crispy12 Posted September 14, 2022 Posted September 14, 2022 (edited) Hi @cfrag, my miz is showing up verbose reports for Clone Zone (the +++ msg) even though i did not specify for it. Is there a way to remove it? +++clnZ enter spawnWithCloner for <KB1> Syria Playground v2.miz Edited September 14, 2022 by crispy12
cfrag Posted September 14, 2022 Author Posted September 14, 2022 (edited) 18 minutes ago, crispy12 said: +++clnZ enter spawnWithCloner for <KB1> Yupp, some debug "trash" I stupidly left behind last time I went rummaging through the cloner module. A new version is good to go with the next code drop, but I've modified your mission so you don't have to wait Cheers,. -ch Syria Playground v2cfrag.miz Edited September 14, 2022 by cfrag 1
cfrag Posted September 16, 2022 Author Posted September 16, 2022 Version 1.1.5 - 20220915 New Modules LZ, fireFX and smrGUI So many little things, so little time... the latest update to DML brings a couple of small and probably welcome (at least for one vocal friend I know) new modules: LZ - it's been in the library as a stub for some time, and now I finally finished the design and found time to code it. I can well image it becoming as ubiquitious in your missions as cloner and messenger: the ability to create flag signals whenever aircraft take off or land inside a zone. Then, there's the obvious sibling to smoke zone: fireFX. It's kind of obvious, and in no way explainable why I never got around to create this one before, but now you can create and extinguish fires on-demand wherever you want. And you'll notice that there's also a new addition to the library: a folder 'server modules'. This contains DML modules that provide functionality for servers. Currently, it only contains one tiny module 'smrGUI' which allows you to more easily restart a mission. I haven't yet decided on a server strategy for DML - except that I'll add the occasional module designed to make mission designer's life easier. And of course, I've thrown together a few video tutorials to get help people get into mission designing with DML. There will be a few more of these, based primarily on feedback I receive. These tutorials can't replace DML's documentation; they are designed to help people crack something that may appear daunting at first. Changes Documentation - Added LZ - Added Demo "Departure and Landings" - Added fireFX - Added smr (server) - Update Quick Ref Demos - Departures and Landings (new) Modules - Clone Zone 1.5.5 - less verbosity - DCS Common 2.7.4 - new methods - fireFX 1.0.0 - initial version - Limited Airframes - 1.5.1 - added 'announcer' ability - LZ 1.0.0 - initial version - persistence 1.0.3 - added 'saveNotification' ability - smrGUI 1.0.0 (server) - initial version Enjoy, -ch 3
Hairdo1-1 Posted September 18, 2022 Posted September 18, 2022 (edited) @cfrag Possible to add information to recon reports ?Instead of just saying 3 vehicles, could it say "armor", "SAM", "AAA", etc? also what is cfxReconGUI for? Edited September 18, 2022 by Hairdo1-1
cfrag Posted September 19, 2022 Author Posted September 19, 2022 6 hours ago, Hairdo1-1 said: Instead of just saying 3 vehicles, could it say "armor", "SAM", "AAA", etc? It should be possible, but it's currently not implemented. I've added it as a possible improvements for later. 6 hours ago, Hairdo1-1 said: what is cfxReconGUI for? It's an interface for players so they can (via the communications menu) enable and disable recon mode for their flight. My testers pointed out to me that this is somewhat redundant, since they'd enable before take-off, so I might as well enable it from the get-go and make the UI less convoluted. I haven't tested it for a long time, but it should still work.
crispy12 Posted September 19, 2022 Posted September 19, 2022 I want to create a unit/group counter to count troops that I have dropped in a LZ. I tried using unitZone, to lookFor SEALTEAM* and bangs on SealTeamInZone flag. Then i paired this with a messenger? to SealTeamInZone and a <v> flag to display the value but it stops counting after the first group. Is there a way for unitZone to keep increasing the flag value when another group arrives in zone? Or is there another way to get this to work?
cfrag Posted September 19, 2022 Author Posted September 19, 2022 2 minutes ago, crispy12 said: Is there a way for unitZone to keep increasing the flag value when another group arrives in zone? It should do that already. Which output are you using for the SealTeamInZone flag? "enterZone!" should increase each time a new group (note: group, not unit) enters the zone. Note that method 'should' be 'inc' in case you changed that or stacked another module that uses 'method' If you can't get it to work, simply post the mission here, or PM me and I'll have a look at it
crispy12 Posted September 19, 2022 Posted September 19, 2022 Just now, cfrag said: It should do that already. Which output are you using for the SealTeamInZone flag? "enterZone!" should increase each time a new group (note: group, not unit) enters the zone. Note that method 'should' be 'inc' in case you changed that or stacked another module that uses 'method' If you can't get it to work, simply post the mission here, or PM me and I'll have a look at it Ok, sent you a PM. Thank you!
