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Everything posted by S77th-ReOrdain
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Personal Radio Template
S77th-ReOrdain replied to S77th-ReOrdain's topic in User Created Missions General
Now if someone could figure out a way to, oh, say, push an unsused cockpit button such as "MID" on the UFC and it actually did something like, say, oh, I don't know, opened the chat dialogue and actually typed out -stl or, "show task list", now that would be awesome. It would surely minimize a lot of typing. -
Personal Radio Template
S77th-ReOrdain replied to S77th-ReOrdain's topic in User Created Missions General
Speed, you are absolutely correct. The uses are extremely limited and there is no harm in pointing them out. The templates primary intention was to give some insight into the use of cockpit arguments. Mission accomplished, however, once I figured out how to use it, there's little other than training or minor triggers that it can be used for at the moment, because you can't make triggers simulate keystrokes (yet). Secondary objective was just as you surmised "another tool in the ME toolbox". Nothing spectacular. Basically intended for single-player. But, if it serves to also cause a lua guru to take pity on such feebleness, and keep generously feeding us scripts (Thanks) that do other magnificent things, then I'll take that too as an additional accomplishment.:thumbup: -
Out of curiosity, I started fooling around with the ME and the use of cockpit arguments. I miss the the ability to tune stations or tower frequencies that we had back in early Black Shark days, so I've always thought about a way to add music for the long flights. Since I'm not proficient enough with lua to come up with something that can be incorporated via script, I came up with a little template using cockpit arguments and triggers. The result: You can use arguments (or, this template) to add your own sounds, music, radio stations, or whatever. How it works: Utilizes unused cockpit switches as an FM radio. It will only play music if you tune the intercom dial to "FM", and you push and briefly hold the "Call Button". Six different radio stations can be tuned using the "KY-58 Secure Voice Panel dial 1-6" (currently not functional). The KY-58 Panel is located below the VHF FM panel and next to the Intercom Panel. Pros: Shows how cockpit arguments can easily be utilized. All other audio sounds can still be heard. Allows you to kick back during long flights to your favorite tunes. Gives you something else in the cockpit to push while you look around asking yourself if everything is in order. Cons: Limited use. Requires that you add your own sounds. Only 6 stations in this example. Once the music starts, you can't stop it. http://www.filefactory.com/file/c255920/n/A-10C_Radio_Template.miz
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Missed that one. More triggers and more ways to use them. That's always good news.
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Sure, it can be done. Check this thread to help you get started. http://forums.eagle.ru/showthread.php?t=76289&highlight=cockpit+arguments Basically, you'll set a trigger using cockpit arguments. The example mission in that thread shows you how. If you want the complete list of arguments and their respective numbering system, locate the clickabledata.lua file in ..\scripts\aircraft\a-10c\cockpit, or, \scripts\aircrafts\ka-50\cockpit
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No problem Dragon, and thank you for sharing your mission building skills. Keep up the good work.
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I've experienced the same problem, but overcame it by adjusting the settings. Initially, the settings I used were the same as yours, with the same results. I would suggest trying different settings even though it may not be your ideal unmonitered dedi server config at the moment. From what I've gathered, no one has figured out how to rotate a running mission with active players without getting a CTD yet (servman or not), so it really doesn't matter. A handsoff server is currently an elusive endeavor. What worked for me (to get the server to unpause when players enter): restart_miz_after = 0 rotate_miz_after = 360 --(or, your preference) pause_if_server_empty = true, resume_if_server_not_empty = true, restart_if_server_empty = false, Oh, and, I concur that the latest version of servman worked fine with 1.1.1.0 and now behaves differently since 1.1.1.1. Until someone modifies servman, this may be a workaround as we await improvements from ED.
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how to assign pitch and roll to mouse?
S77th-ReOrdain replied to fedaykin's topic in DCS: Ka-50 Black Shark
Yes, that looks correct. Go in game, select Options, Select Controls tab, WARNING - Don't click Clear Category or it will wipe out all commands under the currently selected column. Aircraft = Ka-50 Real, (or Game depending on the mouse.lua file you edited) Select Axis Commands from the adjacent scroll down menu, Slider bar to the right so that Mouse Category is visible, Click box designating Flight Control Pitch under Mouse Category Click Add Under Axis key/button assignment box Select Joy Y and click OK Do the same for Joy X under Flight Control Roll At this point you should be able to select the new axes and tune them by selecting Axis Tune and adjusting your curve as necessary. Disclaimer: I've not tested this with a mouse, but I have successfully added external TrackIR view control. -
how to assign pitch and roll to mouse?
