From 51ab5392bb2dc6c19e0f8c0f1dbe76a1f6751e01 Mon Sep 17 00:00:00 2001 From: Christian Franz Date: Thu, 20 Jan 2022 12:55:58 +0100 Subject: [PATCH 1/6] Update README.md --- README.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 7d66cb0..383c93f 100644 --- a/README.md +++ b/README.md @@ -52,7 +52,7 @@ So, what’s in DML right now? In a nutshell here’s what you get: - Limited number of pilots (ties in with CSAR Missions) - Civilian Air traffic - Automatic Recon Mode - - Slot Blocking Client (SSB based) + - Slot Blocking Client (SSB based) for preventing spawns on enemy airfields - Protection from missiles - Helicopter Troop Pick-up, Transport and Deployment - Score Keeping @@ -61,6 +61,7 @@ So, what’s in DML right now? In a nutshell here’s what you get: - Dynamic Object/Cargo Spawning - Artillery Target Zones - Conquerable Zones and FARPS + - (moving) NDB - Map/Scenery Object destruction Detector - **Foundation**, a library of ready-to-use methods **(only for mission designers who use Lua)**. They support - Advanced Event Handlers for mission and player events From 0c48f77e2de4b992aae25a24783cc22c2f7e3ac9 Mon Sep 17 00:00:00 2001 From: Christian Franz Date: Thu, 20 Jan 2022 13:04:05 +0100 Subject: [PATCH 2/6] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 383c93f..d82484e 100644 --- a/README.md +++ b/README.md @@ -70,7 +70,7 @@ So, what’s in DML right now? In a nutshell here’s what you get: - Managing orders and pathing for troops - **Multi-player supported out-of-the-box**. All modules work for single- and multiplayer missions, including modules with user interaction via communications. - **A collection of fully documented Tutorials / Demos** that serve to illustrate how the more salient points of DML can be used to quickly create great mission. They aren’t flashy. They hopefully are helpful instead. -- A hefty Manual that I can lord over you and yell “RTFM” whenever you have a question. Yup, that’s definitely why I wrote it. +- **A hefty Manual** that I can lord over you and yell “RTFM” whenever you have a question. Yup, that’s definitely why I wrote it. Of course, this is just the beginning – DML is far from complete, and there are lots of new avenues to explore. Based on feedback, I expect DML to evolve, and to add new and exciting abilities. Until then, I hope that you enjoy the ride! From 433b50330640b0b83cb05ebb9ca68dd7528b7bc0 Mon Sep 17 00:00:00 2001 From: Christian Franz Date: Thu, 20 Jan 2022 13:23:53 +0100 Subject: [PATCH 3/6] Update README.md --- README.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/README.md b/README.md index d82484e..85e8faa 100644 --- a/README.md +++ b/README.md @@ -5,6 +5,10 @@ A Toolbox For Mission Designers ## What? DML is a **mission-building toolbox that** for Eagle Dynamic's DCS combat flight simulator that **does not require Lua**, yet it also provides comprehensive support if you do want to use Lua. At its heart are modules that **attach themselves to Mission Editor’s (ME) Trigger Zones** to provide new abilities. Mission designers control these new abilities in ME by adding ‘Attributes’ to these Trigger Zone. +![image](https://user-images.githubusercontent.com/21967811/150338060-10061782-c59c-46ac-8e42-ab598aae1fc9.png) + +For example, when you add above attributes to a trigger zone, the “cfxNDB” module automatically activates for this zone, and starts an NDB at the zone’s center at 121.5 MHz, playing the “distressbeacon.ogg” sound file on that frequency. + ![image](https://user-images.githubusercontent.com/21967811/150333140-665cda5e-dad5-4f7f-897f-853179e89448.png) From 484d88616cc7cd3db69b9e911121d89f07e6fad3 Mon Sep 17 00:00:00 2001 From: Christian Franz Date: Thu, 20 Jan 2022 13:25:09 +0100 Subject: [PATCH 4/6] Update README.md --- README.