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MadSmurf

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Everything posted by MadSmurf

  1. ALF7, not sure what files are needed to be changed still one of the many items to fix. Boberro the only way I can think of working out whats not right is do a file compare, you could do a MD5 checksum on each file in the BS directory maybe.
  2. Hey guys, not working ok.. I did a new install to test and patched to 1.02 and it works fine.. Hmmm so now to determine whats different... Start of with the basics 1. Are you guys using the CD install or Online download install?. 2. Are these on new clean installs no other mods? 3. When adding the Choppers in the Editor your setting the Skill to Player?
  3. Version 1.01 you also need to edit the localizeinput.lua file from my notes.. I cannot test as I don't have version 1.01 installed anymore..
  4. Try this.... Ok Boberro if you still having trouble check the attachment its enough for basic flying all choppers. This was only tested on a clean install of 1.02 to get choppers basicly flying.. If it causes any troubles you do these mods at your own risk.. Please make a back up first.. :pilotfly: 1. Extract RAR into your BlackShark directory. 2. Overwrite the files when prompted. 3. Once extracted run SETUPPITS.bat which should be in your blackshark directory. Have Fun... BasicFlyAllChoppers.rar
  5. Current Version 1.0.2 Done lots of changes to various files, its what i remember and notes taken when testing stuff a while ago. usually if you have no control its due to incorrect directory names not matching the correct aircraft name. There is still a ton of things to fix to have a fully working chopper btw. Others are well ahead of what I've done.. Can use some weapons need more changes to get others to work, haven't done much more playing for a while. Have the Chopper already flying.. ['mi-28n'] must match the directory name mi-28n
  6. Quick how to fly other choppers :pilotfly:... In X:\Games\Black Shark\Config\Input\Aircrafts Make a copy of ka-50 directory to the aircraft desired ie. ka-50 copy to mi-28N In X:\Games\Black Shark\Scripts\Aircrafts Make a copy of the ka-50 directory to the aircraft desired ie. ka-50 copy to mi-28N Open in Notepad X:\Games\Black Shark\Config\Input\Aircrafts\aircraftnames.lua Add the line under default ['mi-28n'] = _('mi-28n Real'), Open in Notepad X:\Games\Black Shark\Scripts\Database\helicopters\mi-28N.lua Edit the line HumanCockpit = "no", To HumanCockpit = "yes", Open in Notepad X:\Games\Black Shark\Scripts\Aircrafts\_Common\customhuman.lua Add the line under Yak_40 = 57 and add Mi_28N = 58; Add the line under iCWS_F_15 = PlaneType.F_15, and add iCWS_MI_28N = PlaneType.Ka_50, Add the line under CustomHumanData[PlaneType.A_10 ] = CWSType.iCWS_A_10 and add CustomHumanData[PlaneType.MI_28N ] = CWSType.iCWS_Ka_50 Now go into the mission editor and add new chopper MI-28N and set as Player and have a fly around.. Oh yea you can also change cockpit location etc by editing the X:\Games\Black Shark\Config\View\Server.lua and View.Lua. Merry Christmas... :joystick:
  7. In MP from memory it did not output the ejections. Singleplayer it 100% did.. WIll have to take another look when I get some time..
  8. Hey, Good going I started a little project along simular lines (MP only). I never go to a point I was happy to release though. Like allot of other people I would love a fully dynamic campaign within lockon/DCS. Basicly this isn't possible currently with DCS as is. I started an attempt to create a snapshot campaign. I did too a degree but far far from finished though, its using a mysql database backend and vb.net for the coding. It creates the mission and once complete it reads the logs after the mission and updates the mysql database and generates the next mission. Units ocupping Town/airport genereate CP (Contruction points) which are used to reinforce units. Destroyed units stay in for the next mission as destroyed static objects but are wiped then on the next mission. The reinforments are supplied via ships or air which can be taken out before they reach there destination to weaken enemy forces, they have escorts which work defending most of the time, AI in game can be a little funny at times. Needed more work on the tasking as I haven't implemented the river system and not all of the road spans, so ground units just stop when they encounter rivers if not assigned to a road span :(.. (Easy pickings though lol) I stopped due to problems I ran into below and yet to think of a workaround for and a lack of time due to real life, kids etc.. * Fully Dynamic not possible unless I can inject units real-time into the server as its running. :(.. * No dedicated server would be nice as hosting on servers is hard most dont have 3d cards * Snapshot sorta possible with limitations. ie. can read logs and update destroyed unit etc. * Cannot Set unit Damage, i.e. damaged Ships. * Limits on how many units available at one time in game, ran into the issues when over 2000+ objects (Stopped working!). Put limits so it will only generate 200-2000 objects via slider in a mission at a time. (Still had to put smarts into this) * Logs not detailed enough i.e. Do not know if pilot ejects as not available in MP Export only death. So pilot management