Jump to content

Recommended Posts

Posted

I had one more thought sorry.

I noticed in your Cesar Caucasus mission you have the attribute of enemies in the CSAR trigger zones. Does the work with the release of DML. My group would like more of a challenge for CSAR type missions.

Thank you

Cid

Screenshot 2024-12-13 095415.png

Posted
29 minutes ago, CidTheViking said:

I noticed in your Cesar Caucasus mission you have the attribute of enemies in the CSAR trigger zones. Does the work with the release of DML. My group would like more of a challenge for CSAR type missions.

I *think* that those attributes are handled by the csarFX module that I wrote to extend CSAR missions. So if you copy/paste that module, you should be able to add the baddies to any CSAR mission, yes. The csarFX module is 100% DML compatible (it's written as such, and if I get the around to write the docs, it'll become a 'full' DML module). Until then, I'm afraid that you'll have to guess what the attributes do, but I don't think that your guesses will be wide misses 🙂

 

  • Like 1
Posted

Dear All,

in my training mission I want to evaluate the flying performance of the player (in the sense of following procedures). If certain procedures outlined in the mission are met, certain flags are called (i.e. bp_OK, fp_OK and NFZ_violated). At the end I want to give an assessment to the player using the messenger-module. The output comes without taking into account the wildcard-funktionality in brackets, as can be seen in the attached picture. The intention is to output one of the two sentences for any flag, depending on the flag status. I assume, I do not understand the wildcard logic and usage properly. Can anybody hint me to a solution?

cfrag1.png

Posted
29 minutes ago, ClausHoffmann said:

The output comes without taking into account the wildcard-funktionality in brackets, as can be seen in the attached picture.

I think it could be helpful if you showed the "message" attribute (I'm assumung that you are using messenger) in it's raw form, and then perhaps tell us what you expect the output to be

 

Posted

@cfrag - Hopefully its not DML but thought I had better report it, can anyone else check please

Cloned Objects On Carrier Spawn as Destroyed in Multiplayer

I have just discovered (I think since the last update) my coding for populating the Carrier deck no longer works in Multiplayer.

The two screen shots below are the same mission, one running the mission from the ME, the other via Mission from the menu and Launch Multiplayer Mission.

nullnullnull

image.png

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
Just now, DD_Friar said:

Cloned Objects On Carrier Spawn as Destroyed in Multiplayer

Oh, great - and thank you so much for reporting this issue. I'll try and get to the bottom of this, so if you have a short demo mission for me to re-produce the issue, that would help greatly.

That being said, I *believe* that recently there where changes with the new aircrew patch on super carriers where you no longer can place units/objects because reasons. (I did not yet have the time to check this, currently I'm mostly flying rotorwings). If anyone has a link to the new 'allowed parking' zones for SC, I think that would help me.

 

Posted

@cfrag Just building the mission now but it may be caused by where the objects are.

The attached screenshot is from a multiplayer session?

I will add some more planes but have attached the mission as it stands at the moment so you can tinker as well.

Do you own any carrier based aircraft?

null

image.png

CloneOnCarrierDeck.miz

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

@cfrag

I have found the cause. Its putting things in the area marked below that causes the destruction.

This screen shot is from a multiplayer mission. I expect we will have to clear the deck becuse of the hand offs but it looks good at the start.

null

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

@cfrag

SCRIPT ERROR

Salute, just wanted to let you know I have just had the below error whilst we were playing on our server.

I was bombing random buildings, the only other player was killing ai ground targets.

nullI am using the latest versions of scripts.

 

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

@cfrag or anyone else

Is anyone able to provide a link to a resource that gives the current list of statics to use in the objectSpawner module please.

I have looked at https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB

but unless I am not looking correctly does not include the NASAMs units?

Or does anyone know where the list of lua files can be found in the game directory, again I have had a look with explorer but could not find anything?

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

Also,

How do I get a cargo created with the ojectSpawner loaded into the Hercules. Is this possible?

At the moment I create the object via a radio command so it appears on the ground behind the plane.

 

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:

I have looked at https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB

but unless I am not looking correctly does not include the NASAMs units?

Hmmm. Have you checked the "Air Defenses" folder? There seem to be a couple of NASAM objects in there. 

41 minutes ago, DD_Friar said:

How do I get a cargo created with the ojectSpawner loaded into the Hercules.

The Hercules Module isn't released, AFAIK. I sincerely hope that there will be an API for that. Maybe ED can work something in there so there is a common API/Ux for cargo aircraft like the Hook, Hip, Herc etc. And hopefully something better than that atrocious and silly thing that's currently in the game for the Hook.

Posted

20241218 - 2024 Year's end update 
And so it goes... 

This update adds fog control to DML.

Changes in detail

Documentation

    Manual
        - Fogger (new)
        - Foggy bottoms demo (new)
        - small updates 
    
    Quickref
        - Fogger (new) 
    
Demos
    - Foggy Bottoms (new) 
    
Modules 
    - cloneZones 2.5.1 
        - deprecated f? and in? 
    
    - fogger 1.0.0 
        - initial release 
        
    - playerScore 5.0.1
        - code hardening 
    
Enjoy,

-ch

  • Thanks 2
Posted
1 hour ago, cfrag said:

Hmmm. Have you checked the "Air Defenses" folder? There seem to be a couple of NASAM objects in there. 

