mech79 Posted January 30 Posted January 30 (edited) I dont understand what I am doing wrong. I even changed scripts to do script as suggested and copied Notepad file. I keep getting same error. It is a string error for cfx.Zones, LZ and world events handler. This error comes up multiple times as the mission runs. nullAdded copy of latest Miz file. DML Practice.miz Edited January 30 by mech79
cfrag Posted January 30 Author Posted January 30 (edited) 6 hours ago, mech79 said: I dont understand what I am doing wrong. Holy CRAP! You did not do anything wrong. There appears to have been an internal, unannounced change to the way that DCS stores mission data. While it used to store numerical zone data as numbers , e.g. ["radius"] = 213.36, it now (for reasons unknown) has changed to store some of these numbers as strings, e.g. ["radius"] = "800", (note the quotes around 800) which throws a big spanner into any method that doesn't guard for this silliness. Goodness, what a mess. Luckily, few methods in DML access zone radius directly, and the LZ module is the first to fall victim to this (and only if the LZ is circular). It's still staggeringly incomprehensible why this happens. I'll have an updated module ready asap. Edited January 30 by cfrag
cfrag Posted January 30 Author Posted January 30 Here's an updated cfxZones module that accounts for the silly change in DCS's mission data. cfxZones.lua 1
DD_Friar Posted January 30 Posted January 30 "Holy Foul Up Batman!" (one for the older viewers there ) Does that mean you will be releasing a new LZ as well sir? Its just that I am due to be running another session of my persistence campaign this evening but will postpone if the required updates will take some time. I have already had to re-start it once due to technical issues and would prefer to avoid another crash mid session. Perhaps we ALL (all DML users) need to petition ED to have @cfrag added to some inner circle of notaries that ED communicate with when making changes like this. 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.
cfrag Posted January 30 Author Posted January 30 (edited) 26 minutes ago, DD_Friar said: Does that mean you will be releasing a new LZ as well sir? No - the fix is in the bedrock zones module. It catches this change for all modules that build on 'zones'. Edited January 30 by cfrag
cfrag Posted January 30 Author Posted January 30 On 1/28/2025 at 7:13 PM, DD_Friar said: Could wildcards be possible in the table? They are now: PlayerScoreTable To use a score table in your mission, you · Place a Trigger Zone on the map (anywhere) · Name that Zone “playerScoreTable” (note: name must match exactly) · Add the names/types and their score to the table The playerScoreTable uses the following format: Name Description <tape or name of Unit / Group / Static Object> Type Exampe: BTR-80 Name Example: Big Kahuna Wildcard examples: BTR* Big K* <Score to award as number> Example: 15 Example: 130 Note: The name is first checked again a unit’s name, and then against the unit’s group. The name//type designation support wildcard ending. A name that ends on an asterisk (“*”) matches all names/types that start the same (anything up to, but not including the asterisk). So, for example, BTR* will match all DCS typeNames that start with “BTR”, e.g. "BTR-80", "BTR-82A" and “BTR_D”. Recall that DCS type names are not their “displayNames”. Type names can be found here: https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB Note that types/names in the playerScoreTable are case insensitive. “A-10C” is the same as “a-10c”, “Big-K*” will match “BIG-kahoona” @DD_Friar - if you have the time, I welcome you early-testing the new additions and provide some feedback. playerScore.lua 1
DD_Friar Posted January 30 Posted January 30 (edited) @cfrag Many thanks for this update. I will let you know as soon as I can. Will it be ok to update my mission that already has 1 persistence save? I.e. Can I update my mission before running tonight and when I run it and load up the saved persistence data, it will not effect the mission? Edited January 30 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.
cfrag Posted January 30 Author Posted January 30 5 minutes ago, DD_Friar said: Will it be ok to update my mission that already has 1 persistence save? Yes. 1
DD_Friar Posted January 30 Posted January 30 (edited) @cfrag Ref PlayerScoreTable, Pleased to report that my initial tests have proven to be successful. Many thanks. killed targets that were generated by clone and scored 40 points. Edited January 30 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.
mech79 Posted January 30 Posted January 30 15 hours ago, cfrag said: Holy CRAP! You did not do anything wrong. There appears to have been an internal, unannounced change to the way that DCS stores mission data. While it used to store numerical zone data as numbers , e.g. That is great to hear! I was pulling my hair out trying to correct it. I am bald already too so that wasn't good....lol.
