the object is deleted after landing and a flag triggered. That triggered flag could be watched by a cloner (or spawner - watch this space) to produce a player vehicle.

As far as I know, that would be the only way to do this.

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
1 hour ago, Grindmetal said:

is it possible to save playerscore

Yes - with persistence. If you have the time to RTFM, you may also find this:

Quote

Export Score Lists/Rankings as plain text
PlayerScore can export the current score list (all players recorded) as a plain text file. The list can be ranked (by score), and it can be exported incrementally (i.e. it will append player score snap shots to an existing file, create a new one otherwise).

Mission designers can specify a file name for the text file that is to be created. Note that in order to export player scores to file, the mission must also include the persistence module and the DCS installation must be de-sanitized.

 

1 hour ago, DD_Friar said:

To be able to use a dynamically spawned vehicle, at the moment you have to use the C[l]one Zone module (although I believe cfrag is working on amending the Spawner module).

Indeed. The new 'drivable' attribute makes vehicles spawned with spawners player-controllable.

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Posted
9 hours ago, Gunslinger52 said:

can a (player driven) ground vehicle be configured in DML, so that it can pick up dynamically spawned, or dropped (from a helo) cargo?

That rather depends what your goals are. You can configure heloTroops so that it can pick up some vehicles (simply include it into the allowed types), and heloTroops does not care if the vehicle is/was player-controlled. It's a vehicle, though, not cargo (DCS seems to differentiate strongly between those two), and the vehicle will be 'loaded' virtually, not sling-loaded. Cargo in DCS currently has no real API, and support from ED for this mission aspect is IMHO abysmal.

Posted
9 hours ago, cfrag said:

Yes - with persistence. If you have the time to RTFM, you may also find this:

Quote

I have to translate to understand because I don't know English. but thank you

 

RTFM é uma sigla para a expressão "Read The Fucking Manual" (Leia a porra do manual). Esta instrução é dada algumas vezes em resposta a uma questão quando a pessoa que está respondendo acredita que a questão poderia ter sido facilmente resolvida com uma leitura do manual ou instruções.

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