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Everything posted by Pat01
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units liveries + first waypoint task fix Blindspot, here's a piece of code that includes the previous liveries fix and another one that duplicates the group first waypoint task. The way you created and moved the group reset the first waypoint task to Turning point (for planes). -- by Blindspot -- Duplicates given group including units, waypoints, targets and the different payloads function duplicate_group(group) local groupNew = create_group(group.boss.name, group.type, check_group_name(group.name), group.start_time, group.lat+0.00001, group.long+0.00001) -- update_group_map_objects(groupNew) groupNew.hidden = group.hidden groupNew.task = group.task groupNew.taskSelected = group.taskSelected groupNew.start_time = group.start_time groupNew.task = group.task groupNew.visible = group.visible for a=1, #group.units do local u = group.units[a] -- by Blindspot --local uNew = insert_unit(groupNew, u.type, u.skill, a, check_unit_name(u.name), u.lat+0.00001, u.long+0.00001, u.heading) -- by Pat01 local uNew = insert_unit(groupNew, u.type, u.skill, a, check_unit_name(u.name), u.lat, u.long, u.heading) -- by Pat01 uNew.livery_id = u.livery_id -- if u.payload then uNew.payload = {} U.copyTable(uNew.payload, u.payload) end end; if group.route then if group.route.points then for a=1, #group.route.points do local wp = group.route.points[a] local wpNew = insert_waypoint(groupNew, a, wp.type, wp.lat, wp.long, wp.alt, wp.speed, wp.name) wpNew.action = wp.action if wp.airdromeId then wpNew.airdromeId = wp.airdromeId end if wp.targets then for b=1, #wp.targets do local tgt = wp.targets local tgtNew = insert_target(wpNew, b, tgt.lat, tgt.long, tgt.radius, tgt.name) if tgt.categories then tgtNew.categories = {} U.copyTable(tgtNew.categories, tgt.categories) end end end end end end if groupNew.route and groupNew.route.points and #groupNew.route.points > 0 then local wpt = groupNew.route.points[1] -- by Blindspot --MapWindow.move_waypoint(wpt.boss, wpt.index, wpt.lat+0.00001, wpt.long+0.00001) -- by Pat01 MapWindow.move_waypoint(wpt.boss, wpt.index, wpt.lat, wpt.long) -- end
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small patch duplicated units liveries I just noticed the duplicated units liveries were set to the default one. So, I just addded a line of code to the me_mission.lua file to cure it. Just after the "local uNew = insert_unit(groupNew, u.type, u.skill, a, check_unit_name(u.name), u.lat+0.00001, u.long+0.00001, u.heading)" line as below. -- by Blindspot -- Duplicates given group including units, waypoints, targets and the different payloads function duplicate_group(group) local groupNew = create_group(group.boss.name, group.type, check_group_name(group.name), group.start_time, group.lat+0.00001, group.long+0.00001) -- update_group_map_objects(groupNew) groupNew.hidden = group.hidden groupNew.task = group.task groupNew.taskSelected = group.taskSelected groupNew.start_time = group.start_time groupNew.task = group.task groupNew.visible = group.visible for a=1, #group.units do local u = group.units[a] local uNew = insert_unit(groupNew, u.type, u.skill, a, check_unit_name(u.name), u.lat+0.00001, u.long+0.00001, u.heading) -- by Pat01 uNew.livery_id = u.livery_id --
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Check the missions are located in a sub directory of LockOn main directory. I get the same message if the missions are not in a sub directory of LockOn main directory. Hope it helps.
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Strannik, I need more info. Does the utility launch, crash ? Are you trying to load missions located out of lockOn directory ?
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Hi Pappavis, the missions have to be located in the LockOn mission directory. If you try to load missions that are somewhere else it leads to an exception error. It has to do with utility or files locations. Lol, I think it's about something like that, i don't work on it for a while. I could give you some source samples in VC++ .NET if you plan to write some utilities for LockOn. Please send me a personal message at check-six.com or here at LockOn.ru Hope it helps.
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Have a look at Lock On\Config\export\config.lua -> You have to enable EnableExportScript for each client and server I think. --[[ Export.lua script is always local , but if EnableExportScript = false you cannot access to cheat posible functions : LoGetWorldObjects and LoGetObjectByID this functions always will return nil to enable them just set EnableExportScript = true --]] EnableExportScript = true --
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Make sure to use the utilities with FC1.1 and its original files - MEinit ... Some russian cyrillic letters lead the utilities to errors. The same may happen with other local languages. 2 versions are available and seem to work rather well - french and english versions.
