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Posted
9 minutes ago, Penfold-88 said:

how do i add the audio files to play ?

Create a trigger rule that never is executed (for example set it to Time more 9999999), and add an action "Sound To All" for each sound that you want to include into the miz. That way they are added to the miz and aren't automatically stripped ME's automated optimizer

 

Posted (edited)

adf not transmitting 😞 im not very good at this lol

 

helps if you program the manager not the Auto 🙂 fixed

Edited by Penfold-88
Posted (edited)

i want a radio menu item that will eject a couple of AI for practiceing rescues but still want the ability for it to create auto missions when a player ejects

 

 

Edited by Penfold-88
Posted
9 hours ago, Penfold-88 said:

i want a radio menu item that will eject a couple of AI for practiceing rescues

Simply trigger a large CSAR zone with randomized location. The beauty of that is that you don't need to crash some beautiful AI planes, the CSAR zones creates a new randomized CSAR mission, and no planes get hurt in the process.

9 hours ago, Penfold-88 said:

still want the ability for it to create auto missions when a player ejects

If used as I describe above, autoCSAR is not impacted.

Posted (edited)

Version 2.4.1 -- 20250116 -- functional update 

And here we are, in 2025. Still no flying cars, nor jetpacks -- I remember watching the opening ceremony of the 1984 Olympics in LA, and my jaw hit the floor when this guy flew in using a jet pack - straight out of my sci-fi addled brains. Then I thought that it won't be long until everyone will be able to strap on and fly wherever they want.
Today I realize that what I saw then was an early rendition of ED's "... and beyond" videos: long on promise... I'm still hopeful for both.

And while reminiscing, I remembered the many unfinished things in DML. So this update connects many modules internally, and awakens sleeping potential between them:

  • spawners now can set a lase code that is applied to units that have orders to lase targets
  • vehicles transported with heloTroops now retain their ability to be controlled by players (Combined Arms)
  • after a long time, "Sleeping Beauty" jtacGrpUI has been awakened and made a full DML module with a reporting system that rivals Messenger's flexibility

Tied together, the changes significantly increase your ability to deliver broader, more interesting and better integrated missions that involve target lasing, troop transport, and CAS.

I've also added a small update to Fogger, to make its use more intuitively: set the 'lcl' attribute, and it will add the local elevation to the fog's thickness, making fog end 'thickness' above the location where the trigger zone is located. It's a small thing, and adds a surprising amount of ease to Fogger.

image.png

Finally, I heeded the advice of a friend who thought that the demo "Inferno at Sea" that exemplified drop zone functionality was too good not to turn into a fully fledged mission. So I took the demo, embellished it slightly and - presto! out came "Towering Inferno At Sea", a fun little helicopter naval rescue trainer. 
 

All changes in Detail:
Documentation
    Main
        - jtacGrpUI (new)
        - updates to modules 
        - lazie troops demo documentation 
        
    QuickRef
        - various updates 

Demos
    - lazie troops (new)

Modules 
    - cfxZones 4.5.1
        - (internal) support for wildcards 
        
    - cloneZone 2.5.2
        - fix for damaged! issue with verbosity 
        
    - dcsCommon 3.2.0
        - a ton of new and better wildcards infrastructure 
        - better support for twn 
    
    - fogger 1.1.0
        - lcl attribute (new)
        - onstart attribute (new)
        
    - groundTroops 3.0.0 
        - support for lase code 
        - support for CA 'drivable' 
    
    - heloTroops 4.2.0
        - filer troops with active despawn from pickup menu
        - code hardening against DCS bugs introduces with past releases 
        - support for individual lase codes 
        - support for CA drivable units 
    
    - jtacGrpUI 4.0.0 
        - near-complete re-write 

    - spawnZones 3.0.0 
        - support for individual lase codes 
        - support for CA drivable with heloTroops 

 

Enjoy,

-ch

 

Edited by cfrag
  • Like 2
  • Thanks 3
Posted

@cfrag,

Sir, Many thanks for your continued work and acceptance of us users keep troubling you with "it would be good if we could...."

I will be embarking on a Syria campaign with my squad this evening where we will very much be using the ability to drive transported units, so the timing of this release is just perfect.

Thank you again on behalf of all the DML users in the DCS Community.

Friar

  • Like 2

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
On 1/16/2025 at 7:05 AM, cfrag said:

Simply trigger a large CSAR zone with randomized location. The beauty of that is that you don't need to crash some beautiful AI planes, the CSAR zones creates a new randomized CSAR mission, and no planes get hurt in the process.

If used as I describe above, autoCSAR is not impacted.

@cfrag this worked a treat but i dont understand out to put it into the radio menu so it only spawns when called for 

Posted
10 minutes ago, Penfold-88 said:

i dont understand out to put it into the radio menu so it only spawns when called for 

My apologies, I'm a non-native English speaker. Please use multiple, short sentences with me, with simple words, so I can better understand what the issue is. 

  • Like 1
Posted

sorry my bad 

ive created the zone but the AI spawns on mission start

How do i make the AI spawn via the F10 Menu like the clone zones do ?