S77th-ReOrdain replied to fedaykin's topic in DCS: Ka-50 Black Shark
No fancy binding necessery. You're just adding the normal joystick x and y axis to your mouse.lua file so that you can select these axes from the in game options screen under the controller tab. Open the mouse.lua file and scroll down to the bottom. Axiscommands start on line 3198 if opening with notepad++. At the bottom of this section you want to add your additional joystick axes to the ones currently listed. The last command is [10] in my file. You want to add commands [11] and [12] to the list. Open your joystick.lua file in the joystick folder. Scroll to the bottom, copy Joy_X and Joy_y axis commands. Mine are listed as [1] and [2]. Be careful to follow the same lua structure and just paste the joystick commands to the bottom of the mouse.lua file. Renumber accordingly. Save the file. Go to ingame options, and select the new joy_x and joy_y axis under your mouse controller. Remove conflicts from your previous joystick axis settings. If done correctly, you should now be good to go, and as smooth as your mouse curvature axis will allow. -
how to assign pitch and roll to mouse?
S77th-ReOrdain replied to fedaykin's topic in DCS: Ka-50 Black Shark
Sounds like controller conflict, however, there is at least one way you can accomplish what you want. Go to . . .Config/Input/Aircrafts/Ka-50 folder. Backup the folder in case you screw something up. You can attempt to modify your mouse.lua file (strongly suggest you use notepad++ for editing lua files) in the mouse folder to include the joy_x and joy_y axis. Axis commands are near the bottom of the file. You may want to open your (joystick_name).lua file in the joystick folder to copy the axis commands directly from that file. Note the .lua structure and numbering scheme. If you do it correctly, you will have the option of adding those axis within the in game GUI under your mouse axis. Most importantly, don't forget to remove any other conflicting key commands that would influence mouse movement or pitch and roll in your aircraft, otherwise, the rest state for mouse movement may not be the same as the rest state of a conflicting controller, i.e., you bank with mouse, but when you stop moving it, it reverts to the joystick state. Smooth flying with a mouse? Ha! What are you doing? It might also help to smooth out that joystick experience as well, if you decide to go a tinkering. -
It's not that the physics engine won't allow you to place a landed object in a resting state, it has to do with the Mission Editor not allowing you to place an object below the physical surface of the terrain. Even though you can specify an AGL or MSL altitude for aircraft within the flight plan, you can not make it fly below the terrain. The editor doesn't allow you to specify AGL vs. MSL within a triggered condition, therefore the editor only cares about what value you input within it's known coordinates. Try this. Open the editor and place your curser over the "X" target range SW of Kobuleti. I use imperical, so the altitude reads 33 feet in the editor. At that particular location, units won't spawn below 33 feet. If you place an aircraft at that location and reduce its altitude to 0 feet, the editor will change that value to the lowest altitude at those coordinates, or, 33 feet as soon as you click something outside of that input box. In other words, if you want a trigger to activate at that location for altitude below 1 foot, you would have to put UNIT ALTITUDE LESS THAN 34 at that location. That's because you can't put UNIT ALTITUDE LESS THAN 1 AGL.
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I believe "unit altitude less than" looks to the terrain directly below the unit, so if you use less than 1 and the unit is in the mountains or anywhere else above the terrain, your unit is not below 1 (not sure if it is meters or feet). So, if you remove that condition, it should work. Alternately, check for terrain elevation in the proposed crash area, and make the unit less than approximately 10 meters below that altitude. Since it is difficult to predict where he'll land/crash, it's probably easier to just stick with DEAD or (UNIT DAMAGED and UNIT SPEED LESS THAN 5). Haven't tested partial group in zone for aircraft yet.
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Looking for a good source for free sound samples.
