DD_Friar Posted March 9 Posted March 9 @cfrag BUG REPORT MODULE: groundTroops V3.0 (from 2.44) ISSUE: Script Error caused by illegal country code? Description: I am just exploring another mission idea using Combined Arms. I am wanting to spawn red tanks belonging to Russia. I thought I had looked up the correct country code from the database (included in the screen shot) and added 68 into the spawnZone against country. I have since re-read the guide and realize that I should have just used code 0. 82 translates to the UN apparently. nullnull 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 March 9 Author Posted March 9 20 minutes ago, DD_Friar said: I am wanting to spawn red tanks belonging to Russia. Please ensure that USSR (the country) is allocated to RED. I think in your default setup, it is NEUTRAL, which forces the error.
DD_Friar Posted March 9 Posted March 9 ok will double check. I know the error was down to my set-up but I thought I had better post it in case you wanted to add an "idiot-trap" to stop the script crashing. 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.
DD_Friar Posted March 9 Posted March 9 (edited) @cfrag Ref spawnZone Just a quick question that came to mind whilst working on my next project, is there any "easy" way to have a parameter that contains the name of the skin that is to be applied to a spawning unit? Edited March 9 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 March 9 Author Posted March 9 3 minutes ago, DD_Friar said: is there any "easy" way to have a parameter that contains the name of the skin that is to be applied to a spawning unit? There currently is no good way in DCS to associate a livery with a unit, so livery support can only be provided for some modules. Spawners who can spawn any typeName cannot provide livery control in a meaningful way. Cloners can do it if you manage the livery in ME by assigning it to the clone template. 1
DD_Friar Posted March 11 Posted March 11 @cfrag Module Observation Module: cloneZone Description: When using the cloneZone to generate a Combined Arms tank using the template option and triggered via the radioMenu the load-out given is not the same as the one configured against the template. nullnullnullnull 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 March 11 Author Posted March 11 (edited) 1 hour ago, DD_Friar said: When using the cloneZone to generate a Combined Arms tank using the template option and triggered via the radioMenu the load-out given is not the same as the one configured against the template. Thank you for that report. I'm not sure that there is anything I can do (CA isn't well integrated into DCS) but I'll surely have a look. Edited March 11 by cfrag 1
Penfold-88 Posted March 11 Posted March 11 what am i doing wrong here i cant seem to get the 2x items inside air 2 air easy tried following the guide 50 different ways lol
cfrag Posted March 12 Author Posted March 12 5 hours ago, Penfold-88 said: cant seem to get the 2x items inside air 2 air easy At first blush, all seems to be fine. Please verify that you are using the newest versions of the modules. If that doesn’t help, post or send this (or a simplified version of the miz, no mods please) via PM, and I’m sure we can have 5his resolved quickly.
cfrag Posted March 12 Author Posted March 12 2 hours ago, Penfold-88 said: PM Sent thank you Thank you @Penfold-88 - some analysis showed some missing explanation in the manual: radioMainMenu and attached radioMenus must have the same access restrictions (e.g. coalition: blue) else the main menu can't be found and the menu attaches erratically.
Penfold-88 Posted March 12 Posted March 12 cool thanks for your help i wish i understood this better as i want to build a great training environment for my group but cant seem to get a basic PVE arena to work lol
DD_Friar Posted March 12 Posted March 12 @cfrag Whilst you mention radioMenus, is it possible for radioMainMenu to have the menuvisable, addmenu? and removeMenu? attributes so that they can be turned on and off in the same way that radiomenus can? 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 March 13 Author Posted March 13 18 hours ago, DD_Friar said: is it possible for radioMainMenu to have the menuvisable, addmenu? and removeMenu? attributes so that they can be turned on and off in the same way that radiomenus can? Perhaps some day later. The issue here is that with radioMainMenu you can (and people do) build large structures, and mainMenu IMHO is a cute hack that isn't well engineered to support this (DCS's menu structure isn't at all, so I would need to build a system to manage that, and resolve issues where DCS's menu structure simply fails). 1
cfrag Posted March 13 Author Posted March 13 (edited) Version 2.4.5 - 20250313: Feature update: csarFX, heloToops drop formation One of the little nagging things about DML's csarManager was that it, well, didn't really manage CSARs, just SAR. Putting the "C" in CSAR was something I did some time ago with a small add-on that not only adds enemies around the evacuee, but it also significantly dials up the visual candy and arranges nice debris, and in the case of SAR adds accidents on roads. The module csarFX exists separately, and transparently adds all these features to existing missions with little to no effort. If you have seen one of "Angels" or "CESAR" missions, you have seen csarFX in action. I've now merely brought csarFX to DML standard, and added a significant new feature to csarManager itself: the venerable autoCSAR module now can trigger true CSAR missions for any pilot that ejects and touches down inside a CSAR zone, auto-generating hot LZ, debris and everything. Other than that, DML has received a number of smaller bugfixes and enhancements, with DML's "crown jewel" heloTroops receiving a significant polish: players now can choose how the formation in which troops that they deploy form up around the helicopter: the classic circle around the helo, and now a line to the left and right, or a gaggle behind the aircraft. All this via commuinications, so merely updating the module brings this feature to your mission. All Changes: Documentation Main - csarFX (new) - heloTroops (new drop formations) QuickRef - csarFX (new) Demos - follow me (update) - SAR and CSAR, sitting in a Tree (new) Modules - airTank 1.0.2 - better integration with fireCtrl.enabled - csarFX 2.0.5 - Initial version (yeah, don't ask) - csarManager 4.4.0 - integration with autoCSAR: trigger CSAR zones - integrtaion with csarFX - fireCtrl 1.2.0 - new onStart attribute - new ctrOn? attribute - new ctrOff? attribute - heloTroops 5.0.0 - drop formation options via UI - playerScore 5.2.2 - removed type in feat - sitting ducks standalone 1.0.1 - hardening against DCS bugs - smokeZone 3.0.1 - removed bug during data load - unitZone 2.0.1 - removed deprecated 'coalition' and 'uzcoalition' Enjoy, -ch Edited March 13 by cfrag 1 1
bitboy Posted March 13 Posted March 13 And DML just keeps getting better and better, thanks for your work as always!
