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dwpenney

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Everything posted by dwpenney

  1. Looking forward to it Gradoc! I love the way it interacts with DCS:A-10C but I keep wishing I could get some Huey and Mi-8 love in there :-)
  2. Can any of you mission designers/editor guru's tell me where I can get documentation on the airport resupply settings in the editor? Maybe, if I ask nicely, where/how I can impact that via LUA code? Please? :-)
  3. I know it just appeared on everyone's credit card statements but does anyone have a checklist?
  4. Holy wow! It is _that_ easy! I was expecting some work to cast a function as a CommandFunction - I must be over thinking it :-) function PilotDown.radioCommand (test_text) msg.text = PilotDown::radioCommand (): " .. test_text msg.displayTime = duration msg.msgFor = {coa = {coalition}} mist.message.add (msg) mist.debug.dump_G ("PilotDown-main-radio_command-dump_G.log") end [...] PilotDown.tmp_data = missionCommands.addCommand ("SAR Test and Debug", nil, PilotDown.radioCommand, "Test and Debug") path_data was a table that looked like this in the mist dump: ["PilotDown"]["tmp_data"] = table: 0000000021EE2860 { ["PilotDown"]["tmp_data"][1] = "SAR Test and Debug", }, Sure enough, under the comms F10 menu my SAR Test and Debug option was there and selecting it triggered the message and the mist dump. Easy. :-) Now I have to figure out my coalition stuff to only get those messages to show for the correct side. Is it going to be that simple to add options under the "SAR Test and Debug" comm menu by passing the tmp_data table to subsequent addCommand calls in the path parameter? Can I just pass nil for the command and argument in that case or do I have to have an 'empty' command (a command that does nothing)? Can I even add commands under the SAR Test and Debug command (like a tree)?
  5. More info: I am working on a script that can be plugged into a mission and generate dynamic downed pilots that can be rescued by SAR units. It doesn't use triggers but periodic LOS calculations to determine when to initiate events. I am working on how I can, as I have seen missions with triggers do, have a recovery team spawn or have the pilot move to the SAR unit. Before I get more complicated with my code, I'd like to see if I can trigger a couple of these 'behaviours' from the radio list.
  6. Is there some option that does not use triggers? Something that might call a lua function instead? I saw this one on the scripting wiki but I can't figure out how I might create a CommandFunction Path missionCommands.addCommand(string name, Path or nil path, CommandFunction сommandFunction, any argument)
  7. Does anyone have any examples that they can share where, in a lua script, you add/remove commands from the f10 radio?
  8. I love the idea. I would like to see the kneeboard moveable and resizable (configuration file would be fine). Of course that's with respect to the 2d one that is in game now. As a 3d model in the game, I don't think it really matters as long as it can be disabled/enabled by key press so you could see around it. Just my 2 cents.
  9. I am part way into something similar. I have a script that detects any eject event and spawns a pilot for that event, provides lat/lon for the downed pilot in a text radio message and (I think) a transponder freq for someone to home in on. At a set distance from the SAR unit, the downed unit will pop a flare and at a closer distance, pop smoke. My next steps are to get the pilot on board and possible spawn a recovery team to go get him/her. It's coming together but there are few issues to clean up and a lot of features to finish.
  10. miz file are actually a .zip file - according to 7zip anyway. Try opening the file in 7zip and and add the wav file to it. In my script I am using mist to run the sound every 10 second for 30 seconds: PilotDown.temp_id = mist.scheduleFunction( trigger.action.radioTransmission, {"VHF_WarningTone.wav", position, 0, false, pilot_info.transponder, 1000}, timer.getTime() + 10, 30) I am doing some LOS work, so I refresh the sounds every 30 seconds until the pilot is picked up or dies .. that's the intention anyway. Question: What are you using the static sound for?
  11. So is the key part this? trigger.action.radioTransmission('VHF_WarningTone.wav', PilotPosition, 0, true, 250000, 1000); Is that the key to adding a radio transmission? According to the scripting engine wiki: function trigger.action.radioTransmission(string fileName, Vec3 point, enum radio.modulation modulation, boolean loop, number frequency, number power) transmits audio file to broadcast. fileName name of audio file. The file must be packed into the mission archive (miz). point position of the transmitter modulation modulation of the transmission loop indicates if the transmission is looped or not frequency transmitter frequency in Hz power transmitter power in Watts So I am not sure how long the transmission lasts and has to be repeated. POssibly as long as the .wav file is active/playing?
  12. So is the key part this? trigger.action.radioTransmission('VHF_WarningTone.wav', PilotPosition, 0, true, 250000, 1000); Is that the key to adding a radio transmission? According to the scripting engine wiki: function trigger.action.radioTransmission(string fileName, Vec3 point, enum radio.modulation modulation, boolean loop, number frequency, number power) transmits audio file to broadcast. fileName name of audio file. The file must be packed into the mission archive (miz). point position of the transmitter modulation modulation of the transmission loop indicates if the transmission is looped or not frequency transmitter frequency in Hz power transmitter power in Watts So I am not sure how long the transmission lasts and has to be repeated. POssibly as long as the .wav file is active/playing?
