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snowsniper

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Everything posted by snowsniper

  1. "The string name is the text that will be displayed in the F10 Other menu and is also used in the function to remove the command from the menu." from https://wiki.hoggitworld.com/view/DCS_func_addCommandForGroup so "menuitem" is used as unique id.
  2. I'm very happy that Ed give some love to scripting function, wich are not (yet) on par with native mission editor function. but, really, i don't anderstand the new world.removeJunk(volS) function : we can already remove scenary object with a simple disable function. and the new world.removeJunk(volS) does still not remove trees, my main point considering in ME you can do it easy, with a specific ME function. so ... what is it for ? is there already an update in scripting documentation for us to anderstand how to use it correctly (if not)?
  3. BUG : Object.getName(Class Self ) return "static" instead of real static name like "Static Infantry M249-1" ? since DCS 2.8.3.37556 Open Beta - 10.03.2023 Major pain point as all DCS object are referenced in script by the name. way to reproduce : lua : -- standard DCS Scripting functions do local StaticObject1 = StaticObject.getByName("static1_for_test") -- Unit Name line "static1_for_test" in DCS Mission Editor ( no group Name line ) local StaticObject1category = StaticObject1:getCategory() local StaticObject1name = StaticObject1:getName() trigger.action.outText("category :"..StaticObject1category, 5) trigger.action.outText("Name :"..StaticObject1name, 5) env.info("category :"..StaticObject1category,false) env.info("Name :"..StaticObject1name,false) -- RESULTS ! : since DCS 2.8.3.37556 Open Beta - 10.03.2023 -- return correct Name "static1_for_test" from DCS OBJECT if Static unit is anything else than ground Unit( vehicle or infantery ) -- return only "static" for Name from DCS OBJECT if static unit is a ground unit ( vehicle or infantery ) end
  4. as i know, there is no way to do it, except to put ALL the ogg files inside the miz file. I made some time, a library for a TTS atc in lua , and i would have loved to externalize it like a library in user files. no way so far. Miz files can be opened with a zip app, and once ogg injected. you still can reopen inside M.E and resave it. but also you will need to index ogg file like that inside L10n\DEFAUT\mapresource " use a .txt file to list all your ATC Strings you need, standard text editor 2) use a online TTS interpreter and load your .txt file inside ( like https://www.naturalreaders.com/online/ 3) test some different voice and choose one. Reload your txt file inside and get ready 4) open Audacity set recorder on stereo mixing launch « record » in Audacity 5) record Audacity file / project 6) set some mark (edit menu ) « Ctrl B » and extand it from beginning and end of each sound 7) name this for each this will be the soundfilenamegenerated once all mark and soundfilesname defined save your project 9) play with script template (file menu) you can generate always the same preset for towerATC and an other preset for playerA / player B etc …( use lowpass highpass filter and equalization walkie talkie) 10) once OK do « multiple export » to generate soundfiles regarding markers and soundnamedefined for each marker 11) files are done inside your work directory ! 12) Now we want to use it easily in DCS mission editor we want to rename it 13) with « THE rename » freeware soft, prefix on left each sound with his voice « ATC1_ » for exemple 14) we also want to prefix on right ( sound lengh ).ogg 15) first we prefix on right text « (« 16) then we prefix on right « sound « « %lengh% » in OGG part. 17) Then we prefix on right text « ) » 18) finally we want to generate a text list directly usable inside the DCS mission. 19) First of all export file list in pdf with print directory function inside « the rename » soft 20) in the pdf viewer select text tool and select all your files 21) copy paste in excel file or open office calc 22) using concatenate function generate a column with this indexed format beginning at 10000 23) ["ResKey_Action_10015"] = "ATC_F1_0.ogg", ["ResKey_Action_10016"] = "ATC_F1_1.ogg", ["ResKey_Action_10017"] = .... 24) open inside your miz file ( with winrar for exemple ) the L10n\DEFAUT\mapresource file in a text editor 25) copy paste the whole column (23) as text, inside the brackets { here } 26) save 27) accept to update the .miz file ( winrar notification ) 28) move all your .ogg from your sound folder inside the miz file here L10n\DEFAUT\ 29) Done ! 30) Ogg file won't be deleted, and will stay inside the miz file, no matter your next modification inside the DCS mission editor, adding new object, resave inside mission editor etc … 31) optionnal : to generate a quick text list to copy past on ATME script « on start handler you can use concatenate the same way as (22) to get a column with this final format where lengh is retreive from name imported (16): ATME.C_Sound("ATC_F1_ALLOWEDTOTO","ATC_F1_allowedtoTO.ogg", 1, " allowed to take off ", 1) ATME.C_Sound("ATC_F1_ANCHORON", "ATC_F1_anchoron.ogg", 1, " anchor on ", 1) ATME.C_Sound("ATC_F1_ANGELS", "ATC_F1_angels.ogg", 0.8, " angels ", 1)"
  5. 1) First iteration Normandy 1.0 was with no accurate wood and forest shapes regarding real historical map from above view. 2) Syria map ( very beautifull map ) still have huge ram leak problem when using many units and scripting in Multiplayer. No more eyecandy needed inside town : small details are beautifull but perf consuming. AS a WWII guy, If point 1 and 2 are accurate and reliable, so i'll be interrested no matter i already have normandy 1.0 and channel map ( this one is very good but way to small in size)
  6. the turnaround to script invisible farps in order to clean trees on an area, before spawning an object, seems to not working anymore. anyone have found a way to ?
