-
Posts
622 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by Alex Okean
-
Easy guys ! not so much at this moment typedef int (*PF_DCS_PLUGIN_INITIALIZE) (void); typedef int (*PF_DCS_PLUGIN_RELEASE) (void); typedef void* (*PF_DCS_PLUGIN_GET_INTERFACE)(void); //called after library loaded binary->pfn_initialize = (PF_DCS_PLUGIN_INITIALIZE)dlsym(binary->ibrary_handle,"initialize"); binary->pfn_get_interface = (PF_DCS_PLUGIN_GET_INTERFACE) dlsym(binary->library_handle,"get_interface"); //called before unloading binary->pfn_release = (PF_DCS_PLUGIN_RELEASE) dlsym(binary->library_handle,"release"); planned to add support ASAP for: double update(double time);//will be called by model timer at "time" , return value is next --time when this callback should be called //call before render frame int before_frame(); //call after int after_frame(); Any suggestions of what type feature you need you can post here
-
By default DCS scanning two folder : Mods/aircrafts Mods/tech. as aircraft addon and ground vehicles respectively. scan is recursive , for each founded folder system tries execute entry.lua file. If it exist scanning of this folder is stopped and only entry.lua is executed , otherwise it will execute all founded lua's in folder and doing the same for subfolders. all files are executed in safe environment with restricted access to database and functions basic lua functionality available table pairs ipairs type assert print math tostring dofile -- safe enveronment version loadfile current_mod_path -- path of your plugin -- localization using gettext : _(string) -- i.e. localized_string = _("ENGLISH SENTENCE STRING") -- mounting shapes and textures libraries mount_vfs_model_path (current_mod_path..'/Shapes/MyZipOrFolder') mount_vfs_texture_path (current_mod_path..'/Textures/MyZipOrFolder') mount_vfs_liveries_path (current_mod_path..'/Liveries') plugin declaration must be started by calling declare_plugin(unique_plugin_id,info_table) as sample: declare_plugin("My Mod maded by Me", { installed = true, -- if false that will be place holder , or advertising dirName = current_mod_path, fileMenuName = _("My Mod"), -- for mission editor version = "1.1.2.0", state = "installed", info = _("Short info about me and my application"), --collection of binaries which will be asociated with my plugin binaries = { 'FM_plugin', 'Cockpit_dll_1', 'Cockpit_dll_2' }, --collection of input profiles InputProfiles = { ["PLANE NAME"] = current_mod_path .. '/Input/hardcore', ["PLANE NAME_easy"] = current_mod_path .. '/Input/easy', }, -- skin for mission editor , see sample for P-51 , A-10C etc Skins = { { name = _("My Mod"), dir = "Skins/1" }, }, --missions and campaigns Missions = { { name = _("My Mod"), dir = "Missions", CLSID = "{CLSIDCLSIID}", }, }, -- options related to my plugin Options = { { name = _("My Mod"), nameId = "My Mod", dir = "Options", CLSID = "{0394EC1E-3C24-4ed5-8F13-CD90FF9091A5}" }, }, -- logbook entry LogBook = { { name = _("My Mod"), type = "My Mod", }, }, -- precache resources preload_resources = { textures = {}, models = {"tracer_bullet_a-10", "shell_50cal", "tracer_bullet_red", "sled"}, fonts = {}, explosions = {}, }, }) -- the body of your plugin must be placed here -- declaration of plugin finished by calling plugin_done() plugin_done() adding new aircraft with cockpit bells and whistles i attached simple prototype package which will add aircraft named Wunderluft as newly object with cockpit . I will use it to explain basic available at current moment features ( features will be continiously growth i hope :) ) NOTE : At present moment you only able to create SFM based aicraft, support for third party FM binary packages is planned. Let's start each plugin can add several objects at once add_aircraft(table_with_aircraft_data_1) add_aircraft(table_with_aircraft_data_2) arcraft table should have all data needed for mission editor and simulation some notes : if you open Wunderluft.lua you will see WSTYPE_PLACEHOLDER entry , it means that database will automatically change it to first available index for aircraft . and it means that maximum available aircraft types in simulator is limited to 256 ! this will be fixed in future. SFM and engine data should match each other in terms of aircraft perfomance , for example you must be targeted to known perfomance data as maximum turn rate , climb rate but simple placing 13000 kg of thrust to Su-27 ASAP i will give you detailed instructions of each aspect , and now i will go to bed , good night for all .
-
Some tricks for model viewer if you use model viewer in your 3d model development file Config/ModelViewer/autoexec.lua will help you in some ways: you can mount textures and liveries package: mount_vfs_liveries_path("Mods/aircrafts/Wunderluft/Liveries") mount_vfs_texture_path("Mods/aircrafts/Wunderluft/Textures/base_zip_package") automatically load model on start LoadModel("Bazar/World/Shapes/A-10.edm") and set livery LoadLivery("A-10C","184th FS Arkansas ANG, Fort Smith (FS)") and args SetArgument(0,1) SetArgument(3,1) SetArgument(5,0.75)
-
файлы настроек в студию плиз . режим для трех (и более) конфигурации задумывался для построителей кабин если вы решили задействовать данный режим то должны согласиться со следующими постулатами: 1. картинка будет выглядеть так как надо только если вы сидите в точке пересечения нормалей к мониторам , вы один раз устанавливаете поле зрения соответсвенно ФИЗИЧЕСКОМУ положению мониторов и не меняете его , если меняете то уж тогда только будьте добры передвиньте мониторы, разверните их соответсвенно новому положению FOV
-
С красной подсветкой летать не получится с EDM кабиной, поскольку все параметры материала вшиты в модель , и управление может происходить только посредством аргументов (то бишь яркость подсветки но никак не ее цвет). раньше при использовании LOM модели была возможность в рантайме менять параметры самосвечения материала вплоть до цвета , чем я и пользовался создавая подсветку. попробую ковырнуть в HEX редакторе но ничего не обещаю
-
А пресеты мультимониторной конфигурации уже не помогают ?