  13. If you go to the Tiggers portion of the ME, you can add a Continuous Action when part of a group (your SAR Helo) is in a trigger zone with an Action of 'Radio Transmission'. Maybe that is what Evil was talking about? I set mine to my SAR Helo holding zone, FM, Loop, Freq: 1000 (kHz) and 100w power. Not sure if a sound file is actually required or not. Not sure if this can be dynamic as it is attached to a zone and not a unit.
  14. Hey Joyride. I have been working on something similar. Do you have a unit transmitting an ADF tune-able signal yet?
  15. Thanks Joyride! This starts me on the dark path to LUA scripting in DCS :-)
  16. Nice! Now I'd like to get a 'downed pilot' spawned at a player crash site :-)
  17. Is it possible to allow it to be moved (screen position) by editing a LUA file? I have two monitors in a vertical configuration (for Helios) and this display is appearing on the bottom monitor - I'd like to be able to move it to the top.
  18. Matt: You have my support for the DCS and DCSW products. I appreciate the hard work.
  19. My 2 cent's: Great job by everyone involved on the development, testing and production teams. Appreciate the hard work and the many hours.
  20. I have it - but I am in the process of cleaning it up a little (switch events and such). Mine is from early 2012. If yours is newer I would appreciate some info on where ti find it.
  21. I'm having a similar issue with a clean install of DCS World and the A-10C, Ka-50, P-51 and Combined arms install. When I check my account on the DCS web site I see everything _but_ the A-10C purchase. I'm pretty sure that I only have the one account on the web site where the purchases are made but it's been so long I can't be sure. How do I go about fixing this? This is a completely clean win7 system with only DCS installed (3 weeks ago). I've never attempted multiplayer before so I have not dealt with this issue before. Do I have to open a support issue for this? EDIT: Nevermind. I found my other account by asking for a password reset via email address. I ended up with two password reset requests - one for my main account and one for my old, forgotten account. Following the steps here (http://simhq.com/forum/ubbthreads.php/topics/3606485.html), namely unbinding the 'missing' serial number that was attached to the old account and then running the multiplayer DCS exe (I think that you have to make sure that the DCS install has all the activiations for the various components installed), it magically attached the unbound serial to the rest based on the account info that I entered upon launching DCS multiplayer.
  22. Ooooo. Nice! That's better than what I was expecting. I'll look into putting most of the stuff for gauge exports in the mods directory ASAP. Thanks! And thank whoever asked that this feature be put in. That makes the process a lot easier and seeing as the directory structure is preserved, very easy to recover from!
  23. I just went through the auto updater for the 6055 release and my customizations to files in the mods folder and scripts folder (for interaction with helios and my touch screen) were removed. Am I going to have to do this for every little patch? :cry:
  24. Looking good!
  25. Ok. Here's what I was able to figure out with some tinkering.. Two files are important in DCS World - with regard to where the comms menu is positioned: <Install_Loc>/Scripts/UI/RadioCommandDialogPanel/CommandDislogsPanel.lua - contains the code that positions the menu. Around line 166 you should see this: -- DVD local window = Window.new(0, 0, screenWidth, height, "CommandDialogsPanel.Window") local window = Window.new(0, 640, screenWidth, height, "CommandDialogsPanel.Window") Ok ignore my commented line (to preserve the original values) marked with DVD. Pretty straight forward to move the comms menu down form the top by increasing the Y position (0 to 640 in this case). Now you'd think you could change the X position here as well, and you can, but only partially. As you can surmise from the code above, the window tries to take up your whole screen and unless you want to get more complicated with the code changes, you need to go to the second file to adjust the X position. <Install_Loc>/Scripts/UI/RadioCommandDialogPanel/CommandMenu.lua - contains the code that offsets the comms menu in the window created in the above code. Around about line 55 you should see this: -- DVD menuWidth = 280 menuWidth = 480 Changing from 280 to 480 actually moved the menu farther to the left - we'll see why below. Now this is the offset from the right side of the window that the comms menu is displayed in. In the above code, all coordinates are from the top left. This value is the x position from the right side of the screen and at line 103 (around there) we can see how the X position is calculated (or adjusted) from a measurement from the right to a measurement from the coordinate system: menuPanel:setBounds(width - menuWidth, 0, menuWidth, height) I did try tinkering with a couple of other 'obvious' points in the CommandDislogsPanel.lua file but none of that experimentation panned out for me. Line 168 and 171 (roughly) is an example of a copy and paste 'error' on the part of the developers :smilewink: window:setHasCursor(false) window:setSkin(containerSkin) window:setHasCursor(false) window:setVisible(true) self.window = window You can see how the line window.setHasCursor(true) exists twice - and it shouldn't but it will only cause a developer a minute to figure out why changing the first line had no effect. Also, changing these lines from false to true did not help make the menu clickable (for me anyway - maybe I missed something else) but it did make it difficult for me to exit the game. Pressing Esc to get the exit menu up worked but all the keyboard inputs from that point on were trapped somewhere in input hell. It could be more general than that but in my experimenting I never actually tried starting the engines. I do hope that the put a clickable comms menu back in. Those of us using Helios and a Touch Screen can make good use of this and remove the need for me to have a keyboard on my lap. As it is I modified my Helios profile to include a function key board that comes up with the comms menu.
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