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daribouca

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Everything posted by daribouca

  1. The TrackIR software also lets you map its functions directly to a DirectX button. I use the comms switch depression to center the TrackIR and the slew thingy depression to toggle precision mode. Those buttons are not mapped to anything in the sim (assuming you're using the defaults mapping). It saves you the hassle of using a TARGET profile...
  2. Concerning the "IS USER" flag, maybe you could circumvent the Mission Editor by directly editing the "mission" file inside the "*.miz" one and see what it does ? As for your first question, I couldn't find of any way not involving some other flag... I'm eager to get my hands on some reference about the lua-scripting abilities of the ME.
  3. Thanks, at least we know it is coming. Great news ! :beer:
  4. All this sounds really amazing ! Thank you so much for all the time you spent working on this, it is much appreciated ! :beer: Perhaps we could donate a little via a Paypal account ? I'd gladly do so ! Now you got me waiting too, even if I don't know what I'm waiting for (yet) =)
  5. It did the trick for me too, thanks a lot !
  6. I've been using Autoit for years, it's kinda neat when you need a straight .exe quickly. Might I suggest you to open a GitHub repository (free) to host the code? That way anyone would be able to contribute to the code, and you'd have an easier time managing the whole project.
  7. Ah, at least we're not alone ... I'll make sure to post here if we make any progress !
  8. Thanks for your input ! We already made sure that AC GENs were running. Thing is, the shortcut key just does not work. There are no known conflict (we checked with alternatives shortcuts keys), and it happens to several guys in the Wing. Kinda weird ...
  9. Thanks a lot for the code ! I was planning of doing approximately the same thing, and you just saved me hours of research :beer: I'm forking the code and will inform you if I find flaws or add interesting functionality.
  10. I think that if you mess with the "mission" file inside the "*.miz" files, you'll be able to set the SADL as you wish. Juste look for "GroupID" value (there are several of them, I forgot which one commands the SADL). Hope it helps !
  11. By PTT, do you mean one has to keep CTRL1/3 depressed to speak via VHF? The logs so far reveals nothing, but I think I have to create a "temp" dir for TARS to create the main log, or change the path in the lua. Is that right?
  12. Hi! Perhaps this issue already has been addressed in the 50+ posts threads, I could not find anything. Several guys in my squadron are having trouble with TARS shortcuts; in-game, they-re unable to activate their VHF radios. TS and TARS are working fine, as we can communicate via the UHF. Depressing CTRL1 or 3 seems to do just nothing ... Could anyone give me a pointer?
  13. Maybe this has been posted somewhere along the thread, but I lost courage around the 20th page ... My current (perfectly running) setup is one large monitor above a touchscreen running HELIOS with exported MFDs. I would like the F10 map to appear only on the upper monitor. My guess was the FUI/Ressources folder, but I found nothing, and my searches on ED's and SC's forums were unfruitful. Could anyone point me in the right direction ?
  14. It is fairly easy to figure most things out, as you said, but the way the Mission Editor treats the file afterwards is sometimes obscure. I happened to end up in the "pit" of a Russian fuel tank (sic), or with the unit list completely disappearing from the Mission Editor, and so on. One got to be very careful when directly editing the "mission" file, as the slightest mismatch messes the whole thing up. I was hoping to take the "easy way" and cut through the discovery process with a handy documentation, but it seems to be a sweet utopia =) Anyway, thanks a lot for your answer, Speed ! Have a nice day, everyone ! :beer:
  15. Yes, but it does not apply the relevant livery and pilots' names, and I also plan to include more features once I grabbed the meaning of all those LUA labels. I just wondered if there was some documentation of them hiding somewhere on the internet =þ
  16. Hi ! I'm currently writing a little application that extracts the "mission" file inside a random *.miz file, and duplicates specific airplanes inside it. The objective is to ease the mission creation process. I'm part of a Wing that uses custom liveries, and it is a real pain to create 20+ aicrafts, all with the same NAV points, same loadout, and with specific pilot name and livery. So what my application does is retrieve the aircraft template in the "mission" file, and creates all the required aircrafts, keeping the waypoints, loadouts, whatever, the same, but assigning the pilot name and aicraft livery for each pilot in the Wing. In the end, the mission creator only have to make one, and only one, aicraft, and my application does the rest. It is working quite well (still in ALPHA stage), but I was wondering if there is any description of all the variables present in the "mission" file somewhere. I could go with the trial-and-error way, but it would be so much faster if any documentation already exists ! Anyone knows of such a thing ? (sorry for butchering english)
  17. Aw... Always quite the thrill when you realize what you were fighting against all along ^^ Hail computers! Anyway, glad for you you nailed it, now you can enjoy the pure awesomeness of this little gem :beer:
  18. None that I know of ... your mission is fine since it worked with me not changing anything except for the scriptline. I would double-check the 3 files that comes with slmod, and their correct location in your A10 folder.
  19. I changed the script line to slmod.chat_cmd('-Axeman hold',1,1, 'blue') and it works. Don't know if it came from the extra space after "chat_cmd" or from the "-1", I'm no guru ^^
  20. daribouca

    Skyrim

    Very nice vid, thx for sharing it!
  21. Thanks a lot! Actually, I left both those lines, ran a server yesterday night for two hours without a glitch, except, as you said, that everything below class(Weapon, Object) got ignored. As it happens to be everything slmod needs, well, the script injects I made for the mission did not run quite well... ^^ Anyway, thanks again for your quick answer! I definitely wish I had some more spare time to dive into the .lua logic that makes the game run...
  22. A quick question regarding 1.1.1.1: Those two lines get deleted in "MissionScripting.lua" when I install slmod beta5_3, and I can't find them in "slmodbeta5_3.lua", so it seems they're gone for good -class(Static, Object) -class(Weapon, Object) Is this on purpose? Or should I copy them back?
  23. Hi! Perhaps I got something wrong, but what I would do is simply assign a random value to a flag, which has to be between 1 and 4. In ME logic: MissionStart: FlagSetRandomValue(x,1,4) FlagEquals(x,1) -> ActivateGroup(Group1) FlagEquals(x,2) -> ActivateGroup(Group2) FlagEquals(x,3) -> ActivateGroup(Group3) FlagEquals(x,4) -> ActivateGroup(Group4)
  24. Great! I'm eagerly looking forward future revisions of this AWESOME piece of work. Many and more thanks for your time and dedication, Speed ! :thumbup: My 2 cents on the VB issue
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