-
ModelViewer is included to 1.1.0.9 patch , you can find it it bin folder, launch conditions are the same as for launcher i.e. working directory must be root DCS folder
-
small guide http://forums.eagle.ru/showpost.php?p=1221006&postcount=8
-
Да пожалуйста ... нам такого добра не жалко Scripts\Aircrafts\A-10C\Cockpit\LightSystem\LightSystem.lua строка 140 local color_default = {0,1,0}
-
Перспективы жанра .... http://takeonthegame.com/ у нас новенькие :)
-
[How To] Export ALL Indicators like MFCD via ViewPorts
Alex Okean replied to icemaker's topic in Multi-Display Bugs
Topic starter makes fundamentional mistake when add to you script sample : he commented render_purpose.GENERAL , it means that you told to indicator do not try render as device inside of the cockpit ( in 3D dimensions like MFCD and others ) , uncomment it and CDU wil be alive again on panel. -
feature for wide screens to match the same view coverage as default view on 1280x1024 monitor ( i assume that you never play with triplehead setup in 1 screen mode ( each mission start as inside of tank ) will be tuned and optional
-
All input profiles are still WIP , so you have two ways : wait for next beta update ( remember 2 weeks ) , or make your own profile by using your own hands and text editor MFCD OSBs currently binding to Cougar MFD preset , you can copy and paste kestrokes from this preset to your default keyboard preset ( default.lua ) and then assign any key using input options MFD preset are stored in Config/Input/Aircrafts/A-10C/joystick/F16 MFD 1.lua and Config/Input/Aircrafts/A-10C/joystick/F16 MFD 2.lua example for left MFCD ( F16 MFD 1 ) {combos = {{key = 'JOY_BTN1'}}, down = iCommandPlaneLeftMFD_OSB1 , up = iCommandPlaneLeftMFD_OSB1_Off, name = 'Left MFCD OSB 01', category = 'Left MFCD'}, remove "combos" field like { down = iCommandPlaneLeftMFD_OSB1 , up = iCommandPlaneLeftMFD_OSB1_Off, name = 'Left MFCD OSB 01', category = 'Left MFCD'}, and insert it to Config/Input/Aircrafts/A-10C/keyboard/default.lua after line 371 BEFORE }, } end block make it for all OSBs of both MFCD and be happy :) but easiest way is to wait update :) (you need remove keboard.lua if it exist after that to apply new preset expirienced users can use LuaExport
-
Scripts/Aircrafts/A-10C/Cockpit/MFCD/indicator/MFCD_init.lua line 15 : purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW} replace with purposes = {render_purpose.GENERAL}
-
I am not experienced with post shading. :) my usual technique is : preshading , base camo coat, clear acryl coat and then wash it with enamel paint to highlight rivets and panel lines ( but still need practice )
-
some stuff in progress :) Uploaded with ImageShack.us
-
You actually can ask about author ( i think ) Kegetys http://forums.eagle.ru/member.php?u=65826 IMHO it's video editing . but some part of what you see in video can be done using FC2 you need : 3D modeling skills , Lua skills , understanding of internal avionics structure and file structure . for example: clickable cockpit easily , indication easily (including collimated HUD)( but i think static indication only , or very limited dynamic )
-
судя по всему летаем на F-15 или A-10 ? на американских самолетах стрельба пушкой и остальным вооружением происходит используя разные кнопки ( и в реале и у нас ) при этом пушка для стрельбы не блокируется клавиша для ракет правый альт + пробел ( или просто пробел не помню ) на джойстике обычно кнопка под большой палец ( номер 2 ) , опять же держать до схода
-
Экспорт состояния триммерных ламп из LOFC 2.0 ?
Alex Okean replied to Mnemonic's topic in Общее Обсуждение
забыл разместить описание функции в скрипте , попробуй это LoGetTrimmerStatus() возвращает таблицу вида { ElevatorNeutral = true/false, AileronNeutral = true/false, RudderNeutral = true/false } -
Current name export behaviour: Name - name of type i.e. F-15C UnitName - name of unit which is come from mission i.e. "Pilot #1" GroupName - name of unit's group i.e. "Plane Group #1" it means that UnitName and GroupName fully dependant on mission creator choice (if he don't want use default values) player name will be fixed , i.e. that UnitName will return logbook callsign for player controlled aircraft I'll check what Tacview is used . Is it appropriate ?
-
Прицел правильный и коллиматорный. у нас пока нет инструментов (или я о них не знаю) как сказать драйверу что на данный момент (в момент отрисовки коллиматорной информации ) модифицировать матрицу 3D драйвером не нужно
-
РУДы на ноль четко тогда запустится , если опять нет проверьте и откалибруйте джойстик , поставьте мертвую зону
-
T-50 is so stealthy , even if you see it you think that is just a photoshop :megalol: