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Posted (edited)
1 hour ago, cfrag said:

I could probably add a delivered! output to a dropzone t

Sorry, I suffered an insufficient coffee fault before. dropZone! already does that for you. I'm now working on keeping the 'wait-' suffix when you drop troops in drop zones so you can use them as assembly ground for troops.

Edited by cfrag
Posted (edited)
2 hours ago, cfrag said:

What are your thoughts?

ok, so yes thinking about it I just set the spawner with the attribute of "paused" to true at the advanced base and dropping troops off in the local dropZone bangs the "activate" flag.

Yep, that would work for me.

I would still need to remove them? as the dropZone can not overlap the spawn zone (as I found out earlier!)

EDIT: sorry did not see the post above before I posted.

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

Not DML related, per se, but so as not to re-invent the wheel, I was wondering how people handle things like (pseudo-dynamic) CAP, Tanker, Attack, Capture scenarios.

I have started mapping some out via Flags and Cloners/Spawners, but it is kind of cumbersome when one takes into account WHO OWNS what BASES to determine where to spawn and what to attack/defend. Kind of leaning toward just cheating and spawning out of thin air on a randomized timing instead of building in logic to select certain bases for spawns.

 

@cfrag any insight you can give me (here or privately) on the basic usage of the undocumented features you use in EXPANSION (milHelo, milWings etc..) would be welcome!! I suspect they will save a lot of time and hair pulling!

Posted (edited)
11 minutes ago, Recluse said:

usage of the undocumented features you use in EXPANSION (milHelo, milWings etc..)

They will become 'full DML citizens' in due time, once they are sufficiently usable (in Exp I use crude experimental versions that work with the mission, but are unfit to be used in general scenarios). The one module that you are probably looking for is the "camp" module that pulls together a lot of 'ownable' stuff and combines them with cloners and funds inside the zone. milHelo and milWings can observe owner status and pull together functionality from cloners. These modules are still in "hack" (i.e. not for general consumption do-you-feel-lucky-punk) state and with some luck I'll find the time to complete their design soon. They'll probably appear in the new 'compound modules' section of DML.

11 minutes ago, Recluse said:

Kind of leaning toward just cheating and spawning out of thin air on a randomized timing instead of building in logic to select certain bases for spawns.

TBH, I find that since only you know the logic behind that, and everyone else supposes 7337 AI programming skillz on your side, that's most often the best approach... Just saying 🙂 

Edited by cfrag
Posted
3 hours ago, DD_Friar said:

What I would like to be able to do is to pick up troops from a base and move them forward, ready for another hop perhaps in the next mission.

Here's an experimental version of heloTroops that supports two new attributes for dropZones: keepWait and setWait:

keepWait

If set to true, groups/units that are disembarked inside this dropZone keep their “wait-” orders active if it was active on pick-up. This can be used e.g. to create ‘assembly zones’ where helicopters can assemble groups for other helicopters to transport to front lines.

Defaults to false (existing wait orders are removed)

setWait

If set to true, groups/units that are disembarked here have “wait” added to their orders if not already present

Defaults to false (existing orders are unchanged)

Below is a demo build that should show it can be used

heloTroops.lua

troop assembly zones.miz

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Posted
1 hour ago, cfrag said:

They will become 'full DML citizens' in due time, once they are sufficiently usable (in Exp I use crude experimental versions that work with the mission, but are unfit to be used in general scenarios). The one module that you are probably looking for is the "camp" module that pulls together a lot of 'ownable' stuff and combines them with cloners and funds inside the zone. milHelo and milWings can observe owner status and pull together functionality from cloners. These modules are still in "hack" (i.e. not for general consumption do-you-feel-lucky-punk) state and with some luck I'll find the time to complete their design soon. They'll probably appear in the new 'compound modules' section of DML.

TBH, I find that since only you know the logic behind that, and everyone else supposes 7337 AI programming skillz on your side, that's most often the best approach... Just saying 🙂 

Thanks for the information. Will wait until those modules are ready for Prime Time. Meanwhile, I will soldier on.  In my Flight Simming career, I have ALWAYS been more interested in Building Missions than actually flying them.  Lately, other than training scenarios, I have been enjoying actually FLYING more. This little project of mine has me backsliding to the old ways..

🙂

Posted

@cfrag 

Another Reaper suggestion if you are going to look at that module for future updates:

maybe a bit of a cheat, but could you consider adding an "invisible" attribute so the Reaper can be used over SAM cover without getting shot down?

Noticed that the Foothold/CTLD Reaper SEEMS to not be attacked by SAMS so are probably set to INVISIBLE or similar.  I would think these drones have a pretty small radar and IR signature, so MAYBE not totally unrealistic.  I think the DCS SAM operators ARE unrealistically effective....

