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Everything posted by davidp57
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Sorry to highjack your thread, but I don't know. I think your question could be extended to all that can be manipulated in an aircraft cockpit. For example, I recently made a Carrier Ops F18 training mission, and the F18s I setup as "start in air" a few miles behind the carrier have nothing correctly configured. I'd like to know if it's possible to script actions in the cockpit of player aircrafts. I know there is a way to interact with the cockpit elements (e.g. by highlighting them in training missions) but I'm missing the documentation for these features.
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HEADQUARTERS - massively improved fast mission generator
davidp57 replied to cercata's topic in DCS Modding
He hasn't (from what I know) but has a lot of work at the moment. Just give him time, he'll come around. -
HEADQUARTERS - massively improved fast mission generator
davidp57 replied to cercata's topic in DCS Modding
The explanation is very simple : volunteer developers, like him, have to work for a living. Some are lucky enough to have a job that leaves them with a lot of free time, and a wife kind enough to accept that most of this free time goes into programming (that would be me :music_whistling:) Other are not and must work long hours. hq4dcs is an open-source project (I was the one convincing the author to open-source his project) and, as such, is open to anyone who want to contribute. You're welcome to work on the project, this will make it go faster. -
Ok, I did it ! You can see it in action in the VEAF-Demo-Mission (get it here). I left all the debug and trace messages in place so you can see how it works (they go in the dcs.log file). Additionnaly, there are debug markers that are placed when the "_move tanker" command is executed, showing the different points referenced in the log messages. You can use the menu radio like this : https://i.imgur.com/g5IVy73.jpg You can also use the marker command like that : https://i.imgur.com/t2pHKju.jpg The source code is available on the VEAF-Mission-Creation-Tools repository, and as always I'm here to discuss it (and on the VEAF's discord or forum)
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Cool, somehow I completely bypassed this "mist.fixedWing.buildWP" method ! In my scripts I always traverse an existing mission and reproduce the DCS editor tables in lua... Merci Toutenglisse ! [EDIT] There is a problem, though: will the tanker still do his tanker mission with this method ? In my "move tanker" command, I copy the whole tanker mission after having teleported the tanker to a point. This used to work until recently. I'll go check if it does work again and report.
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What error do you get ? Your lua seems pretty good to me, except that you should use a variable to store Unit.getByName(units) instead of calling Unit.getByName() twice. If you ever need french-speaking help with mission editing, feel free to drop to the VEAF's discord or forum. I'm often here, and always eager to help !
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Give me a few days and I’ll do it; then I’ll post it here.
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Nope, not possible
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Hi Arnaud, Sorry to come here after the battle is over ^^ If you ever need french-speaking help with mission editing, feel free to drop to the VEAF's discord or forum. I'm often here, and always eager to help !
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You would need 3 things to do this : a specific system that could automaticall add items to a radio menu for each player (we've got this in our VEAF radio scripts) a way of moving a tanker to some point (we've got this too, but it's been buggy lately ; investigation is on) a script, called by the aforementionned radio menu, looking up the position of the calling unit and sending the tanker to its location Easy-peasy ;)
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Here are the scripts I wrote (based on some other scripts I found, cannot remember where) and that we use to control 2 DCS servers and a SCD-SRS server. You must use an icon with the following command to run one of the script (adapt to the others) : C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -ExecutionPolicy Bypass -File C:\Users\veaf\watchdog_public_server.ps1 watchdog_public_server.zip
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Good catch, I did solve this problem a while ago but unfortunately I didn't post. Point is, there is no need to bundle NodeJS where all the user has to do is install it. So I deleted the Nodejs folder and modified the witchcraft.cmd scripts as follows : cd src call npm.cmd --spin=false --loglevel=info install node backend\server.js start http://localhost:80/ pause It works just fine ;)
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Salut à tous ! J'ai commencé à filmer dans lesquelles je vous explique comment créer des missions DCS en utilisant les outils de la VEAF. Pour le moment il n'y en a que deux, elles durent une dizaine de minutes chacune : mise en place de l'atelier (installation des outils, création d'un répertoire avec la mission qu'on va éditer) premier contact avec l'éditeur de mission, explication de la structure des triggers A venir, une vidéo qui récapitule toutes les possibilités de ces scripts (une sorte d'épisode 0) et la suite, petit à petit, de mes explications qui nous conduiront à créer une mission personnalisée de toutes pièces. Je compte sur vous pour m'encourager et me faire des critiques (constructives!) et des commentaires. A bientôt dans les airs !
