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Quaggles

ED Beta Testers
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Everything posted by Quaggles

  1. @ITR1102 Looking at the OMM screenshot you posted I think you downloaded the entire Github repository as a zip instead of downloading the release zip (DCS-Input-Command-Injector-Quaggles.zip) which is formatted to be OMM/OVGME compatible: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.12.
  2. I just retested in the lastest DCS version with the latest version of the mod and using the A-10C II keybinds from https://github.com/Munkwolf/dcs-community-keybinds and it's working for me. It looks like the error is happening because the lua command entry files you are trying to inject aren't returning a lua table. Also just double check you are using the latest version of the mod (1.0.12). I just realised that the first post of this thread said 1.0.12 but was actually linking to the 1.0.11 release due to some weird behaviour when I edited the post (I've fixed it now), so you might have downloaded the older version that's incompatible with the newest DCS version. Latest version is here https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.12. If that doesn't work could you send me the InputCommands lua files you are trying to inject so I can try to replicate, I might write a check in the mod so it won't break the controls menu if an invalid lua file is injected.
  3. Upload a copy of `C:\Users\<USERNAME>\Saved Games\DCS\Logs\dcs.log` here when the blank control screen happens, that might give some hints.
  4. Hmm it worked for me, when you inject 'InputCommands\UiLayer' commands you find them in 'UI Layer' category, are you checking there?
  5. @jeni1976 if you want to use those commands for all aircraft you should be able to put that lua file in: "~\Saved Games\DCS\InputCommands\UiLayer\keyboard\default.lua" and "~\Saved Games\DCS\InputCommands\UiLayer\joystick\default.lua" That way you won't have to set it it up again for every plane you fly, that looks like how the mod author intended it to be used.
  6. Version 1.0.12 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.12 * Updated mod to be compatible with DCS 2.9.6.57650 Data.lua changes
  7. Fortunately a while back ED added a way to bind the OFF state of a switch through the UI without needing to create a custom input command or use my mod. To do so you need to use the dropdown in the assignment panel and select the _OFF variant of the button, you can see how I've set up my speed brake slider here on my X-55, pressing the slider extends speedbrakes and releasing it retracts them:
  8. Version 1.0.11 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.11 * Updated mod to be compatible with DCS 2.9.3.51704 Data.lua changes
  9. I don't own a VPC control panel but I do use the flip down trigger on my VKB Gunfighter MCG Pro for this function so let me know if my understanding is correct It sounds like the switch guard cover sends button down (1) when flipped down and button up (0) when flipped up, the switch underneath the guard acts like a single button that you need to hold and can't be pushed both ways with a center. You want to use the guard cover to control set GMC to GUNS MSL & CMR when flipped up and set to OFF when flipped down and the switch underneath won't be used since it only moves one way while you hold it so can't be used to set the GMC on/off (Otherwise you'd bind the VPC guard cover to control the DCS guard cover and use the switch underneath to control GMC like in the real cockpit). You should be able to bind that in a vanilla DCS install without this mod required. For maybe a year now it's been possible to bind the _OFF state for buttons in the vanilla DCS install. So bind GMC Switch - OFF to JOYBTN## and bind GMC Switch - GUNS MSL & CMR to JOYBTN##_OFF and it should act how you want. The caveat is that you'll need to manually open the guard cover as part of your startup procecures, after that point however you shouldn't need to toggle things multiple times the VPC guard state should match the master arm state without having to set up an awkward software toggle. Here is a screenshot of how I have mine configured for my VKB stick, the difference is that your _OFF bind will be swapped since with my setup down (1) is for armed, up (0) is for safe.
