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Posts posted by funkyfranky
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Can someone please explain to me how I can get 2 scripts to work in 1 mission? For example, I want the RAT and the Range scripts to work.
You can put everything into one script file (if that is what you mean).
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Does anyone have a demo mission for the artillery? Unfortunately I can't find one anywhere.
I think I never published any. What do you need?
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Naja, siehe mein Post #1558
Ich hab kein Problem damit, mir neue Belegungen in den Lua files zu erstellen. Das mache ich für jedes Modul. Nur Drehregler müssen vom Entwickler auf einer tieferen Ebene implementiert werden. Da hast Du leider keine Chance mit den Dateien, die wir ändern können.
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Hmm, I'm unable to move with WASD/Arrow keys. Win 10 64 bit.
yeah, same here. Otherwise, great idea :thumbup:
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Additionally, Normandy map is Zulu time as expected.
Both maps should have the same time zone as they are in the same latitudinal area.
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Jug is released but having no vibrations sucks. Anyword?
So you donated to support the developer so he can buy the Jug and implement the effects? Or do you simply expect to get his spare time for free?
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You can use the SPAWN:SpawnAtParkingSpot() function:
local Batumi=AIRBASE:FindByName("Batumi") Batumi:MarkParkingSpots() local spawnF16=SPAWN:New("F-16C Group") spawnF16:SpawnAtParkingSpot(Batumi, {2}, SPAWN.Takeoff.Cold)
Note however, that for a group with more than one aircraft, you need to specify all parking spots as second parameter, e.g. {2, 3, 5} because obviously all units need a spot.
Secondly, the numbering of the spots is different from what you see in the ME (need to ask ED why). The line Batumi:MarkParkingSpots() puts markers with the info on the F10 map. You can delete that line once you don't need it anymore.
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Aber bei der Huey lassen sich ja bis heute einige Drehschalter nur rechtsrum drehen, die für Chaff und Flares gar nicht und der Master Switch des IFF muss bis heute selbst mit voll ausgebauten Simpit mit der Maus bedient werden, wenn man sich nicht selbst ne LUA schreibt oder eine hier im Forum bekommt.
Ja, das ist echt schade :( Wäre schön, wenn ED das irgendwann im Zuge einer "Modulüberarbeitung" mal verbessert. Bei den neuen Modulen macht ED einen verdammt guten Job.
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Does a lunar table command also exist?
No, sorry, that is a bit more involved.
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The registry keys are different so it needs to know where to look in the registry and the where to put the files is also different so you telling it is much easier (especially as you can switch from stable to OB and back)
Roger, thanks for the explanation :thumbup:
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The 10% load issue is covered in the FAQ section
Thanks, Hollywood! That worked :)
I missed setting the slider to OpenBeta. However, I wonder why this is even necessary?
You specify the DCS install directory in VAICOM (or it is retrieved from the registry). In that directory there is a file, which states, if this is a release or OB installation. Therefore, that slider seems unnecessary/redundant to me or am I mistaken?
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Installed the latest VAICOM version yesterday. Now I get an error on DCS start:
2020-05-23 10:21:32.251 ALERT Dispatcher: Error starting Game GUI: [string "./Scripts/UI/gameMessages.lua"]:30: module 'lentaMessages' not found: no field package.preload['lentaMessages'] no file './dxgui/bind/lentaMessages.lua' no file './dxgui/loader/lentaMessages.lua' no file './dxgui/skins/skinME/lentaMessages.lua' no file './dxgui/skins/common/lentaMessages.lua' no file './MissionEditor/lentaMessages.lua' no file './MissionEditor/modules/lentaMessages.lua' no file './Scripts/lentaMessages.lua' no file './LuaSocket/lentaMessages.lua' no file './Scripts/UI/lentaMessages.lua' no file './Scripts/UI/Multiplayer/lentaMessages.lua' no file './Scripts/DemoScenes/lentaMessages.lua' no file './MAC_Gui/lentaMessages.lua' no file './dxgui/skins/skinME/lentaMessages.lua' no file './dxgui/skins/common/lentaMessages.lua' no file './Scripts/lentaMessages.lua' no file './Scripts/Common/lentaMessages.lua' no file './Scripts/UI/lentaMessages.lua' no file './Scripts/UI/F10View/lentaMessages.lua' no file './dxgui/bind/lentaMessages.lua' no file './dxgui/loader/lentaMessages.lua' no file './dxgui/skins/skinME/lentaMessages.lua' no file './dxgui/skins/common/lentaMessages.lua' no file './MissionEditor/modules/lentaMessages.lua' no file './Mods/tech/CombinedArms/UI/lentaMessages.lua' no file './Scripts/lentaMessages.lua' no file './Scripts/Common/lentaMessages.lua' no file './Scripts/UI/lentaMessages.lua' no file './Scripts/UI/F10View/lentaMessages.lua' no file './dxgui/bind/lentaMessages.lua' no file './dxgui/loader/lentaMessages.lua' no file './dxgui/skins/skinME/lentaMessages.lua' no file './dxgui/skins/common/lentaMessages.lua' no file './MissionEditor/modules/lentaMessages.lua' no file './Mods/tech/CombinedArms/UI/lentaMessages.lua' no file './Scripts/lentaMessages.lua' no file './Scripts/Common/lentaMessages.lua' no file './Scripts/UI/lentaMessages.lua' no file './Scripts/UI/F10View/lentaMessages.lua' no file './dxgui/bind/lentaMessages.lua' no file './dxgui/loader/lentaMessages.lua' no file './dxgui/skins/skinME/lentaMessages.lua' no file './dxgui/skins/common/lentaMessages.lua' no file './MissionEditor/modules/lentaMessages.lua' no file './Mods/tech/CombinedArms/UI/lentaMessages.lua' no file './Scripts/lentaMessages.lua' no file './Scripts/Common/lentaMessages.lua' no file './Scripts/UI/lentaMessages.lua' no file './Scripts/UI/F10View/lentaMessages.lua' no