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Bailey

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Everything posted by Bailey

  1. Ok, its gonna be tough. Here is a part of the result for the center list_indication(9). [129] = "#366#", [130] = "D", [131] = "C", [132] = "L", [133] = "T", [134] = "}", [135] = "-----------------------------------------", [136] = "LOWER_BASE", [137] = "", [138] = "-----------------------------------------", [139] = "{44889089-C0E9-498c-A18F-3764597EB420}", [140] = "", [141] = "-----------------------------------------", [142] = "UPPER_BASE", [143] = "", [144] = "-----------------------------------------", [145] = "LOWER_BASE", [146] = "", [147] = "children are {", [148] = "-----------------------------------------", [149] = "osb_txt_1", [150] = "EPI1", [151] = "-----------------------------------------", [152] = "osb_txt_2", [153] = "EPI2", [154] = "-----------------------------------------", [155] = "osb_txt_3", [156] = "RTN", [157] = "-----------------------------------------", [158] = "osb_txt_4", [159] = "AFD", [160] = "-----------------------------------------", [161] = "osb_txt_5", [162] = "SMS", [163] = "}", For example, if you see "osb_txt_5" you know that the next value will be what is contained within. On the other hand, look at [129]. The text for that is vertical. Good luck. Take a look at the Mi24, F16, or apache export luas for some assistance on how I parsed file. https://github.com/asherao/DCS-ExportScripts/blob/a51fffbdac7adc6bfd8468461301c78cc4b6db08/Scripts/DCS-ExportScript/ExportsModules/AH-64D_BLK_II.lua#L788
  2. You will have to figure out if you can parse the data and assign the variables accordingly. If you paste some code samples I may be able to let you know if it could be possible.
  3. Ctyler has a series about this. Goes through how to do it live. https://www.youtube.com/channel/UC5SLT0j3UK88FxeGzCM9tFw Edit: Ohhhhh, MFD, nut UFC. my bad. Similar concepts apply. It is possible. I have seen it be done for the apache.
  4. Try == instead of =. Also, I would suggest making greater than and less than ranges due to transitions and the possibility the animation stops at something like 0.500001. If you want to keep the equals then make the last elseif an else to prevent crashing the script in the event that it does not match any of the values, which will happen unless the animation is instantaneous. example: https://github.com/asherao/DCS-ExportScripts/blob/a51fffbdac7adc6bfd8468461301c78cc4b6db08/Scripts/DCS-ExportScript/ExportsModules/F-16C_50.lua#L1047
  5. Sorry. Eagle Dynamics. The official aircraft sold by Eagle Dynamics for DCS.
  6. Thanks for the update to the line number. I have edited the post. Your thanks is very much appreciated. Thank you.
  7. Do you still have the Ed modules in the choice menu? I dont.
  8. Good point. When I have time I’ll have to add that as a config option. Change line ~5170 to `--show()`
  9. There is something wrong with that lua as a whole. (I suggest getting a different one. That one is known to cause some issues due to lack of updates at the moment). I copied the relevant code into a "fresher" f14.lua. I had to change a single value. Here is the code: local UHF_ARC159_infoPilot = ExportScript.Tools.split(list_indication(9), "%c")--this contains the formated table of the Pilot radio local UHF_ARC159_readoutPilot = UHF_ARC159_infoPilot[10] -- so far it has always been 10 in both channel and freq modes local UHF_ARC159_FreqMode = string.format("%0.1f", mainPanelDevice:get_argument_value(2033)) if UHF_ARC159_FreqMode == "1.0" or UHF_ARC159_FreqMode == "0.5" then ExportScript.Tools.SendData(60002, string.format("ARC-159\n" .. UHF_ARC159_readoutPilot:sub(1,3) .. "." .. UHF_ARC159_readoutPilot:sub(4,6))) ExportScript.Tools.SendData(60003, string.format(UHF_ARC159_readoutPilot:sub(1,3) .. "." .. UHF_ARC159_readoutPilot:sub(4,6))) elseif UHF_ARC159_FreqMode == "0.0" then ExportScript.Tools.SendData(60002, string.format("ARC-159\n" .. "CH " .. UHF_ARC159_readoutPilot:sub(4,6))) ExportScript.Tools.SendData(60003, string.format("CH " .. UHF_ARC159_readoutPilot:sub(4,6))) end null Make sure to use the correct Title Text DCS ID. ------------------------------------------------ Wait. Ignore everything I said. Why do you need 60000 and 60001? The Pilot and RIO values are 60002 thru 60005.