  10. @MalakhitThanks for taking a shot at it, I've had a look at the local variable issue and it looks like in DCS 2.9 ED uses the entire 200 local variable limit in Data.lua haha, they have no room to expand without refactoring some things Fortunately the inject function is only called from one place so I can put the QuagglesInputCommandInjector function locally inside the loadDeviceProfileFromFile function and it's scoped in a way that doesn't hit the 200 local var limit without having to hardcode everything or make the function global. Version 1.0.10 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.10 * Updated mod to be compatible with DCS 2.9.0.46801 Data.lua changes
  11. PSA: There are changes to one of the core files that the input injector modifies in DCS 2.9 (DCS World\Scripts\Input\Data.lua), I suspect enabling the mod in 2.9 will break certain aspects of the game so I recommend keeping it disabled until I can update it for the new version hopefully tomorrow.
  12. All the bindable commands should be in "DCS World\Mods\aircraft\F14\Cockpit\command_defs.lua" The ones I would experiment with are: {down = device_commands.JESTER_Quiet, cockpit_device_id=devices.JESTERAI, value_down = 1, name = _('Jester Quiet'), category = _('Quaggles Custom')}, {down = device_commands.JESTER_Pause, cockpit_device_id=devices.JESTERAI, value_down = 1, name = _('Jester Pause'), category = _('Quaggles Custom')}, Then maybe make a duplicate command with value_down = 0 to disable quiet mode? Or maybe try using JESTER_SPOT to make him talk again? {down = device_commands.JESTER_Spot, cockpit_device_id=devices.JESTERAI, value_down = 1, name = _('Jester Spot'), category = _('Quaggles Custom')},
  13. Version 1.0.9 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.9 * Updated mod to be compatible with DCS 2.8.5.40170 Data.lua changes
  14. Maybe try copying the ones from Mulkwolf's community keybinds repo, it looks like he's already written on else off commands for the lights: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/F14/Input/F-14B-Pilot/joystick/default.lua#L282
  15. Version 1.0.8 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.8 * More defensive handling of table joins when the original keyCommands/axisCommands table is nil. Now if the original table is nil instead of being joined with the injected table it is overridden by the injected table. * Processing of axisCommands tables are now skipped for the "Keyboard" device, this prevents axis binds from showing up in that column since keyboards don't have any axis. This also fixes issue #5 that occured when an injected keyboard/default.lua contained an axisCommands table. * Logging now includes the device name that triggered the injection * Paths and device names are now wrapped in quotes in log messages
  16. The shader sets a "distanceFactor" starting with a value of 0 at 32km which linearly increases to 1 at 12km, so it looks like nautical miles in the post. null
  17. I've gone in and attempted to get it working but it seems like even creating a custom joystick axis input command it won't show up in any of the joystick categories, I assume there is something that blocks gun up/down left/right so that it can only be bound to mouse even if you include it in joystick/default.lua. It might be possible to workaround with further modding of "DCS World\Scripts\Input\Data.lua" but I try to keep the mod so it has the least chance of breaking ED's input code, I follow their formats and just append extra input commands from a seperate path to be safe.
  18. I cannot replicate this, are you using the latest version? If you open up the mod zip there should be a file called VERSION.txt, the latest version is 1.0.7 https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.7
  19. There were no changes to DCS World\Scripts\Input\Data.lua this patch so it shouldn't have broken anything. I just retested and it works on my end, have you tried uninstalling and reinstalling it? If you go to line 557 in Data.lua do you see this code in there? null
  20. Version 1.0.7 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.7 * Updated mod to be compatible with DCS 2.8.0.32066 Data.lua changes
  21. The F/A-18C avionics are designed a bit differently to the F-16 which might not make this practical even if there was a mod workaround (I don't know of any either unfortunately). For example the F/A-18 specifically uses relative antenna angle adjustment in a few instances that ED would need to write non-realistic workarounds to overcome vs the F-16 which always uses absolute antenna elevation. A few examples I can think of: 1. You can change antenna elevation with TDC depress on AZ/EL which sets it to a new positon, if the axis controlled absolute antenna elevation it would just snap back to axis position and this feature would be unusable 2. You can bias the antenna elevation around your L&S in TWS with the relative adjustments, same problem as above 3. With ATFLIR a momentary press of the antenna elevation wheel moves to the next zoom level, ED would either need to write an absolute axis zoom system or keep this as is. I agree it is unfortunate as very few HOTAS systems have momentary centered rotary axis, ED did provide an unrealistic TDC Depress option in special settings so it's possible they could eventually be convinced to add an unrealistic option for this but it is extra work for them.