file './dxgui/bind/lentaMessages.lua' no file './dxgui/loader/lentaMessages.lua' no file './dxgui/skins/skinME/lentaMessages.lua' no file './dxgui/skins/common/lentaMessages.lua' no file './MissionEditor/modules/lentaMessages.lua' no file './Mods/tech/CombinedArms/UI/lentaMessages.lua' no file './Scripts/lentaMessages.lua' no file './Scripts/Common/lentaMessages.lua' no file './Scripts/UI/lentaMessages.lua' no file './Scripts/UI/F10View/lentaMessages.lua' no file './dxgui/bind/lentaMessages.lua' no file './dxgui/loader/lentaMessages.lua' no file './dxgui/skins/skinME/lentaMessages.lua' no file './dxgui/skins/common/lentaMessages.lua' no file './MissionEditor/modules/lentaMessages.lua' no file './Mods/tech/CombinedArms/UI/lentaMessages.lua' no file './Scripts/lentaMessages.lua' no file './Scripts/Common/lentaMessages.lua' no file './Scripts/UI/lentaMessages.lua' no file './Scripts/UI/F10View/lentaMessages.lua' no file './dxgui/bind/lentaMessages.lua' no file './dxgui/loader/lentaMessages.lua' no file './dxgui/skins/skinME/lentaMessages.lua' no file './dxgui/skins/common/lentaMessages.lua' no file './MissionEditor/modules/lentaMessages.lua' no file './Mods/tech/CombinedArms/UI/lentaMessages.lua'lentaMessages no file '.\lua-lentaMessages.dll' no file '.\lentaMessages.dll' no file 'E:\Games\DCS World OpenBeta\bin\lua-lentaMessages.dll' no file 'E:\Games\DCS World OpenBeta\bin\lentaMessages.dll'
The file gameMessages.lua is changed by VAICOM. Therefore, I have to assume it is the reason for the error.
DCS hangs on starting the game and can only be terminated via a task manager.
Running a repair fixes the problem as the original files are restored.
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With last update I got this error
Apparently related to Microsoft Flight Simulator ¿?
Same here. Just FYI no M$ Flight Simulator installed :cry:
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Am I missing something?
Move the :SetCallsign() command before the :Start() command. The callsign is set inside the start function. So if you set it afterwards it will not be applied.
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Thanks a lot
De rien :)
You might want to check out the version on github:
https://github.com/funkyfranky/MyKneeboards
https://github.com/funkyfranky/MyKneeboardsDevel
Especially the Devel version. This contains more source like files. I used gimp and LaTeX in case you are familiar with those.
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Sure, Windu65
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Fixed in the next version...
F5 bug is also fixed...
New beta version is incoming...
:thumbup:
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SSA Version 1.3.10.18
2020-05-15 21:39:14.066 ERROR Lua::Config: Call error LuaExportAfterNextFrame:[string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:365: attempt to index local 'MainPanel' (a number value) stack traceback: [C]: ? [C]: in function 'data_send' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:480: in function 'AfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:513: in function 'LuaExportAfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\SimShaker-export-core\ExportCore.lua"]:62: in function 'OtherLuaExportAfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\VAICOMPRO\VAICOMPRO.export.lua"]:231: in function <[string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\VAICOMPRO\VAICOMPRO.export.lua"]:228>. 2020-05-15 21:39:15.103 WARNING LOG: 13 duplicate message(s) skipped.
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Wurde das seit da nie behoben?
Die Frage hast Du Dir wohl leider gerade selbst beantwortet. Aber danke für die Bestätigung, dass das wohl immer noch der Fall ist.
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Why would you want to launch the missile without a valid target?
Am I missing something here?
Maybe because the information about the target location is provided by someone else who has a BIGGER radar or other sources of intel.
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trigger.action.radioTransmission()
In multiplayer it appears that if a beacon is activated, it will cancel out or stop any other available beacon and after doing a bit of research I did locate this on Hoggit.
Hmm, there is no connection between a radioTransmission trigger and the activateBeacon command. I think hoggit is correct that you can have one beacon per unit.
But again, I don't know what this has to do with sending a radio transmission?
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Does the "TACAN Beacon (Man Portable) TTS 3030" that is in the ME under the Fortification category, have any actual function as a TACAN??
Nope :(
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Thanks for reporting. We have had a lot of people using Moose reporting issues with menus disappearing. We never could really figure out why as there was no obvious error message.
This might be the explanation.
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Out of curiosity, are you guys using wake turbolence? I found while flying the Hunters over the Yalu campaign that it caused -massive- framerate drops when multiple aircraft where flying close to each other.
Indeed, enabling wake turbulence should raise a BIG warning if enabled. So far, this scales really badly with the number of units in the area. Lots of people already went into this trap and complained about FPS dropping to single digits until they were told to disable this feature. I like it but it is heavily WIP and not really usable at the moment.
Just ask the poor guys who create DLC campaign content and have to constantly answer questions why their missions have subpar performance if they want to make them interesting.
[MOOSE] RAT - Random Air Traffic
in Scripting Tips, Tricks & Issues
Posted
I tried you mission and Moose and your script are not loading. You have set up a trigger type "ONCE" on event "ON MISSION START". Looks like that is not working.
Use "TYPE: 4 MISSION START" as trigger for both loading Moose and the script and it works.
NewShark Trainer.miz