Sinclair_76 Posted September 19, 2022 Posted September 19, 2022 (edited) 11 hours ago, cfrag said: It should be possible, but it's currently not implemented. I've added it as a possible improvements for later. It's an interface for players so they can (via the communications menu) enable and disable recon mode for their flight. My testers pointed out to me that this is somewhat redundant, since they'd enable before take-off, so I might as well enable it from the get-go and make the UI less convoluted. I haven't tested it for a long time, but it should still work. If you could enable/disable the text messages for player groups based on flags, that would be cool. Ie only receive messages when tuned to a specific frequency. Edited September 19, 2022 by Sinclair_76
cfrag Posted September 19, 2022 Author Posted September 19, 2022 10 minutes ago, Sinclair_76 said: Uh oh.... Yeah. Silly me. Please find updates to the *two* offending modules: That should take care of it. cfxReconMode.lua cfxZones.lua 14 minutes ago, Sinclair_76 said: If you could enable/disable the text messages for player groups based on flags, that would be cool. Ie only receive messages when tuned to a specific frequency. Well, that's something to think about, and that could be a use for ReconGUI. Requires some serious design work fist, though. I like it. -ch 2
crispy12 Posted September 21, 2022 Posted September 21, 2022 I'm getting +++Zone: warning - getFlag has '<none>' flag name in zone <radio trigger flag 21> +++Zone: warning - setFlag has '<none>' flag name in zone <radio trigger flag 21>
cfrag Posted September 21, 2022 Author Posted September 21, 2022 3 hours ago, crispy12 said: +++Zone: warning - getFlag has '<none>' flag name in zone <radio trigger flag 21> dang! can you please post a screenshot of that zone's triggers. It's a QoL feature for one of the modules guarded wrongly. It'll take only a moment to fix as soon as I find out which module it is.
crispy12 Posted September 22, 2022 Posted September 22, 2022 (edited) 20 hours ago, cfrag said: dang! can you please post a screenshot of that zone's triggers. It's a QoL feature for one of the modules guarded wrongly. It'll take only a moment to fix as soon as I find out which module it is. it's the radiotrigger module. I load the module and typed "radio?" value as 21, nothing else in that trigger zone property. Radio flag 21 was linked to a radio menu (done using LUA) and was used to bang a cloner zone. I think in the miz i have changed it to using ME triggers (flag increase value) to avoid this error, but this was the map. NTTR Playground DML v2.miz Edited September 22, 2022 by crispy12
cfrag Posted September 22, 2022 Author Posted September 22, 2022 Ha clever use of the radioTrigger that I didn't imagine (I thought that everyone would use radioTrigger to translate to DML flag use, not to simply reset the incoming signal) Well done, sir! Corrected readioTrgger module and mission below NTTR Playground DML v2-1.miz radioTrigger.lua 1
crispy12 Posted September 22, 2022 Posted September 22, 2022 Oops! I thought that was how it was meant to be used, as a radio menu trigger. So do you mean to say if I use it with the Radio Menu module which auto creates radio submenus, this error will not pop up? I stuck to my old way of using LUA as it allows for more than 4 options
cfrag Posted September 22, 2022 Author Posted September 22, 2022 55 minutes ago, crispy12 said: I thought that was how it was meant to be used, as a radio menu trigger. Looking back, it's actually a much better, more intuitive way - tanks! -ch
cfrag Posted September 22, 2022 Author Posted September 22, 2022 3 hours ago, crispy12 said: So do you mean to say if I use it with the Radio Menu module which auto creates radio submenus, this error will not pop up? I stuck to my old way of using LUA as it allows for more than 4 options If you need more than 4 submenus, or sub-sub menus, you’ll have to old-school it. Otherwise, the radioMenu is much less cumbersome. I just made a video tutorial (please see separate thread) that uses a radioMenu with four cloners; if you have the time, check it out to get an idea just how much time you can save with radioMenu.
Chattytumbler Posted September 23, 2022 Posted September 23, 2022 So here is a random module request. Is there a way to ‘turn the lights out’ in a zone? Currently I’m having to destroy scenery at mission start to knock out the lights or set the map date to 1944. I’d love for lights to go out when a trigger is activated eg to simulate air raid warning. Might not be possible but if anyone can crack it it’ll be you!