Posted
18 hours ago, Recluse said:

maybe a bit of a cheat, but could you consider adding an "invisible" attribute so the Reaper can be used over SAM cover without getting shot down?

I think that should be doable, thank you for the suggestion

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Posted
On 2/22/2025 at 4:38 PM, Recluse said:

maybe a bit of a cheat, but could you consider adding an "invisible" attribute so the Reaper can be used over SAM cover without getting shot down?

Try this. New 'invisible' attribute for the zone, module still has some debug verbosity built in

invisible

When set to true, the drone is invisible to enemy AI so it won’t be attacked by SAM nor enemy units.

Does that work for you?

reaper.lua

Posted
5 hours ago, cfrag said:

Try this. New 'invisible' attribute for the zone, module still has some debug verbosity built in

invisible

When set to true, the drone is invisible to enemy AI so it won’t be attacked by SAM nor enemy units.

Does that work for you?

reaper.lua 30.8 kB · 0 downloads

Exactly what I had in mind!!! Will test it later today. Thanks!!!

Posted (edited)

Version 2.4.4 - Update - works around show-stopping DCS bug - 20250227

It was a splinter in my mind. Although I never experienced the bug myself I knew that people had run into it. And it was bad - literally show-stopping. It escaped me (and as a result bugged many others) for months. And still I never caught even a fleeting glimpse of it. And then, luckily, I received a mission that could re-produce the issue - so my thanks go to @DD_Friar who supplied me with a Miz that forced the bug out in the open.

It turns out that the performance-killing bug is caused by a bug in DCS's trigger.action.removeMark() when invoked too soon after drawing a mark. Yeah, I'd never have found that by myself.

So now Expansion (hopefully) runs full throttle on all servers and single-player machines like it always did on mine. 

I used the the past few weeks to upgrade the odd module (yes, cloneZones now sports a "maxCycles" attribute, as requested) -- and to finally bring "CESAR" to Syria. It's a lot meaner than CESAR Caucasus - so if you're a glutton for punishment, you'll love it. And if you want to study how I use DML to create missions, they are good study objects.
 

image.png

All Changes:

Documentation
    Main
        - Many changes and updates 
        
    QuickRef
        - Many changes and updates 
        
Demos
    - smoke'em (update smoke zones) 
    - colored smoke switcher (new) 
    - Random Glory (update)
    - Reaper, man (update)

Modules
    - cfxZones 4.5.3 
        - supports names for smoke colors 
        - better support for random smoke color 
        
    - cloneZones 2.6.0
        - new "maxCycles" attribute 
    
    - csarManager 4.3.0
        - smoke extinguishes as soon pilot is evacuated 
        - new 'keepSmoke' option to leave smoke on 
    
    - dcsCommon 3.2.1
        - markPointWithSmoke() supports smoke names 

    - FARPZones 2.4.0
        - work-around for killing DCS bug in removeMark() 
    
    - heloTroops 4.2.3
        - new "keepWait" attribute to manage orders in dropzone 
        - new "setWait" attribute to manage orders in dropzone
        
    - ownedZones 2.5.0
        - work-around for killing DCS bug in removeMark() 
    
    - persistence 3.1.0
        - new "validFor" attribute for better memory management 
        
    - pulseFlags 2.0.4
        - corrected a silly typo 
        
    - reaper 1.3.0 
        - new "invisible" attribute that makes drone invisible to AI
    
    - smokeZones 3.0.0 
        - smoke can now be stopped immediately 
        - suppors persistence 

Enjoy,
-ch

Edited by cfrag
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Posted (edited)

As always, your support is excellent and stopless. DML is of inestimable value for us. Thnak You Sir. 

Edited by Panthir
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My Hardware: ROG Strix X570-F Gaming - AMD 5600X @ 4.7 ghz - G.SKILL TRIDENT 32GB DDR4 3200 (14-14-14-34 CL) - GigaByte 3080ti OC 12gb - Corsair MP600 Force 1TB - 2 x EVO Nvme 500GB - Virpil Warbird Base T-50CM2 and TM Throttle + Trackhat + G25 + AOC AG271QG 27"

My Modules: JF-17, F-16C, AV-8N/A, F-18C, ASJ37, MiG-15Bis, MiG-21Bis, Fw-190D, Bf-109K, P-51D, F-86F, Ka-50 III, UH-1H, Mi-8MTV2, NS430, FC3, A-10C, Mirage 2000C, L-39, F-5E-3, SA342, Spitfire, AH-64, Mirage F-1CE.

My Maps: Nevada, Normandy, Persian Gulf, Syria, South Atlantic.