 

sorry for all the questions still getting my head round how it all works 

Posted

@cfrag let me help, being English I can translate what he is asking;

HE DOES NOT UNDERSTAND HOW TO PUT R-A-D-I-O  M-E-N-U INTO THE MISSION SO HE CAN CALL UP THE CSAR WHEN HE WANTS

  • 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 (edited)
3 minutes ago, Penfold-88 said:

How do i make the AI spawn via the F10 Menu like the clone zones do ?

There a many ways to do that. The easiest would be to create a cloner that spawns the AI planes on-demand, and use a command to trigger the cloner. So how do you issue a command? Add a radioMenu to your mission (I.e. add the radioMenu module, then configure the trigger zone to issue the appropriate command to the cloner).

[EDIT: after reading @DD_Friar softly-whispered comment, a correction: trigger the csarMission directly with radioMenu, just like you would trigger a cloner]

There should be some brief documentation that comes with DML; that might help you out - plus IIRC there are some video tutorials, and once should cover spawn on demand.

 

Edited by cfrag
Posted
10 minutes ago, cfrag said:

[EDIT: after reading @DD_Friar softly-whispered comment,

hopefully you got my parody of the Englishman abroad. If the locals do not understand you, shout and speak slowly.

  • 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
Just now, DD_Friar said:

shout and speak slowly

I seem to get that treatment a lot. Especially from my friends across the French border... It's a well known fact that everyone (even an uncouth, brutish German from the North) understands French when it's spoken slowly and very loud.

  • Like 1
Posted

@cfrag -Issue With heloTroops

Sir, I am having a bit of an odd issue. Since the 2.41 update I can not get troops to load on my Syria Campaign map.

It is not the heloTroop logic as I have created a simple test mission on the Caucasus that works (attached)

My issue with the same logic on the Syria mission is that I can request the troops but do not get the option to load.

There are a lot more modules in the Syria mission obviously, could there be a conflict ? Have I been a noob?

nullnullnullnull

image.png

image.png

image.png

image.png

TroopLoadTest.miz Syria Campaign V4.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
1 hour ago, DD_Friar said:

Since the 2.41 update I can not get troops to load on my Syria Campaign map.

I can't open the miz since it uses the Herc mod. And that may also be a clue, but I can't verify.

Posted
6 minutes ago, cfrag said:

I can't open the miz since it uses the Herc mod. 

Ok I will test removing the mod and see what happens.

On another matter - PlayerScore.

Do you think there is anyway to bank points accumulated whilst occupying an CA unit. The points are being recorded because when you leave the vehicle it displays a message giving the number of kills and points lost, there is just no way to bank them. I totally get its not like a plane landing in the zone and you could not trigger it on the vehicle stopping.

Perhaps a radio menu option? 

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

Same problem.

I have removed the Herc.

Syria Campaign V4a.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 (edited)
18 hours ago, DD_Friar said:

It is not the heloTroop logic

It is: you are using a dropZone with an auto-despawn value greater than zero:

autoDespawn

Time interval in seconds after which disembarked troops despawn. Used primarily to clear the drop zone in extraction-based missions that would overcrowd otherwise. Set to a value less than 1 to turn off

Note:
If autoDespawn is 0 (zero) or greater, any otherwise embarkable troops inside that trigger zone will not appear on the ‘load’ menu and can’t be loaded.

Defaults to -1 (no auto-despawn)

The Spawner is inside the dropZone, and all spawned units will not appear in the menu as groups eligible for pickup.

Also, it seems that you are almost as ham-fisted when in comes to correct spelling as I, so I recommend you check all related zones:

image.png

and 

image.png

Since that mission features an impressive array of zones (and equally impressive naming scheme - great practice!) I did not check other zones other than zones I needed to home on the issue.

 

Edited by cfrag
  • Thanks 1
Posted
16 hours ago, DD_Friar said:

Do you think there is anyway to bank points accumulated whilst occupying an CA unit.

I'll see what I can come up with

  • Thanks 1
Posted (edited)

@cfrag

Many thanks for showing me the error of my ways. I will move the dropZones away from the point of pick-up.

Ref some of my typos

The case for the defense offers exhibit A taken from the user guide and has previously always been fine?

null

image.png

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
Just now, DD_Friar said:

The case for the defense offers exhibit A taken from the user guide and has previously always been fine

Uh. Ummm. <blush> I did say almost as ham-fisted, didn't I?

Updated manual.

 

Posted (edited)

@cfrag

I have often wondered why you left the 'e' off pickupRang, I thought there must be a reason for it. 

Which module will the code be in I have just tried to find it in commander,heloTroops,groundTroops, spawnZone?

Doh! Evey day a school day

I checked the code, I now assume all of my missions have been ignoring this parameter

null

image.png

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
Just now, DD_Friar said:

Which module will the code be in

heloTroops will in the future support (undocumented) "pickupRang", as it didn't before. All current versions look for "pickupRange", and not finding it default to 100 meters (300 feet). Future versions support "pickupRang" just so that I can retroactively look less stupid 🙂 

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