The Hercules Module isn't released, AFAIK. I sincerely hope that there will be an API for that. Maybe ED can work something in there so there is a common API/Ux for cargo aircraft like the Hook, Hip, Herc etc. And hopefully something better than that atrocious and silly thing that's currently in the game for the Hook.

Guessing he means for the Community Hercules Mod (which I also use and would be interested in).  Currently there is some scripts released with it that work with CTLD, if that is of any help.

Posted (edited)
1 hour ago, DD_Friar said:

 I had just added the "useOffset" to the zone for the first time.

That helped a lot. It seems that I overlooked that one for a long time (it requires useOffset AND that you linked the units using ME's LINKUNIT instead of the "linkedUnit" to become problematic).

Below please find an updated zones module that should correct the issue.

 

cfxZones.lua

Edited by cfrag
Posted

I meant to add to my post - I found that if I added the linked unit it worked which is why i deleted my post as I thought it was me rather than your code.

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, Chad Vader said:

Is there any way to interact with the dust storms in the same way as the fog when you dive into the code?

Not yet - I haven't seen an API for dust, but there is some published for fog.

  • Like 1
Posted
On 12/16/2024 at 10:22 AM, cfrag said:

Oh, great - and thank you so much for reporting this issue. I'll try and get to the bottom of this, so if you have a short demo mission for me to re-produce the issue, that would help greatly.

That being said, I *believe* that recently there where changes with the new aircrew patch on super carriers where you no longer can place units/objects because reasons. (I did not yet have the time to check this, currently I'm mostly flying rotorwings). If anyone has a link to the new 'allowed parking' zones for SC, I think that would help me.

 

Maybe late to the party, but the new manual in the MODS/TECH/SUPERCARRIER/DOC folder has information and pictures starting around Pg 54 of various parking areas and routes.

 

Some routes and info on the new Deck Crew on PG 44.

So, there would seem to be a difference in how the Supercarriers are handled vs. the STENNIS which currently does not have the new deck crew (but I think still has the Launch crew at the CATs as before.  Similarly, the Special Options for Supercarrier lets you disable Deck Crew (does not disable launch crew) which might change things up a bit.  Seems like covering all the eventualities for Carrier Ops would be pretty tough at this point.

Posted

@cfrag

Thought I would throw this out there, I just tried to make a convoy (using convoy zone) out of a APC and 6 infantry.

At the command for the convoy to spawn and follow the way-points all spawned in ok but only the APC started moving. I had it set a slow speed.

I guess it was never on your radar to have "convoys" made out of troops? and just thinking about it I guess a spawn would be better? for this purpose?

Cheers and best wishes for the Christmas season to you and all your family. I am sure 2025 will be as exciting for DML as 2024 has been!

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:

At the command for the convoy to spawn and follow the way-points all spawned in ok but only the APC started moving. I had it set a slow speed.

Thank you for the report. I'm afraid I can't reproduce. Can you get the small demo below to exhibit the issue?

 

convoy this.miz

Posted
On 12/15/2024 at 6:53 PM, cfrag said:

I think it could be helpful if you showed the "message" attribute (I'm assumung that you are using messenger) in it's raw form, and then perhaps tell us what you expect the output to be

 

Dear cfrag,

sorry for answering so late, but my current project had me travelling the whole week and so I was away from my computer. The picture of the messenger zone is attached as cfrag2.png. The whole message, that I copied into the message attribute is as follows:

Hello <player>, welcome back to base. Your results at the range and while landing have been evaluated already in the mission. Your general performance executing this mission is as follows: <n> <true: bp_OK [You did not follow the base procedures for Gudauta base as has been issued for this mission. | You have properly followed the base procedures for Gudauta.]> <n> <true: range_OK [You did not follow  the range procedures required for using the target range. | You have properly followed the range procedures.]> <n> <true: fp_OK [You need to improve you navigational skills, as you have not properly executed the given flightplan. | You have properly executed the flightplan.]> <n> <true: NFZ_violated [You have not violated any restricted flight areas. | You have violated a no-fly zone. You need to report to base command immediately!!]> <n>

As you can see, this message gets outputted in game without recognition of the wildcards.

The mission is set up in a way that certain achievements are tested while flying and if achieved, a flag ist called. These are the flags that you can find in the message (bp_OK, range_OK, fp_OK). Via your debugger I could confirm, that these flags have been properly called in the mission as intended. The message is intended to choose a variant depending on the condition that the flags are either hit or not. The two options express either acknoledgement of the success or criticising the mistakes. 

I hope this helps to find my mistake.

P.S.:

By the way the mission is designed as a training mission, so other aspects of the flight are tested as well. One of them is the proper landing when returning to base, using your TDZ-module. The other test is the parameters of the weapon drop (not so much the accuracy), as the purpose of the training is to fly to specific parameters for a proper weapon deployment. Currently I am using the TITS script from Draken35 for this purpose. For a non coder, the integration of this script into my mission is not ideal. A few weeks ago I asked wether the dropping parameters could be included in your range module. You said you wanted to take a look whether this is easy to achieve. Is there any chance that the range module might be extended to show the release parameters?

Thank you very much for your efforts on this framework and your kind assistance for mission designers like me.

Best regards

Claus

cfrag2.png

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...