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TEMPEST.114

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Everything posted by TEMPEST.114

  1. Yeah I looked through all the folders for code files. Never found 'DCS.lua' - that was my point.
  2. So they're in the same 'protected sandbox' that my regular script is running in? So I can address a function in the HOOK.lua file directly? e.g. HOOK_FILE = {} function HOOK_FILE:PrintX() end MYSCRIPT = {} function MYSCRIPT:PrintXViaHookFile() HOOK_FILE:PrintX() end Like that? No Require? No LUA_PATH or anything?
  3. LOL. I didn’t mean Moose; I meant that file - ‘dcs.lua’.
  4. This useful? DCS Export Script - DCS World Wiki - Hoggitworld.com
  5. Following on from @Chump From the readme in that folder: To install the example: 1. Create a folder for your custom resource mods C:\Users\<your windows username>\Saved Games\DCS[.variant_suffix]\Mods\resource\ 2. Copy SoundModExample folder to it. 3. Start DSC and run the example_soundmod.miz mission 4. Enjoy a mighty Tunguska sounding like something completely different. Got questions? The forums: https://forums.eagle.ru/ The thread about sound modding: https://forums.eagle.ru/showthread.php?t=98014
  6. I can't find that on github.
  7. Orbit doesn't allow you to set a radius of the circle and the HOVER option is missing completely.
  8. 2023-01-05 01:49:44.569 ERROR Lua::Config (Main): Call error world.onEvent:[string "Scripts/UI/RadioCommandDialogPanel/Config/Common/ATC.lua"]:640: Airbase doesn't exist stack traceback: [C]: ? [C]: in function 'getCommunicator' [string "Scripts/UI/RadioCommandDialogPanel/Config/Common/ATC.lua"]:640: in function 'onEvent' [string "Scripts/UI/RadioCommandDialogPanel/RadioCommandDialogsPanel.lua"]:1497: in function 'onEvent' [string "Scripts/World/EventHandlers.lua"]:13: in function <[string "Scripts/World/EventHandlers.lua"]:11>. It didn't crash my game, but I've no idea what/why this is appearing
  9. Almost all module specific audio is encrypted. You can overwrite it apparently by placing a substitute audio file with the same name in your SAVED GAMES folder in a particular folder structure but I don't recall what that is. Someone in the MODS forum talks about it - you can go hunting there.
  10. I'm sincerely confused. ANYONE can make a mission, drop a vehicle, or a building, an infantry and make waypoints to move the infantry to that building door / helo / vehicle door. And the Infantry won't stop at that final waypoint. You don't need a script to see this. Because EVERYONE can do this and it's broken for EVERYONE. I talked to @SUNTSAGabout this and he admitted the Pathing is broken and on the TODO list at some point. So how can I provide you anything you don't already have? I can share a script that calculates a point on the fly - but that's NOT THE POINT. The point is that wherever you set that final waypoint, the infantry won't stop ON IT. But only within 20m somewhere around it... if they actually get there at all. That's the problem. You can't know / specify exactly where a unit - be it infantry or vehicle on the ground will actually stop. I don't have a solution because at the end of the day it's your waypoint pathing that's broken. Not any calculation of a final stopping point.
  11. How can I demonstrate the before when it's now broken?! There is no probe light anymore.
  12. Yeah, I've had the RIO in MP doing stuff and my hook lever goes up and down.
  13. I don't know when this bug came in, (2.8?) but you no longer need to have the nose strut extended in order to engage NWS.
  14. How do you do the 'require' line for the file in the HOOKS directory? My script can't 'require' it because it's not in the path.
  15. @Eight Ball I don't know if it's just me, but I couldn't get the old generic van or other vehicles to move. There is a known thing where the life value has to be at least 1.5 before DCS will allow them to 'be alive'. I changed all the LUA's for your vehicles to 1.5 and they work fine now. You might want to investigate: Look at page 5 on this thread: Civilian Objects v1.95 (digitalcombatsimulator.com) " tankerman1919 08/18/2021 01:58:50 CAN SOMEONE HELP PLEASE!!!!!!!!!!!!!!!! When I add a civilian vehicle, set up way points, the vehicles WILL NOT MOVE... I have tried everything I could think of... Am I missing something or is this MOD broken since it has not been updated in some time. I can get the default vehicles to move but not the add on mod vehicles..... Reply Link nighteyes2018 09/14/2021 18:12:39 yep, i ran into the same problem. no movement anymore since the last update. Also, the vehicles do not show icons on the map, but you can still switch to their outside view. Reply Parent Link alexander.russell 10/01/2021 10:33:34 for those who need help ED changed the life value for ground units, units with a low life value (basically most ground mods) will appear as dead in game, you need to change the life value to 1.5 in lua files for the units. I am not a coder, I do not know the exact problem, nor do I have this mod. Go have a look at the Nato items and inventory thread in forums for more help Reply Link Elphaba 10/22/2022 11:33:24 This fixed it! Thank you so much! Reply Parent Link Edit"
  16. I love the HIGH reflectiveness...
  17. @SUNTSAG Apologies for the @, but can you possibly comment on this please?
  18. +1000
  19. Awesome! Can't wait! Thank you so much for your dedication and attention to detail.
  20. I want to create a new UI element like the Jester Radial menu (only better). How can I get the head tracking data?
  21. BE VERY VERY CAREFUL. The UI/UX/Naming Convention is VERY VERY misleading. The % chance that you think you are setting as a CONDITION IS NOT WHAT YOU THINK IT IS. I've had a two hour 'argument' with people on the official discord about this and even talked directly to the dev for the ME. It works (Don't even try to convince me this is a good idea) as a TIMER and not a CHANCE x will happen. EVEN if you use the PROBABILITY tick box on a waypoint action or a LUA PREDICATE to determine if something should happen. Basically, every condition is processed once per second. They are only 'removed' from being interrogated IF AND ONLY IF THEIR RELATED ACTION HAS BEEN TRIGGERED. This means when you set a probability of 40% that at a waypoint you want a switch waypoint command to happen or a group to activate or whatever it is you want.. That 'condition' will be processed once a second until the Random Number Generator makes it true. It's NEVER PROCESSED JUST ONCE. So if you do this on a waypoint, thinking it happens when the unit gets to a waypoint - it's not - it happens EVERY SECOND ALL ALONG THE PATH TO THE FOLLOWING WAYPOINT - which could be hundreds of NM's... So it will always RNG true at some point. The 'way around this' complete misrepresentation of the UI/Words/Concept is that you have to have TWO triggers to do ONE job. The first will evaluate true and set a flag to a random value say - between 1 and 100. The second trigger then is a condition where that flag is greater than 0 and less than the probability you want to use, and that conditions action is the action that you want. I know.. totally unintuitive and totally not what the UI/UX/English words semantically mean... but this DOES in fact work and gives you want you need. Just remember - EVERY CONDTION WILL BE TESTED ONCE EVERY SECOND. It will ONLY STOP when it's related ACTIONS have been triggered. EVEN when you set the trigger to ONCE ONLY.
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