cfrag Posted September 23, 2022 Author Posted September 23, 2022 1 hour ago, Chattytumbler said: Is there a way to ‘turn the lights out’ in a zone? Currently, the light on the ground from lamps at night (roads, buildings etc) is painted on by night textures. Try it yourself: set night time, put your plane under one of the big flood lights in Senaki Kolkhi parking slots, and enter the cockpit of your cold plane. Go to outside view and see that the ground is brightly lit by the above lamps, but your plane casts no shadow. Go inside the cockpit, and note that - even though a bright light is shining straight down - it's pitch dark. There are no real light sources, all illumination is clever flake that works very well from inside an airplane moving at velocity and height, but breaks down on the ground. So unfortunately, it's currently not possible to tell DCS to selectively turn off the night textures. I'd love that too, to e.g. simulate an attack on a power plant. As soon as we have that option, rest assured that there'll be a module to follow 1
cfrag Posted September 29, 2022 Author Posted September 29, 2022 (edited) Version 1.1.6 - 20220929 Maintenance Release Two busy weeks, filled with small updates. Many modules have received minor touch-ups (mostly QoL improvements, some have enhanced capabilities, e.g. PlayerScore's new 'Feats'), and broadening support for persistence, so this version is chock-full of small changes. Two new modules make their first appearance, but they are both still undergoing testing and have no documentation, so try to overlook them for now. I'll hopefully get around to properly introducing them in one of the next updates. Changes Documentation - Manual (updates to existing modules) - Quick ref (updates to existing modules) Demos - Radio Go Go - update to correct a small bug in radio trigger Modules - autoCSAR 1.0.0 beta - initial version, not yet ready for release - ArtilleryZones 2.2.2 - API for FireAt() - Helo Troops 2.3.0 - Integration with PlayerScore and OwnedZones. Awards a feat to any player who successfully drops infantry into an enemy-owned zone - cfxMX 1.2.4 - playerUnit2Group cross index (new) - OwnedZones 1.2.2 - redCap! and blueCap! outputs (new) - PlayerScore 1.5.1 - added 'Feats' in addition to 'Kills' per player - Feats API - Recon Mode 2.1.3 - minor bug fix - cfxZones 2.8.7 - small bugfix in QoL warning - expanded isPointInsideZone() API - CSARManager 2.2.0 - integration with PlayerScore: feat upon successfully rescuing a pilot - optional actionSound - ability to score individual CSAR missions - API: new isCSARTarget() - dcsCommon 2.7.5 - new bitAND() - new LSR() - new num2bin - fireFX 1.1.0 - persistence - limitedAirframes 1.5.2 - integration with autoCSAR to avoid possible CSAR mission creation conflicts - LZ 1.1.0 - persistence - messenger 2.0.1 - small bugfix on configuration - pulseFlags 1.3.1 - corrected typos - radioTrigger 1.0.1 - small bug corrected on rtOut! - williePete 1.0.0 beta - initial version, not ready for release Enjoy, -ch Edited September 29, 2022 by cfrag 1 1
Hunter Joker Posted October 1, 2022 Posted October 1, 2022 Hi cfrag, thx for Your framework, really it's help me in raise the level of my missions in dcs! I'm implementing some modules and with the video tutorials I succeded in put up some spawn zone and radio menù (even if I don't know why after the fourth item, for example A, B, C and D, even if I make same zone and same syntax for the others on the radio menù they didn't show up, it stop at the fourth... But this is (for the moment) a marginal problem. I'm thinking to use the same logic to spawn a group of bombers and a ship's convoy and here is my request. It could be possible to use the Messenger module to simulate a GCI controller that periodically give the positions of the Bombers or ship's convoy on their target's route? I'm try to use it but didn't figure where to start or if is it possible at all. Thx. https://www.youtube.com/user/garaganotube
cfrag Posted October 1, 2022 Author Posted October 1, 2022 2 hours ago, Hunter Joker said: It could be possible to use the Messenger module to simulate a GCI controller that periodically give the positions of the Bombers or ship's convoy on their target's route? I'm try to use it but didn't figure where to start or if is it possible at all. Messengers can't give you BRA to vector you to other units, but it can give any Unit's current location in MGRS or lat/lon. I'll see if I can engineer a good <BRA: A:B> wildcard for messenger to accomplish what you propose - thanks for the suggestion! -ch 1
Mistermann Posted October 2, 2022 Posted October 2, 2022 @cfrag Sir, this is brilliant. I am late to this party, but do use the standalone debugger. I have created personal missions for many years and consider myself between intermediate and advanced from a ME usage standpoint. I don't write much lua but use mist and moose to boost my missions where needed. BTW, I always wondered how people used that box at the bottom of the trigger zone! Now I know. I am downloading dml and consuming the documentation. Admittedly I am a little apprehensive and wonder what the learning curve will be. I feel like I've already learned the foreign language of the ME and wonder if I'll struggle unlearning/relearning. This is a "me" (not mission editor) issue and not a criticism on DML. I hope ED is following this concept. IMHO we need a more accessible ME so mortals not named Baltic Dragon or Reflected can create compelling missions. It appears you've unlocked a significant amount of capability for those of us who want to build missions like LEGOs. Thank you for all your efforts! Looking forward to diving into the docs and giving some of these concepts a test drive or two. This old dog is looking forward to some new tricks! 2 System Specs: Spoiler Callsign:Kandy Processor:13th Gen Intel(R) Core(TM) i9-13900K - RAM: 64GB - Video Card: NVIDIA RTX 4090 - Display: Pimax 8kx VR Headset - Accessories: VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box Video Capture Software: Open Broadcaster Software (OBS), Video Editing Software: PowerDirector 35 Into The Jungle (MP Mission) F18: Scorpion's Sting Apache Campaign - Griffins Kiowa Campaign - Assassins
normre14232 Posted October 4, 2022 Posted October 4, 2022 I'm getting the Zone: warning setFlag has <none> error when using xFlags. Any ideas?? F16 CAS-DML TEST.miz
cfrag Posted October 4, 2022 Author Posted October 4, 2022 2 hours ago, normre14232 said: Any ideas?? Apologies, the mission uses asset packs. I can't open it.
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