  22. These are the only bindable communication menu items that I know about, anything extra I think you would need to request from ED, for example iCommandPlaneRefuelingReadyPreContact was added because of a user request. {down = iCommandPlaneDoAndHome, name = _('Flight - Complete mission and RTB'), category = _('Communications')}, {down = iCommandPlaneReturnToBase, name = _('Flight - RTB'), category = _('Communications')}, {down = iCommandPlaneDoAndBack, name = _('Flight - Complete mission and rejoin'), category = _('Communications')}, {down = iCommandPlaneFormation, name = _('Toggle Formation'), category = _('Communications')}, {down = iCommandPlaneJoinUp, name = _('Join Up Formation'), category = _('Communications')}, {down = iCommandPlaneAttackMyTarget, name = _('Attack My Target'), category = _('Communications')}, {down = iCommandPlaneCoverMySix, name = _('Cover Me'), category = _('Communications')}, {down = iCommandAWACSHomeBearing, name = _('Request AWACS Home Airbase'), category = _('Communications')}, {down = iCommandAWACSBanditBearing, name = _('Request AWACS Bogey Dope'), category = _('Communications'), features = {"AWACS Bogey Dope"}}, {down = iCommandPlane_EngageGroundTargets, name = _('Flight - Attack ground targets'), category = _('Communications')}, {down = iCommandPlane_EngageAirDefenses, name = _('Flight - Attack air defenses'), category = _('Communications')}, {down = iCommandPlane_EngageBandits, name = _('Flight - Engage Bandits'), category = _('Communications')}, {down = iCommandToggleCommandMenu, name = _('Communication menu'), category = _('Communications')}, {down = ICommandSwitchDialog, name = _('Switch dialog'), category = _('Communications')}, {down = ICommandSwitchToCommonDialog, name = _('Switch to main menu'), category = _('Communications')}, {down = iCommandPlaneRefuelingReadyPreContact, name = _('A/A refueling - "Ready for precontact" radio call'), category = _('Communications')},
  23. Just tested it and you can, I looked through command_defs.lua in there you'll find a bunch of the jester commands. Upon seeing it I just had to test Jester_eject_RIO Here is the code I used to get it bindable: {down = device_commands.Jester_eject_RIO, cockpit_device_id=devices.JESTERAI, value_down = 1, name = _('Eject Jester'), category = _('Quaggles Custom')}, Now I can eject him at a time of MY choosing haha Some other fun examples you might want to experiment with different `value_down` values are: Jester_TID_range JESTER_Radar_TWS JESTER_Radar_RWS JESTER_Lock_Ahead_Enemy Jester_DEST_knob
  24. Ah in that case if you know the switch can be actuated in the cockpit I would look in `DCS World\Mods\aircraft\F14\Cockpit\clickabledata.lua` this file binds the cockpit model switches to input commands, in there you should be able to find hints about the device name, action name and which values it expects to put in the input command. You might also find some hints in: `DCS World\Mods\aircraft\F14\Cockpit\command_defs.lua` `DCS World\Mods\aircraft\F14\Cockpit\devices.lua`
  25. Were you looking in the skeleton folder in the Community Keybinds by mistake? The skeleton folder only contains empty lua files so you can copy the correct folder structure if you want to write all your own binds. I can see a bunch of extra commands in the F-14 RIO folder under this path "dcs-community-keybinds/InputCommands/F14/Input/F-14B-RIO/joystick/default.lua" https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/F14/Input/F-14B-RIO/joystick/default.lua
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