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I've got a detailed case with a specific mission (attached) that you can use to reproduce on a server what I still think is a bug. Bear with me... This mission has some options enforced, but not the F10 view options (1), nor the immortal setting (2) : My player settings are : When running on our server, the mission appears in the servers list with these options (note, F10 view is "allies only (local)" and not "all") : But when I join the mission as a client, I can see that the F10 map shows the RED shilka right next to my A10 (it shouldn't in "show allies only") ; moreover, when the Shilka fires, my plane does not explode (it should, with "immortal" turned off)... This is the proof that, whatever my options, and whatever the options enforced or not in the mission, I end up with the options of the guy who last saved the mission ! This is only happens in multiplayer ; the same mission played on my computer works as advertised. Our server is the dedicated DCS server, 2.5.5.41962 OpenBeta. mysimplemission2.miz
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Hi BigNewy, First, thank you for your answer. I'm not sure I understand how this is supposed to work. You say that when not checking the Use these settings... option on the client side, the mission options will be used instead. And (you didn't say it but it's a logical conclusion) by checking this option the mission options will not be used. But you also say that a mission creator should always use the options in the mission editor to set desired mission settings. To my knowledge, in the Mission Editor, I can check an option to set it to enforced, and therefore force a value ; but is it really forced ? What if the client checked the Use these settings... option on his side ? Also, that does not explain the following behavior : The mission creator does set (in his own player options) an option (e.g. Wake Turbulence) The mission creator does not enforce an option (e.g. Wake Turbulence) in the mission editor (not checked) The client does not set the option ON in his own settings, nor does he set the Use these settings... option. When the client plays the mission, the mission creator's player options are used instead of the client's. Why ? The option is not enforced in the mission, it's not set on the client side, it should not be ON ! Even if the client does not check the Use these settings... option on his side, imho. Can you please take some time again for me and consider this ? I'm available by email and on our Discord if you want to chat (I sent you my contact details by private message). Thanks again for your help !
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-- Get Temperature [K] and Pressure [Pa] at vec3. local T local Pqfe if not alt then alt = veaf.getLandHeight(vec3) end -- At user specified altitude. T,Pqfe=atmosphere.getTemperatureAndPressure({x=vec3.x, y=alt, z=vec3.z}) veaf.mainLogTrace(string.format("T = %.1f, Pqfe = %.1f", T,Pqfe)) -- Get pressure at sea level. local _,Pqnh=atmosphere.getTemperatureAndPressure({x=vec3.x, y=0, z=vec3.z}) veaf.mainLogTrace(string.format("Pqnh = %.1f", Pqnh)) -- Convert pressure from Pascal to hecto Pascal. Pqfe=Pqfe/100 Pqnh=Pqnh/100 -- Pressure unit conversion hPa --> mmHg or inHg local _Pqnh=string.format("%.1f mmHg (%.1f inHg)", Pqnh * weathermark.hPa2mmHg, Pqnh * weathermark.hPa2inHg) local _Pqfe=string.format("%.1f mmHg (%.1f inHg)", Pqfe * weathermark.hPa2mmHg, Pqfe * weathermark.hPa2inHg) -- Temperature unit conversion: Kelvin to Celsius or Fahrenheit. T=T-273.15 local _T=string.format('%d°C (%d°F)', T, weathermark._CelsiusToFahrenheit(T)) -- Get wind direction and speed. local Dir,Vel=weathermark._GetWind(vec3, alt) veaf.mainLogTrace(string.format("Dir = %.1f, Vel = %.1f", Dir,Vel)) -- Get Beaufort wind scale. local Bn,Bd=weathermark._BeaufortScale(Vel) -- Formatted wind direction. local Ds = string.format('%03d°', Dir) -- Velocity in player units. local Vs=string.format('%.1f m/s (%.1f kn)', Vel, Vel * weathermark.mps2knots) -- Altitude. local _Alt=string.format("%d m (%d ft)", alt, alt * weathermark.meter2feet) local text="" text=text..string.format("Altitude %s ASL\n",_Alt) text=text..string.format("QFE %.1f hPa = %s\n", Pqfe,_Pqfe) text=text..string.format("QNH %.1f hPa = %s\n", Pqnh,_Pqnh) text=text..string.format("Temperature %s\n",_T) if Vel > 0 then text=text..string.format("Wind from %s at %s (%s)", Ds, Vs, Bd) else text=text.."No wind" end return text
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Well, then, it's just as I said : the "Jump in an AI plane" feature does not work in MP (neither via the F10 map nor with the RALT-J shortcut)
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When hosting the mission, or when playing it SP ? My idea is that the "Jump in an AI plane" feature does not work in MP.
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And the button-lights and cockpit-lights in Ricardo blue cockpit actually work...
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The mod is OvGME-ready. Here's some help with OvGME.
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Try my mod : https://drive.google.com/open?id=15UWA5TzNtE432C7i2jCTuscWbtuKo7Yl