  7. Hello all. what is the logic regarding defaut activ runway, i used to think first in list returned by getRunways is defaut except if wind is >3m/s then atc will use reverse RWY in some case. but what is the rule regarding two parallel RWY like Andersen, or Nellis ? is there a way to know defaut Take Off one, from defaut Landing One regarding order in getRunway, ?
  8. of course yes with MSFFB2, as every other dcs planes.
  9. i don't use P47 because of the trim bug since day one. wheel turn in cockpit view with no in flight effect as other modules does. MSFFB 2 here with FFB, but reading above, i think FFB is not the issue ...
  10. @NineLine here is a link to a FW190A cockpit with its own description.lua for user files liveries directory https://c.gmx.com/@563375116566666231/qENwrrUHSHqtiPK5W2s9Pg from original here https://www.digitalcombatsimulator.com/en/files/3315596/ as it could not be tested so far, description.lua could be bugged a bit br.
  11. also see in the quick manual page 28 : for non FFB stick
  12. would love also to have a complete manual, before beta to study and read before. But so far, every time i did this ( with real manual for exemple ), i could'nt really remember or anderstand until, i can use it and experiment step by step in cockpit , also you can have a look here on some ressources , http://eechcentral.simhq.com/index.php?title=Mi-24V_Flight_Manual_part_1
  13. it depends if you have a FFB or not. defaut trim in special game menu for Mi24 are for FFB trim ( stick should stay where it is when trimmer used ) but not working as intented so far ( like Mi8 or Huey) If you have no FFB you should use the return to middle option. Edit allright 've got it right now for MSFFB ( checked in flight and with the axes indication ingame Trim Button OK / Trimmer reset OK for MSFFB in defaut mode : trimmer force 45 / shake 80 ( more trim force is not needed swap axis : YES invert X : YES ( not as usual ) invert Y YES ( not as usual ) defaut trim nose up nose down wing left down and wing right down are also ALL INVERTED ( not as usual ) : be aware
  14. same here for months now, with MSFFB2 .... no decent FFB and elevator trim not working in flight, ( no effect ) but the wheel turn ... with no effect. DCS warbird released out of beta, without decent FFB and no functionnal flight trim , is a shame, really.
  15. So far no change : Any news and Updates ? no elevator trim in MSFFB2 .... go on please ...
  16. please give us more details, about what's you have in mind for your project. we can't answer so far. What do you mean by rename ? spawnable AI unit ? activable AI unit ? replacing an Ai F14b in Mission Editor by a F14a Ai ? ATME don't modify so far lua inside the Miz files. but it can disable a unit and spawn an other, with same flighplan for exemple.
  17. first attempts : in model viewer generated a description.lua file with key combinaison left CTRL SHIFT ALT + G I get this : replaced DIFFUSE by 0 livery = { {"P51_wing_R", 0 , "p51_dif_wing_r", false}; {"P51_fuz_rear", 0 , "p51_dif_fuz_rear", false}; {"P51_fuz_front", 0 , "p51_dif_fuz_front", false}; {"P51_wing_L", 0 , "p51_dif_wing_l", false}; } --and added this name = "P51B test by SNSNPR" countries = {"USA", "RUS", "FRA", "UKR", "SPN", "NETH", "TUR", "BEL", "GER", "NOR", "CAN", "DEN", "UK", "GRG", "ISR", "ABH", "RSO", "ITA"} no more success in modelviewer once mounted with generic files .dds tried also a zip with dds in world bazar texture ... any help ?
  18. spit IX version 2020 by Snowsniper. https://www.digitalcombatsimulator.com/en/files/2268445/
  19. you should give a try to ATME encapsulated script engine, really easy to do menu and submenu.
  20. Hello All modders, I've found a P51B shape *.edm inside DCS bazar. How I could do a flyable mod with it, on a P51D base ? I've never done this.... would love to do a "macon belle" reflectiv metallic and red, P51-B. I'm ok for skinning. but noob in modding. any ressource or help would be nice ;-)
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