S77th-ReOrdain replied to MadTommy's topic in User Created Missions General
Indeed, the two are both good for extracting sounds. I've found an efficient, free and simple way to do it by recording via FRAPS and extracting the sound with VirtualDub. Open the youtube FRAPS recording in VDub. The ability to Save As... .wav is available from the File menu. VDub allows you to edit the portion of the video file to get the sound to your liking before saving, and most importantly, delivers a small, editable file for inserting into your mission sounds folder. Select, crop, save, Done. Made a mission using the A-10 sounds from one of my favorites. Volume in game sounds excellent. -
No problem LO, glad to help. Ripcord points out something interesting as well. Combat behavior seems to be controlled by both of these factors. Based upon your findings, it makes me wonder whether there's a situation with the "Default" combat behavior perameters. Ideally, if you neither told the attackers to OPEN FIRE as I suggested, or, EVADE FIRE as Ripcord suggested, AI behavior was supposed to do both of those things by default. However, the advantage of ROE is that you can limit the targeting to specific things. Perhaps a test needs to be performed to compare behavior with and w/o ROE or Reaction to Threat. Then, the check on, check off, check on again radio button would need to be tested to confirm whether what you've identified also extends to these combat behaviors as well.
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Not a developer, but it looks to me like your problem is ROE. You need to select OPEN FIRE and not WEAPONS FREE. Open fire will restrict the attacker to the targets you select in the drop down menu of set options. They won't stray from their assignments this way, and will only deviate if circumstances regarding their own survival change. Check out latest GUI manual pg. 150.
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This can be done. Of course, before you attempt this, it's a good idea to backup any file you are going to edit. One way is to edit your mouse.lua file located in the User\DCS Warthog\Config\Input\Mouse folder. Modify the file to include TrackIR_Yaw and TrackIR_Pitch to the existing Mouse_X and Mouse_Y axis. It's also a good idea to add additional modifiers if you decide you want to try this. Considering you've done things properly, you should notice a new axis to modify when editing or adding an existing Mouse Axis from the ingame options GUI (click the Mouse_X at the bottom of the box). When testing in game, you may also notice the need to slow down the speed of your view once you've added the new commands. You can do this by lowering the speeds that control your Externalviews (lines 192-210) in the View.lua file located in the ..\DCS A-10C\Config\View folder. May take some tweaking to get it where you want it. I use mouse_btn1 as a modifier for convenience (already on my joystick). With this setup, the external TrackIR view is only available when left mouse button is held down. You may want to change yours. You're welcomed to try using my modded mouse.lua file. mouse.lua
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Speed, Thanks for your efforts with this. I've been following the development with interest in the hopes of learning a little scripting and ultimately the creation of a template to increase client interaction. The question is: Can the message library be used to write a script that allows a client(s) access to the host's F10 menu? I guess another way to look at it is, can a script be written that allows clients to request an update of some sort, which calls the hosts PC to execute a radio call accessing the F10 menu and then displaying that menu to the client that requested it? Following that, the ability for that client to request execution of the next keystroke of choice on the host's machine?
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Thanks TFC/ED for dropping this JDAM (just downright amazing merchandise) on us.:thumbup:
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Addicted to the Mission Generator
S77th-ReOrdain replied to Smokin Hole's topic in DCS: A-10C Warthog
Concur. Gives a great random base to create variety. I was earlier today contemplating the possibility of being able to quickly create small campaigns with MG generated missions. Edited and customized to fit a storyline. The good thing is it populates at your whim allowing easy adding and subtracting of units. -
Not able to use some cdu buttons as keyboard commands
S77th-ReOrdain replied to Severn's topic in DCS: A-10C Warthog
I didn't have a problem with the default CDU +/-. Try changing the ingame keybind(s), or modify your program to something like Ralt+Rwin+(oem_plus) meaning Ralt+Rwin+(+). -
Not able to use some cdu buttons as keyboard commands
S77th-ReOrdain replied to Severn's topic in DCS: A-10C Warthog
This has been a problem since the CDU keybinds were introduced. Temporary solution: Not a bug fix, but a workaround. Program your touchpads to mimic function of the Pg up/down rocker on the UFC. Yeah, I know, it's not pretty, but the CDU pages will scroll while we wait for a fix. -
First impressions of the Release Version
S77th-ReOrdain replied to apoll's topic in DCS: A-10C Warthog
First impressions, Hot damn. ....more to come. -
Or, On X52 you can program a button as a Macro or Advanced Command. If you are using default keystrokes, make the macro execute ("U" and "PgDn"). With every press of the button, HUD becomes SOI and weapons/gun cues are cycled as well. However, as mentioned, you do need to insure that Master mode is set to CCIP if you are attempting to cycle weapons, as most weapons are inaccessible if not in the proper Master Mode.
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Strongharm, The only thing I see is that you have toggle autopilot set to the "E" button and LAAP engage/disengage on the "D" button. You don't need both, they are one in the same. Consequently, I have mine set to "D" in (3) modes as well.