Recluse Posted March 13 Posted March 13 LOL... one of these days I will FINISH a mission before a new DML iteration is released Quick question regarding Wildcards for Messenger, Usher, Valet: Quite possibly I missed it but: I know you can pass the name of the PLAYER callsign, UNIT, GROUP, but is there any way to pass the DCS assigned callsign of an aircraft e.g. "ENFIELD 1-2"
cfrag Posted March 13 Author Posted March 13 1 hour ago, Recluse said: is there any way to pass the DCS assigned callsign of an aircraft e.g. "ENFIELD 1-2" Not yet. I'll see if it is accessible from within MSE.
cfrag Posted March 13 Author Posted March 13 1 hour ago, Recluse said: is there any way to pass the DCS assigned callsign of an aircraft e.g. "ENFIELD 1-2" Unfortunately, no. Callsigns can be assigned via tasks, and there currently no (published) API for accessing a unit's current callsign.
Recluse Posted March 13 Posted March 13 14 minutes ago, cfrag said: Unfortunately, no. Callsigns can be assigned via tasks, and there currently no (published) API for accessing a unit's current callsign. Thanks for checking. It is so odd to me since DCS uses that for all sorts of AI communications one would think it was available somewhere..but it is not the oddest thing about DCS
cfrag Posted March 13 Author Posted March 13 1 hour ago, Recluse said: It is so odd to me since DCS uses that for all sorts of AI communications one would think it was available somewhere Indeed. To me it's both frustrating and heartbreaking that my favorite game as such an abysmal API. We all know that the data is there, it's just not (yet) accessible.
DD_Friar Posted March 14 Posted March 14 @cfrag Spawners or Cloners? In a Combined Arms mission I am currently working on, I will be providing the players the option to select from many ground units based on how the map is working out. Is there any noticeable performance benefit from using spawners (where I just provide the unit ID to be created when required) as opposed to cloneZones being triggered when required working off a template where I have to create the unit? I am talking about 5 locations each having either red or blue units available and 20 units for each side made up of 4 different unit types at each location (with unlimited numbers-one of 5 different slots at each location will be selected by random for each unit (to hopefully prevent clashing of generations)with the list being reset when all slots have been selected) Scenario: a side captures a location, they get the choice of units at that location, they loose the location and the other side gets units available (different units for the different sides) Your thoughts would be appreciated. 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 March 14 Author Posted March 14 13 minutes ago, DD_Friar said: Is there any noticeable performance benefit from using spawners Simply use the method of spawning that you prefer, and better fits into your design flow. Both methods use coalition.addGroup() to create the units, there is no performance benefit for either. There is a marginal overhead at mission creation when 2 (sides) x 5 Spawn Points x 20 Units = 10 Groups and a total of 200 units are deallocated and DCS must perform its (not very good) garbage collection. Since it happens at mission start, I believe it to be insignificant.
DD_Friar Posted March 15 Posted March 15 16 hours ago, cfrag said: Simply use the method of spawning that you prefer, Thank you for the considered reply. I am going to go with the cloneZone and template in the hope that you MAY be able to access the skins and load-outs from the template example when generating the cloned item. 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 March 15 Posted March 15 (edited) @cfrag MODULE CHANGE REQUEST Module: heloTroops Request: Change of menu Description Request Details: I was wondering if you would consider amending the menu description used from "Airlift Troops" to "Transport Troops" (as per my example below) for this module so that it will work for when this module is used to put troops into player controlled APC's. It would also then be consistent with the rest of the language used in the module, for example "Request <unit> troops for transport" null Edited March 15 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.
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