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/README.md b/README.md index 85e8faa..a5c09df 100644 --- a/README.md +++ b/README.md @@ -9,9 +9,6 @@ DML is a **mission-building toolbox that** for Eagle Dynamic's DCS combat flight For example, when you add above attributes to a trigger zone, the “cfxNDB” module automatically activates for this zone, and starts an NDB at the zone’s center at 121.5 MHz, playing the “distressbeacon.ogg” sound file on that frequency. -![image](https://user-images.githubusercontent.com/21967811/150333140-665cda5e-dad5-4f7f-897f-853179e89448.png) - - Through this simple mechanism, adding complex new abilities to missions becomes a snap (or, at least, much easier). Since **you control DML from inside ME**, you do not have to mess around with Lua scripts – all DML modules take their run-time data from Trigger Zone attributes. You edit those in ME: Trigger Zones already have attributes, editing them is built into ME. If you have ever created a Trigger Zone, you have already seen ME’s zone attributes. You likely ignored them because they have had little practical use. Until now. We’ll use zone attributes to put DCS mission creation into super-cruise. **DML can reduce advanced tasks (such as adding CSAR missions) to placing trigger zones and adding attributes.** From de80d2fed4805f64d9d0321d640a2fed82c4ff14 Mon Sep 17 00:00:00 2001 From: Christian Franz Date: Thu, 20 Jan 2022 13:42:52 +0100 Subject: [PATCH 5/6] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index a5c09df..e35c270 100644 --- a/README.md +++ b/README.md @@ -33,7 +33,7 @@ Let us look at a real-life DML-enhanced mission: Note the five Trigger Zones on the map (follow the unobtrusive red arrows). As mentioned, DML uses ME Trigger Zones and attaches its own modules to them. That way, mission designers can simply place new functionality by adding standard Trigger Zones to the map - without requiring any Lua. You then add a few attributes to the Trigger Zone, and DML’s modules home in on them automatically. -Above screenshot was taken from my “Integrated Warfare: Pushback”, a mission that uses DML to dynamically create ground forces and that require the player’s air support to win. On the map, I placed various zones to +Above screenshot was taken from my “[Integrated Warfare: Pushback]”(https://forums.eagle.ru/topic/276664-pushback-caucasus-integrated-warfare-multi-module-multi-player/), a mission that uses DML to dynamically create ground forces and that require the player’s air support to win. On the map, I placed various zones to - Add conquerable zones (“Wolf Crossing”, “Bride’s Bridge”, “Highroad”) – these are zones that, when captured by blue or red, automatically produce ground forces that defend the zone against invaders and seek out and capture other conquerable zones - Control civilian air traffic (“Traffic: Civilian”) From ddf217bdfc92df9b00c056407b9af29f9aa09d7a Mon Sep 17 00:00:00 2001 From: Christian Franz Date: Thu, 20 Jan 2022 13:44:21 +0100 Subject: [PATCH 6/6] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index e35c270..ab6f68c 100644 --- a/README.md +++ b/README.md @@ -33,7 +33,7 @@ Let us look at a real-life DML-enhanced mission: Note the five Trigger Zones on the map (follow the unobtrusive red arrows). As mentioned, DML uses ME Trigger Zones and attaches its own modules to them. That way, mission designers can simply place new functionality by adding standard Trigger Zones to the map - without requiring any Lua. You then add a few attributes to the Trigger Zone, and DML’s modules home in on them automatically. -Above screenshot was taken from my “[Integrated Warfare: Pushback]”(https://forums.eagle.ru/topic/276664-pushback-caucasus-integrated-warfare-multi-module-multi-player/), a mission that uses DML to dynamically create ground forces and that require the player’s air support to win. On the map, I placed various zones to +Above screenshot was taken from my ["Integrated Warfare: Pushback"](https://forums.eagle.ru/topic/276664-pushback-caucasus-integrated-warfare-multi-module-multi-player/), a mission that uses DML to dynamically create ground forces and that require the player’s air support to win. On the map, I placed various zones to - Add conquerable zones (“Wolf Crossing”, “Bride’s Bridge”, “Highroad”) – these are zones that, when captured by blue or red, automatically produce ground forces that defend the zone against invaders and seek out and capture other conquerable zones - Control civilian air traffic (“Traffic: Civilian”)