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Posted

@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.

 

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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
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.

Posted

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. 

Posted (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 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
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.

  • Thanks 1
Posted

@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.

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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)
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 by cfrag
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Posted
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.

Posted
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. 

Posted

@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. 

Posted
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). 

  • Thanks 1
Posted (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. 

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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 by cfrag
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Posted

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"

 

Posted
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.

 

Posted
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.

Posted
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 🙂

 

Posted
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. 

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