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TEMPEST.114

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Everything posted by TEMPEST.114

  1. So this means every player has to have their own copy of the hooks.lua script and put it in their own Hooks folder?
  2. Which you can't always set. I wasn't able to set a temp lower the +2 Deg C on South America Map in May. That's dumb.
  3. Nope. For another 'dumb' artificial reason, you can't have the first number higher than 9.
  4. Also, the 'server' lua env. This isn't a server script per se. Would 'mission' work?
  5. Hang on. So what you're saying is there has to be a flag named in the ME. Then the hooks.lua sends that dostring message to turn the flag on. when that flag is on in the mission editor there is another trigger to make a call in the missionScript.lua? Or am I missing something? Ideally, I'd like a boolean to be set in the hooks.lua. Then a way for the hooks.lua to 'send' the current state of that boolean TO my missionScript.lua
  6. as title says. I need access to certain 'gui' events but these only fire inside the HOOKS.lua environment (sigh.) So is there any way I can have a HOOKS script that stores a boolean and then either send that to my MISSION script, or preferably, get my mission script to 'see' that boolean on demand from inside the HOOKS script?
  7. function onShowRadioMenu(a_h) end function onShowMessage(a_text, a_duration) end function onTriggerMessage(message, duration, clearView) end function onRadioMessage(message, duration) end function onRadioCommand(command_message) Yes we can see them from 'HOOKS' but you can't call a function or pass a variable between the script in HOOKS to the MISSION script, thus making these mostly pointless. We NEED access to these from the MISSION script env.
  8. Binary thinking fails again. Windage AFFECTS dropping bombs, straffing, landing, hovering, canyon flying low level... basically EVERYTHING IN DCS.
  9. It would be even better if this was a SAVED GAMES mod that could be combined with other USS_Nimitz liveries i.e. HD Deck.
  10. Hi. Thanks so much for doing this, I'm sure it will be perfect when I get it running, but they are not showing up as liveries in the ME. The path is correct. What am I missing? EDIT: I don't know if you ever tested your stuff but it's almost all wrong. USS_CVN_71 - is wrong; it's just CVN_71 - this means the paths in ALL the description.lua's are all wrong, as too are the folder names. After fixing all of that I have it working as an OVGME Mod - at least as far as picking it from the livery screen. I've not tested in out in terms of your .dds and .tga being 'correct'. Here's the OVGME mod if anyone wants to save the work of unmangling the previous upload: DCS CORE - IFLOS Bloom.zip
  11. I was meme-ing... Read their press releases. It's this year. Together with a load of other stuff... 2023 & Beyond. (digitalcombatsimulator.com)
  12. Sigh. 2 weeks. You really need to read their updates they send out...
  13. There is no more need to 'push'. They're doing it. It's under test in-house right now. When it's ready it will be rolled out this year.
  14. I'm unable to move between the default slides - is there a reason why the left and right arrows aren't moving the slides despite the keys being already bound correctly?
  15. What do you mean by that? Not sure how your post was helpful in anyway, so please clarify...
  16. Firstly, I want say a massive thank you for this mod. It's amazing. I lived very close to where BAe were flight testing the GosHawk and watched it almost every day. I just have one minor problem/question. I'm in VR (HP G2) but I'm struggling to read the HUD. Is there a way I can change the line thickness / colour? I'm struggling also with the 'distance' it's rendering in VR. Can this be changed? Thanks again. This is a game-changing mod.
  17. This is outstanding; you've fixed the F14 and the Apache for me. I have no idea who or why ED thought that 2.8 reflections were good, but this is perfect. Best. Mod. Ever.
  18. I have managed to get that to work. Although DCS being DCS is screws with the pointers a bit, but I can make individual players have individual menus. But again, that's still irrelevant. Because you have have every client's aircraft it's own group. Still, I need some quick 'interactive' way to get a player to make a decision based on on-screen in-game presented text (to a group yeah?) and get the result of whether they did the interaction or it timed out.
  19. That's not even what I'm asking to do. I'm literally asking how to IN A MP DEDICATED SERVER MISSION how I can 'detect' when an INDIVIDUAL CLIENT has pressed their spacebar, or toggled the comms menu or some other 'interactive' thing that I can detect - because of all the standard trigger actions don't work for MP. And when I say 'I detect' I mean the script in the mission that I've written.
  20. That's not entirely true, and other games fix this by having the server pass other aircraft requested things. But all this is irrelevant in the case of system failures, or allowing a client to have a 'spacebar' event.
  21. Nonsense. XPlane, MSFS and Condor 2 can do a very good job of wind with no hit to performance. Again, binary thinking doesn't get anyone anywhere. It does have varying wx now. The clouds, precipitation etc move over the map. Thus it should change the wind over land / buildings.
  22. as title says. I don't want to have to build a menu for a yes no timed question (for reasons). I just need to show a question to the CLIENT player and give them a countdown, if they press spacebar in that time, (or even toggle the radio open closed / transmit) then I take that as a true, otherwise false. Is this possible for CLIENTS in a MP Dedicated Server environment?
  23. Depending on sun angle the glass dividing the two cockpits is now virtually opaque and it significantly hampering the ability to visually id targets out the front of the helo. I know 2.8 lighting and stuff is a WIP but this has to have been noticed by most; when is it going to get addressed because between this and the F14's oval glass opaquely green, I can't see much out the front anymore.
  24. Depending on the angle of the sun to the HUD, the hud can now be so green it becomes virtually opaque and even turning hud brightness down makes zero difference to the 'green of the glass' in the small forward oval window. Is this going to be addressed because for bombing runs and merged A2A you lose all visual ability to pick out targets.
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