  10. if you do that while in a mission, will VAICOM redetect the module?
  11. I wish VAICOM code as visible to see why it is trying to re-read the info. With dice v5 it is checking and rewriting the countermeasure files more often, which may explain why VAICOM is tripping up more often. To see if that is the case, remove Walkman and DiCE. Start a normal mission. Edit one of the countermeasure files by hand. Save it. See if VAICOM tries to read what aircraft you are in.
  12. Can you uninstall dice and see if dcs-Walkman causes the same issues? https://www.digitalcombatsimulator.com/en/files/3322875/
  13. Thanks to the TAIPAN_'s contribution and good will, DiCE has been officially updated to v5.1. https://www.digitalcombatsimulator.com/en/files/3312680/ v5.1 -TAIPAN_ fixed F-16 programs not applying saved programs, manual and auto (only program 1 was working) -TAIPAN_ fixed AV8B Chaff only program not saving properly The inability to change f16 bypass is intentional. If there is evidence that it can be changed irl I will consider doing the same for DiCE.
  14. Noted. Ty for the research. Do you have dcs or VAICOM logs to add? DiCE has a log too.
  15. does dice v5 work while installed for you?
  16. try without the mod manager. it is specifically designed to use EDs hook API.
  17. Have you systematically tested this with a new install and uninstall of v5? Considering that there is no gui (while flying), keybinds, etc, that sounds odd.
  18. Remember that you’ll also need the gui options and dlg files too.
  19. No, but the current one does not have those of export lua lines.
  20. Yahoo! Thanks for letting me know. Enjoy! Ka50. Able. Apache. Unable. F5. Likely able. A-4. Unknown. Viggen. Unknown, not likely. Mi8. Able. Mi24 hind. Unknown.
  21. It seems you have a much older version, not the version in the Library.
  22. DiCE v5 is live! No need for the Exe anymore!!! Download: https://www.digitalcombatsimulator.com/en/files/3312680/ -Removed use of exe (Requires removing ALL DiCE files before installing v5, to include `Saved Games/DCS/Scripts/Hooks/DiCE-DCS-Integrated-Countermeasure-Editor.lua` -Updated F18C -Updated F16C -Adjusted Special Options > DiCE GUI Special request for those who use VAICOM, can you test this version out to see if the conflicts are resolved? DiCE v5 has a new method of constructing the countermeasure files, so I hope that it will once again play nicely with VAICOM after its update many months ago. Enjoy! ~Bailey
  23. Thank you. Something to note is that onGameEvent only works on a MP server, not SP.
  24. I have not tried color codes in strings. I have wondered the same, but dismissed the idea when I re-realized that the SD has a master color for text for the individual tile (also, if other ppl say “tile”, awesome!). I/we might have to revisit that sometime. For the F16 ECM what I did was msPaint the background with a very specific color as the backdrop. Then in the exportScript I used a combination of full blocks to hide/show which modes are active via some logic. Take a look at the code, it was quite interesting and a surprising success. The wiki link also has the example SD profile at the bottom you can use to check it out. https://github.com/asherao/DCS-ExportScripts/wiki/F-16C-Viper I had been able to do something similar with the UH60. It’s navigation buttons have three states. Off, Mode1, and Mode2, for example. The three states are all independent, they cannot be combined or happen at the same time. Three states is an obvious problem for the SD right? Wellllll, what I did was msPaint the two On states, Mode1 and Mode2. I made those the two images on the “switch” tile. Then for the Off state I made a wall of black full blocks to cover the images entirely. Bam, with the addition of some logic I now had “3” states! Ahh, that also reminds me. One of the things I have done for a tri-state is to have a rotary tile. (Yes, a rotary tile for an ingame tri-switch) The background will be simply images of switch up and switch down. Down text will always be “Off”. Up text will change depending what mode the switch is currently in. Something I just thought of while typing that… Using a rotary, depending on what mode the switch is currently in, you can display that mode and also display the next mode on the tile too. So, when you look at the tile you know what mode you are currently in and the next mode. When you press the tile the “next mode” is the new current mode and a new next mode will automatically appear. I think this would work best for switches with 4 states (ww2, f5), but for tri-states it may require a little more maths….hmmm
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