DD_Friar Posted January 31 Posted January 31 @cfrag BUG REPORT MODULE: PlayerScore ISSUE: If a player gets killed they are not losing any accumulated points not yet saved. During our mission last night both I and another squad member @DD_fruitbat had the situation where we were killed after taking out a large number of units. When we next were able to save out scores we both received the previous kills as well as the ones in the current streak. 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.
cfrag Posted January 31 Author Posted January 31 8 minutes ago, DD_Friar said: we were killed after taking out a large number of units. When we next were able to save out scores we both received the previous kills as well as the ones in the current streak. Thank you, I'll have a look. When you were taking out a large number of units, were you flying or in a CA vehicle?
DD_Friar Posted January 31 Posted January 31 12 minutes ago, cfrag said: When you were taking out a large number of units, were you flying or in a CA vehicle? Apache. No CA units were used last night. 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.
DD_Friar Posted January 31 Posted January 31 @cfrag Possible Issue With Pulse Module? I added in the Pulse module to my mission for the first time (which generated a bug which you kindly promptly fixed) however I did not see the expected results last night. It may be the way I have configured it but I seem to be only getting a single pulse. Below is a test configuration, should that be correct for never ending pulses on the flag ? because I am only getting one. The pulser goes to the rndflag which generates a message indicating which airfield has been selected nullnullnull 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.
cfrag Posted January 31 Author Posted January 31 21 minutes ago, DD_Friar said: It may be the way I have configured it but I seem to be only getting a single pulse. That's some very bad UX on my side, and I'll try and change that in the next update. You should see a warning when the miz starts up that the range for the pulser is illegal, and that it defaults to 1. Long story short: if you want infinite pulses, please delete the 'pulses' attribute to have DML default that value to -1
DD_Friar Posted January 31 Posted January 31 13 minutes ago, cfrag said: You should see a warning when the miz starts up that the range for the pulser is illegal, Partly my fault then as I did not remove my "clear view" blank message at the end of script load so did not see the error message. I will delete the pulses parameter. Many thanks once again. regards 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.
cfrag Posted February 1 Author Posted February 1 (edited) On 1/31/2025 at 9:18 AM, DD_Friar said: During our mission last night both I and another squad member @DD_fruitbat had the situation where we were killed after taking out a large number of units. I believe that I corrected this (along with squashing some remaining little critters in the code). Does this work for you correctly now? playerScore.lua Edited February 1 by cfrag
ChuckIV Posted February 1 Posted February 1 (edited) Good Afternoon cfrag, First, I want to thank you for all your hard work, determination, and dedication to this great system you've provided us mission designers!! Thank you!!! Second, I have a request that I'm hoping you can provide me. I've been trying to get the playerScore working in our server missions where you can blow up a bridge near Caen (Normandy Map) and get personal player points (not team). In a similar way, I would like a player to get points for blowing up a map object (hangar) for personal points. Finally, I also would like to be able to adjust the default settings for pvp kills in the air (other fighters and bombers), blowing up spawned static fuel tanks and AAA units. Here's by BIG ASK... Could you whip up a mission example for me that has a properly set up playerScoreTable and playerScoreConfig table for the following variable, scorable items... I would like both red and blue players to have individual scores. Spawned both AI and Static Units (for example a live AI Bofors Gun and a spawned fuel Tank 1) Placed in-mission AI and Static Units (for example an AI Bf109, an AI jeep, or a building added to an airbase) Map Objects (like bridges, hangars, oil tanks, etc) ChuckIV Edited February 1 by ChuckIV added more information 2 "Never in the field of human conflict was so much owed by so many to so few." Winston Churchill SYSTEM: Processor - Intel® Core i9-9900KF CPU @ 3.60GHz 3600MHz water-cooled Installed memory (RAM) - 32.0 GB 64-bit Operating System, x64-based processor Windows 10 & DCS on SSD Video Card - water-cooled NVIDIA GeForce RTX 2080 Ti Internet: Cable 200Mbps 12Mbps
DD_Friar Posted February 2 Posted February 2 (edited) 18 hours ago, cfrag said: I believe that I corrected this (along with squashing some remaining little critters in the code). Does this work for you correctly now? Many thanks @cfrag, I will get it tested as soon as I can. On another issue, we continue to have problems with our Persistence campaign. When we try to load a second week the game just hangs for some reason. I am trying different things to try and find the cause, I am currently removing the Herc from the mission and we will go again, please may I ask, if we get the same issue again may I send you the mission and saved data file for you to have a look at to see if you can spot a reason? I have a routine to "move" air defenses from one place to another via radio menus (an option to "prepare" which made the items appear, an option to "load", which removed them, as if loaded and a third, "deploy" which cloned them in at the linked, offset, location of where the Herc stopped at the captured base). It did seem to work in the mission but do you think this had the potential to make the persistence engine have a melt down? They are the only two things I can think of that are "non-standard". All my other units are cloneZones based on templates. Also, sorry, should it be possible to "ferry" aircraft between airfields and the stock be remembered? I am using Dynamic Spawn and Dynamic cargo. In our last mission 3 or 4 jets were moved from a back airfield to a more advanced position, however, after starting the next session the aircraft were not at the new airfield. They were showing during the session, it was after the save and the start of the next session that they did not appear. If this well above and beyond Persistence, no problem, we can then take that forward, but if from your knowledge of what you have in place with unitPersistence and WHPersistence, should this have been possible? (again, if not, no problem, please do not spend hours getting it to work, unless of course it sparks and idea with you ) Edited February 2 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.
