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TheMonk

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Everything posted by TheMonk

  1. That's strange. Since it works for me it should works for you. Be aware that to activate the tacview exportation you should not only put the TacviewExportDCS.lua file in the DCS Black Skark 2\Config\Export directory. You should also : - set EnableExportScript to true in the DCS Black Skark 2\Config\Export\Config.lua file. - append : dofile("./Config/Export/TacviewExportDCS.lua") at the end of DCS Black Skark 2\Config\Export\Export.lua file.
  2. Yes. If you have already corrected the TacviewExportDCS.lua script for DCS A-10C 1.1.10, you can use it for DCS BS2.
  3. Thanks Aries. I'm happy to hear that it works for you and that Vyrtuoz will officially fix it. PS: To make this patch I've just edit the dcs.log file (stored in the user game directory each time you launch dcs) and found the following line : 00044.667 ALERT EDCORE: Can't execute Lua file ./Config/Export/Export.lua - [string "./Config/Export/TacviewExportDCS.lua"]:83: table index is nil Then, Vyrtuoz comments in the script were clear enough to understand what was going wrong.
  4. I use Notepad++. If you edit the TacviewExportDCS.lua directly in the DCS A-10C\Config\Export\ folder, you should adjust its security property to be able to save your changes (if you don't want to change these security properties, copy the script on your desktop, make the changes and save it, then copy it back to the DCS folder). Yes, it works on Tacview 1.0 with the 1.1.1.0 patch (and also with BS2).
  5. I've got the same problem with Tacview 1.0 on DCS A-10 1.1.1.0 and BS2. Some Object_Type referenced in the export script are no more defined in the DCS database (the script could not be executed). To fix it, until an official patch from the Tacview team, I've commented the following lines in the "DCS A-10C\Config\Export\TacviewExportDCS.lua" export script file (i.e. append -- at their beginning): (l.83) -- [wsTypeAutogun] = 0x2c, -- Infantry (l.84) -- [wsTypeSoldier_AK] = 0x2c, -- Infantry (l.85) -- [wsTypeSandbox] = 0x89, -- Building (l.86) -- [wsTypeBunker] = 0x89, -- Building (l.91) -- [wsTypeRPG] = 0x2c, -- Infantry (l.92) -- [wsTypeSoldier_RPG] = 0x2c, -- Infantry (l.97) -- [wsTypePredator_TrojanSpirit] = 0x28, -- Light/Unarmed vehicles (l.98) -- [wsTypePredator_GCS] = 0x28, -- Light/Unarmed vehicles I hope it will work for you on Tacview 1.1.
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