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Hi all, Several things may lead the staticobj_eng.exe to an error. 1. Be sure to use the utility with FC 1.1 original files (meinit.xml ...) 2. I never tested the utility with local versions of FC 1.1. The russian's one ( maybe the german, greek ... ones too ? ) may not work due to special non-alphabetical letters. It just works nice with the english one. The french utility is a separate one. The best way is for me to try the file that caused the error. Please MP me I'll have a look to your files.
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Here's the link to the english trees templates. http://www.checksix-fr.com/bibliotheque/index.php?page=detail&ID=2845
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English versions of the utilities are also available at C6 http://www.checksix-fr.com/bibliotheque/index.php?Fichier=2740 Look for _ENG extension in their names --> GroupsUtilities_ENG.zip An english version of the templates will soon be available at C6 (I hope) I'll let you know. It seems lomacfiles.com have some trouble, I can't access the site.
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Kilsek, Your mission counts 91 vehicules groups -> 200-400 vehicles units, without any plane. It took 7 minutes to compile 13 x 1.mis (400 x 13 vehicles units -> 2.15 MB), I didn't wait for the 25 x 1.mis campaign. The mission editor took 2-3 minutes to load the campaign file, I didn't really control time. I tried to fly the mission before compiling, with just a Su27 player flight from Crimea without any wingman. It stuttered a lot. I don't think LO is ready for such a high number of units. You have to think differently, building your campaign with LO. Hope it helps a little.
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Hi KILSEK, From a pure programming point of view there's no limit regarding number of units nor number of missions. BUT, I noticed a too great number of units may hang LO's mission editor. I haven't yet tested such a big campaign, and my utilities could lie on the same dll used by the editor. The best way would be for me to access your mission files and try to find why the utility hangs. Cheers.
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Alright....... It's Ok, I've done it. Thanks.
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Brothers31, Can you explain ?
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Hello, I'm using export.lua just for writing to a file. I'd like to use export.lua to send datas to an application. What are the exact lines I have to write in export.lua to do this ? What are the ones I have to write to my application to receive the datas. (C++ used) Thanks.
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Ok, I'm waiting ...
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Well, It doesn't seem to interest a few. Perhaps I'm wrong to try to get other (than missiles and chaffs/flares) weapons with LoGetWorldObjects() Perhaps I'm wrong to have post in this section ? Perhaps I'm wrong to have posted ? Please someone answer...
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Anybody else interested in more lua export functions ???????
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Hello, 1) It would be great to have more lua export functions in the export.lua file. The same for other units than the player's ones would be a good start... LoGetPilotName() , LoGetPlaneId(), LoGetIndicatedAirSpeed(), LoGetTrueAirSpeed() ... for the other units -> LoGetPilotNameByID() ... 2) Is there a way to watch if bombs, rockets and guns have been used. Only Missiles (and chaffs/Flares) types seem to work in LoGetObjectById(), concerning weapons. Thanks.
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Is this bug because the target is one of these new Fc1.1 buildings ??Sometimes the target building appears in external view, sometimes it won't. And you can't access the next 5th stage (after saving and reloading the campaign at stage four) even if mission is completed in the debriefing screen. Replacing the (new fc1.1) building target by any of the default world building cures that.
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No, I don't speak neither about hidden groups nor badly designed missions, but names (most vehicles groups Commander names) within the campaign .cmp file that are hidden to the designer and cause troubles. Sometimes payloads and paintschemes seem to be well assigned to units and are actually not. Maybe a bug from the editor ?
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Zoomboy, I think stop bug comes from invalid names for groups, paintschemes, commander names and payloads. Some of them are not visible through the editor. I tried to fix the original su25 campaign that stopped after the 4th stage for me. It seems it has cured the campaign and I was able to complete it with saving between each stage. If you have some campaign with trouble, feel free to send me the file, I'll have a look. I think it's worth the try. +1 with Sam-Samsher, I personally prefer campaigns, but big campaigns are rather hard to test and check.
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Links at LockonSkins.co.uk ExtractMisCampLO_ENG http://www.lockonskins.co.uk/linkcounter.php?LID=203 Groups Utilities Pack ENG http://www.lockonskins.co.uk/linkcounter.php?LID=202 CompilCampLO_ENG http://www.lockonskins.co.uk/linkcounter.php?LID=198
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666th_birdy, I have separated your trees by airdrome and by country. You can import them separately with my groups_utilities pack. Are you interested in having these files ? Thanks for your work.