mirror of
https://github.com/weyne85/DML.git
synced 2025-10-29 16:57:49 +00:00
Merge branch 'main' of https://github.com/csofranz/DML
This commit is contained in:
commit
bcf319b0df
10
README.md
10
README.md
@ -5,8 +5,9 @@ A Toolbox For Mission Designers
|
|||||||
## What?
|
## 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.
|
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.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
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.
|
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.
|
||||||
|
|
||||||
@ -32,7 +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.
|
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
|
- 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”)
|
- Control civilian air traffic (“Traffic: Civilian”)
|
||||||
@ -52,7 +53,7 @@ So, what’s in DML right now? In a nutshell here’s what you get:
|
|||||||
- Limited number of pilots (ties in with CSAR Missions)
|
- Limited number of pilots (ties in with CSAR Missions)
|
||||||
- Civilian Air traffic
|
- Civilian Air traffic
|
||||||
- Automatic Recon Mode
|
- Automatic Recon Mode
|
||||||
- Slot Blocking Client (SSB based)
|
- Slot Blocking Client (SSB based) for preventing spawns on enemy airfields
|
||||||
- Protection from missiles
|
- Protection from missiles
|
||||||
- Helicopter Troop Pick-up, Transport and Deployment
|
- Helicopter Troop Pick-up, Transport and Deployment
|
||||||
- Score Keeping
|
- Score Keeping
|
||||||
@ -61,6 +62,7 @@ So, what’s in DML right now? In a nutshell here’s what you get:
|
|||||||
- Dynamic Object/Cargo Spawning
|
- Dynamic Object/Cargo Spawning
|
||||||
- Artillery Target Zones
|
- Artillery Target Zones
|
||||||
- Conquerable Zones and FARPS
|
- Conquerable Zones and FARPS
|
||||||
|
- (moving) NDB
|
||||||
- Map/Scenery Object destruction Detector
|
- Map/Scenery Object destruction Detector
|
||||||
- **Foundation**, a library of ready-to-use methods **(only for mission designers who use Lua)**. They support
|
- **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
|
- Advanced Event Handlers for mission and player events
|
||||||
@ -69,7 +71,7 @@ So, what’s in DML right now? In a nutshell here’s what you get:
|
|||||||
- Managing orders and pathing for troops
|
- 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.
|
- **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 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!
|
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!
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user