Posted (edited)

@cfrag

BUG REPORT

VERSION 2.44

MODULE: SMOKEZONE

Sir, I have just updated my campaign mission with the new scripts and run a test on my machine and upon loading received the following error:

null

image.png

Edit: Should have mentioned, in my test there is an existing persistence saved data folder that should have been loaded.

Edit 2: Just updated another mission that DOES NOT have persistence and it loaded all ok.

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
45 minutes ago, DD_Friar said:

in my test there is an existing persistence saved data folder that should have been loaded.

Huh. Indeed. That's odd, and after I successfully regression tested. Here's a corrected version:

Thank you for the quick report 

smokeZones.lua

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Posted

@cfrag

Thank YOU for the quick fix...

Just updated and tested - all now good.

Cheers

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 (edited)

@cfrag

Version 2.44

Change of Module Function?

Module: HeloTroops

Good morning Sir,

After updating my Syria Campaign with the new version as released yesterday, last night whilst running the campaign I experienced what I think is either a change in the logic or I have misunderstood the new "keep-wait" and "set-wait" functionality.

I made no changes to my zones last night, just updated the script.

Scenario

I picked up a group of troops from the base as usual. They had orders of "wait-captureANDHold". I flew them towards a red held zone and dropped them off in a suitable location. "dropZone" was NOT used (as it can be totally down to what is required at the time as to where I deploy the troops)

Previously after deployment they would head off towards the red zone to capture it.

Last night after I deployed them they stayed put in a circle around the helicopter and I received a message that the "wait" attribute had been retained.

From the updated document I assumed that the new functionality would apply to troops deployed within a dropZone only?

Salute

Friar

 

(Threads merged by forum)

Module Question

Module: WHPersistence?

Before I report this as a bug to ED, I just wanted to check that your warehouse persistence module would have nothing to do with the below screen shot?

The units marked are configured in the ME to have unlimited stock at the airfield.

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
6 minutes ago, DD_Friar said:

From the updated document I assumed that the new functionality would apply to troops deployed within a dropZone only?

Indeed. Do you have a miz for me (no mods please) that shows this erratic bahvior?

6 minutes ago, DD_Friar said:

Before I report this as a bug to ED, I just wanted to check that your warehouse persistence module would have nothing to do with the below screen shot?

I guess that is easy to determine: remove WHpersistence. If you have a demo miz to force the issue, that would help.

-ch

Posted
25 minutes ago, cfrag said:

Do you have a miz for me (no mods please) that shows this erratic bahvior?

At the moment just the full campaign mission.

I will knock up a smaller example that will be easier to test. Same goes for the WH issue.

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

Please find attached two missions that show the issue.

HeloTroops 2.43 has all the latest scripts (from 2.44) except the heloTroops from 2.43

HeloTroops 2.44 has all the latest scripts (from 2.44) and shows the change in logic.

You do not have to fly these missions. The helicopter (huey ok for you?) is cold on the ground.

Just request the troops (they spawn in in front of the trucks).

Load them and then deploy them.

In the 2.43 version they will kill the red soldier and set off for the zone.

In the 2.44 version they stay in position around the helicopter.

regards

Friar

HeloTroops 2.44 Test.miz HeloTroops 2.43 Test.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
7 minutes ago, DD_Friar said:

n the 2.43 version they will kill the red soldier and set off for the zone.

In the 2.44 version they stay in position around the helicopter.

Thank you so much, I'll have a look asap

 

Posted
34 minutes ago, DD_Friar said:

In the 2.44 version they stay in position around the helicopter.

Ouch, a classic logic blunder: I forgot an 'else' to properly handle the default case. On it now.

 

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Posted

@cfrag

"been there done that" (a long time ago mind) 🙂

On a positive note, ref my other issue of the aircraft stock numbers, it seems that when in the ME and using Dynamic Spawn you specify that some aircraft are unlimited and some are restricted, the number shown is what ED put in for unlimited.

nullnull

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 (edited)
6 minutes ago, DD_Friar said:

the number shown is what ED put in for unlimited.

Thank you for that sleuth work. Another fact to add to the bin "evidence for cartoonishly bad code engineering" in DCS's Warehouse API. Sigh.

Edited by cfrag
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Posted (edited)
18 minutes ago, DD_Friar said:

the number shown is what ED put in for unlimited.

Oh yes, "1 073 741 823" in decimal equals "0x3FFFFFFF" in hex, a sure sign that some inexperienced coder use that constant (a 31 bit (?wtf?) maxInt) instead of using a bool in the data structure to denote unlimited supply. A rookie (or cheap talent) mistake. A slightly more experienced amateur would probably have used "-1" as "infinite". 

Edited by cfrag
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