cfrag Posted February 2 Author Posted February 2 18 minutes ago, DD_Friar said: Also, sorry, should it be possible to "ferry" aircraft between airfields and the stock be remembered? I don't know, do you think it should? I don't think that it's fully documented yet, but if warehouses also keep stock of aircraft, adding WHpersistence to your mission should (may?) resolve this. The warehouse API is one of the (many) low points in DCS, and I haven't yet had the nerve to create a mission that relies on that. It'll come, I'm sure, and I'm happy to pass off the role of Guinea Pig to you on this one 23 minutes ago, DD_Friar said: I am using Dynamic Spawn and Dynamic cargo. In our last mission 3 or 4 jets were moved from a back airfield to a more advanced position The important question here (since I don't know how this works) is: do aircrafts show up as available on the new airfield after you ferry them over and exit there? If now, that may be something that I can try and add as a module. What are DCS's current capabilities with this (does it already support some form of ferrying), and how would you imaginne that this works?
DD_Friar Posted February 2 Posted February 2 7 minutes ago, cfrag said: do aircrafts show up as available on the new airfield after you ferry them over and exit there? Hi @cfrag, yes they do, with dynamic cargo enabled. I already do have the whPersitence module already in my mission. kind regards 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.
cfrag Posted February 2 Author Posted February 2 13 hours ago, ChuckIV said: I've been trying to get the playerScore working in our server missions where you can blow up a bridge near Caen (Normandy Map) and get personal player points (not team). In a similar way, I would like a player to get points for blowing up a map object (hangar) for personal points. What is your issue in detail? Also, what is your issue with team (faction?) score? Currently, there is an issue in DCS (i.e. the issue was created by a change from ED) that makes is very difficult to tie map object kills back to player. The most recent change to PlayerScore may make this work again, but I haven't yet checked yet. 13 hours ago, ChuckIV said: Finally, I also would like to be able to adjust the default settings for pvp kills in the air (other fighters and bombers), What issue have you run into doing that? I'm, sure we can resolve that quickly. 13 hours ago, ChuckIV said: blowing up spawned static fuel tanks and AAA units. What issues have you run into there, or put differently, how are you currently trying to score them. I believe that since PS now supports wildcard naming, scoring spawned destruction should be easy. Let's see your approach and hopefully it's just a little tweak.
cfrag Posted February 2 Author Posted February 2 4 minutes ago, DD_Friar said: yes they do, with dynamic cargo enabled. I already do have the whPersitence module already in my mission Ah, that is interesting, thank you! I'll try to see if I can replicate that and replicate the mechanics, and see if I can detect the change in the warehouses, if and when planes get added (do players have to leave their aircraft, or are planes ferried my AI)? Are there any special conditions that I need to observe to make a flight count as a ferry flight (I assume that you need to use a dynamically spawned slot from A and fly it the B and then have the plane added to B after you exit the plane)? Is there any in-game messaging that confirms that the plane was added to the WH inventory? I can't seem to find good documentation on these mechanics.
DD_Friar Posted February 2 Posted February 2 @cfrag In our example they were player flown flights. I don't think I would ever use AI flights for this purpose. They started from an airfield that had Dynamic Spawn and cargo enabled and flew to an airfield with Dynamic spawn and cargo enabled. Both airfields have unlimited aircraft turned off. When the player landed at the other airfield they just taxied in to the hard stand and exited the plane (no shut down etc) 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.
DD_Friar Posted February 2 Posted February 2 @cfrag Can I just double check, units added to a mission via a cloneZone that relates to a template using the "source" parameter, that are killed during a mission ARE tracked with persistence so will not be re-cloned at the next mission start? I am using unitpersistence module. 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.
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