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Midnight

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Posts posted by Midnight

  1. I get this error ...

     

    PS C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin> dcs_updater.exe install MARIANAISLANDS_terrain
    >>
    dcs_updater.exe : The term 'dcs_updater.exe' is not recognized as the name of a cmdlet, function, script file, or
    operable program. Check the spelling of the name, or if a path was included, verify that the path is correct and try
    again.
    At line:1 char:1
    + dcs_updater.exe install MARIANAISLANDS_terrain
    + ~~~~~~~~~~~~~~~
        + CategoryInfo          : ObjectNotFound: (dcs_updater.exe:String) [], CommandNotFoundException
        + FullyQualifiedErrorId : CommandNotFoundException

  2. Can someone please tell me how to turn off the annoying "Autopilot" warning? In general, how do you turn the autopilot on/off? There's the little "Pilot" switch next to my seat - is that the AP master?

    Thanks in advance!

    Doc

    Hey Doc, use 'A' to engage or disengage autopilot. I suggest you map it to joystick since you are going to use it every flight for Yaw Damping. There is also a volume turn knob in the middle console where you can adjust the volume of the warning message.

  3. I was working on textures for the Herc but stoped work immediateley when I saw this template. Bloody marvelous work Strider!! I'm your number one fan mate!

     

    For those that want to get a crew together, VSAAF will be hosting a mission "Gulf Island Wars" tonight using the hercules extensively in a mission logistic environment. Eight Hercs in total can be crewed up and almost all other DCS planes available.

  4. @alt.sanity

     

    Personally, I'd build a table including the names of all the slot units that should be blocked depending on base flag value.

     

    For instance, imagine that we have 3 bases, each with 6 units (3 blue and 3 red) + its own flag (which changes value depending on the controlling coalition).

     

    We can set up a table listing all the base slot units from the opposite coalition that should be blocked in each case, then set up the logic.

     

    Something like this (required fields marked in red ... also, keep in mind that I haven't tested it) :

    local Callback_Table = {}
    
    local Block_List = { 
                        ["[color=Red]Value of Base_1_Flag when blue[/color]"] = { ["[color=red]Red_unit_1[/color]"] = true , ["[color=red]Red_unit_2[/color]"] = true, ["[color=red]Red_unit_3[/color]"] = true } ,
                        ["[color=red]Value of Base_2_Flag when blue[/color]"] = { ["[color=red]Red_unit_1[/color]"] = true , ["[color=red]Red_unit_2[/color]"] = true, ["[color=red]Red_unit_3[/color]"] = true } ,
                        ["[color=red]Value of Base_3_Flag when blue[/color]"] = { ["[color=red]Red_unit_1[/color]"] = true , ["[color=red]Red_unit_2[/color]"] = true, ["[color=red]Red_unit_3[/color]"] = true } ,
                        
                        ["[color=red]Value of Base_1_Flag when red[/color]"] = { ["[color=red]Blue_unit_1[/color]"] = true , ["[color=red]Blue_unit_2[/color]"] = true, ["[color=red]Blue_unit_3[/color]"] = true } ,
                        ["[color=red]Value of Base_2_Flag when red[/color]"] = { ["[color=red]Blue_unit_1[/color]"] = true , ["[color=red]Blue_unit_2[/color]"] = true, ["[color=red]Blue_unit_3[/color]"] = true } ,
                        ["[color=red]Value of Base_3_Flag when red[/color]"] = { ["[color=red]Blue_unit_1[/color]"] = true , ["[color=red]Blue_unit_2[/color]"] = true, ["[color=red]Blue_unit_3[/color]"] = true } ,
                      }
    
    function Callback_Table.onGameEvent(eventName, playerID, slotID)
            
      if eventName == "change_slot" and slotID ~= nil and slotID ~= '' and playerID ~= nil then    
    
        local Slot_Unit_Name = DCS.getUnitProperty(slotID, DCS.UNIT_NAME) [color=Blue]-- This returns the name of the unit in the selected slot[/color]
    
         local Base_1_Flag = tostring( net.dostring_in('server', " return trigger.misc.getUserFlag(\"[color=Red]Base 1 flag name[/color]\"); ") )
         local Base_2_Flag = tostring( net.dostring_in('server', " return trigger.misc.getUserFlag(\"[color=red]Base 2 flag name[/color]\"); ") )
         local Base_3_Flag = tostring( net.dostring_in('server', " return trigger.misc.getUserFlag(\"[color=red]Base 3 flag name[/color]\"); ") )              
      
         Block_Slot = false [color=Blue]-- By default, the block marker is disabled[/color]           
         
         if Block_List[base_1_Flag][slot_Unit_Name] ~= nil or Block_List[base_2_Flag][slot_Unit_Name] ~= nil or Block_List[base_3_Flag][slot_Unit_Name] ~= nil then
            
            Block_Slot = true [color=blue]-- Whatever the base and flag value are, if the selected slot unit name is found in the relevant subtable, the block marker for that slot will be enabled[/color]
         end
         
         local Player_List = net.get_player_list()
                        
         for i, playerId in pairs( Player_List ) do
                
             local Player_Info = net.get_player_info( playerId )
             
             if Player_Info.slot == slotID and playerID == playerId and Block_Slot then
             
                net.force_player_slot(playerId, 0, '') [color=blue]-- This forces the player attempting to enter the blocked slot back to spectators[/color]
             
                net.send_chat_to(Unit_Name.." DISABLED!", playerId)
                net.send_chat_to("CHOOSE ANOTHER SLOT!", playerId)
             end
         end                 
      end
    end           
    
    DCS.setUserCallbacks(Callback_Table) 
    

     

     

     

     

    Thank you for this Hardcard. I think I am having a bit of a blond moment, I'm not sure of these flag names:

     

     

    local Base_1_Flag = tostring( net.dostring_in('server', " return trigger.misc.getUserFlag("Base 1 flag name"); ") )

    local Base_2_Flag = tostring( net.dostring_in('server', " return trigger.misc.getUserFlag("Base 2 flag name"); ") )

    local Base_3_Flag = tostring( net.dostring_in('server', " return trigger.misc.getUserFlag("Base 3 flag name"); ") )

     

     

     

    I gave flag values to the first part 1,2, and 3

     

     

    ["Value of Base_1_Flag when blue"] = { ["Red_unit_1"] = true , ["Red_unit_2"] = true, ["Red_unit_3"] = true } ,

    ["Value of Base_2_Flag when blue"] = { ["Red_unit_1"] = true , ["Red_unit_2"] = true, ["Red_unit_3"] = true } ,

    ["Value of Base_3_Flag when blue"] = { ["Red_unit_1"] = true , ["Red_unit_2"] = true, ["Red_unit_3"] = true } ,

     

     

    then 11,12 and 13 for

     

     

     

    ["Value of Base_1_Flag when red"] = { ["Blue_unit_1"] = true , ["Blue_unit_2"] = true, ["Blue_unit_3"] = true } ,

    ["Value of Base_2_Flag when red"] = { ["Blue_unit_1"] = true , ["Blue_unit_2"] = true, ["Blue_unit_3"] = true } ,

    ["Value of Base_3_Flag when red"] = { ["Blue_unit_1"] = true , ["Blue_unit_2"] = true, ["Blue_unit_3"] = true } ,

    }

     

     

    Thanks for the help

    Midnight

  5. Awesome mod you guys put together here! I can see myself having hours of fun with this, I must admit it is a beast to fly but I'm sure I will tame it.

     

     

    wJEqauq.jpg

     

     

     

    Thumbs up on this mod!

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