limited. * Destroyed units can be placed via static Objects for a set time, for next mission then removed. <- Does seem to have an affect on speed may need to remove. More testing * Respawning/Rejoining while in MP cannot limit aircraft! no easy way to limit respawns in multiplayer. have attempted via triggers in missions generated however triggers are not reliable enough. * Player can keep respawning and wipe the enemy out in 1 mission :( Thought about only having the units in the mission however not really what I wanted. * No way to limit resources i.e. Lack of a type of Ammo or fuel supplies running low!, Cannot stop in MP as you can land and then choice to rearm/refuel. (Yes you can modify the LUA but then it must be done on all client systems too not really workable, and removing ammo/fuel vehicles doesn't stop respawn and I would like it to be able to rearm/refuel if needed) * Fuel, Ammo, squad pilot, management in database but of no use. * Triggers to make units appear or to scramble from airports are troublesome as trigger sometimes don't trigger :(. * Static objects aren't recorded via exporting from lua but are in debrief with only time reference have as close as possible cross reference location details to link buildings placed and then recoreded as destroyed. * Static objects cannot be targeted via AI, has to be human :(.. * “Default” map static objects like bridges/airports/runways are not available in export. * Any map objects cannot be set to destroyed / Damaged :(.. PM me and I'll see if i can help with the maths as I already
  9. Yep get the same also with my multi mon setup, had to go back to 1 monitor if doing night missions.. :(
  10. Yep I have tried with Conditions and flags a method close to Grimes's, however in testing it would not always trigger correctly 100% which was annoying. Went though the Logic and it all looked good. So it lead me to look at some other method via LUA's or something thats more reliable, i was thinking I could realtime track the logs from the server and monitor ejects/crashes etc and then push them back to spectators if all airframes are used, learning LUA slowly :(... Its more for a semi/auto campaign where there are limits on aircraft/units :pilotfly: It becomes pointless if people can just keep respawning when they die. Else I could just make it so if all units killed after say 2 deaths don't count and appear in next mission??.
  11. Hey all, Is there any way to disable and or limit respawns of airframes?. Via the editor for the mission I can uses flags to limit the number of airframes however it is not 100%. Via LUA so far have only found how to limit re-arm or increase the time taken to re-arm, however couldn't find anything in relation to respawning/repairing Have fun!... :joystick:
  12. Try this to have a fly no cockpit though, having some trouble with the cockpit, or should I say crashing when having the cockpit setup... Anyone any advice? X:\Black Shark\Config\Input\ localizeinput.lua add the lines for the chopper X:\Black Shark\Config\Input\Aircrafts Copy say the Ka-50 directory to correct name Directory for chopper i.e. mi_24w Edit the aircraftNames.lua add name i.e. ['mi_24w'] = _('mi-24V Real'),
  13. Yes it's been done by a few people already but as far as I know no releases of these have been made..
  14. Is there a link at all to that Video?.. Would love to make a LLTM some day :)...
  15. Check the following which might help sort it out. Looks right in the aircraftnames.lua ['f-5e tiger'] = _('F-5E'), CustomHuman.lua CustomHumanData[PlaneType.F_5E] = CWSType.iCWS_MiG_29G Also made a copy of another plane and rename the input directory as f-5e tiger. "X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\f-5e tiger" If you want the cockpit in the correct spot then you need to edit the lines in x:\LockOn Flaming Cliffs 2\Config\view\server.lua (Didn't dump the whole file just the F_5E lines.) iF_5E = 20, <--- Next number in the plane index which is related to the snapviews.lua [F_5E] = PlaneIndex.iF_5E, CockpitLocalPoint[PlaneIndex.iF_5E] = {3.5, 0.4, 0.0} <-- Rough spot of the cockpit :joystick: limits_6DOF[PlaneIndex.iF_5E] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.20,0.20},roll = 90.0} CameraAngleLimits[PlaneIndex.iF_5E] = {140.0, -80.0, 90.0} CameraAngleRestriction[PlaneIndex.iF_5E] = {1,60,0.4} Now in snapview.lua you need to add all the snaps in the index ie if [1] from the top till the last [1] z_tans and replace the number say you copied 10 replace with the index 20 in my case. Snap[20] = {} <--- Relates back to the server.lua index .... Snap[20][13]["z_trans"] = 0 ['f-4e phantom ii'] = _('F-4E'), ['c-130j'] = _('C-130'), ['mirage 2000c'] = _('Mirage_2000-5'),
  16. The SU-25TM is flyable and can steer, ['su-39'] = _('Su-25TM'),
  17. Hey, To fly the tornado, you just need the right name as i.e. Open the X:\LockOn Flaming Cliffs 2\Bazar\PlaneTable.sht and find the plane your after, then get the username = "<plane type>" Also Open the X:\LockOn Flaming Cliffs 2\Scripts\Database\db_units_planes.lua and get the plane your after, plane_file("planes\\<planefilename>.lua" then enter this into X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\aircraftNames.lua and add following line: ['<plane type>'] = _('<planefilename'), So for the Tornado the following in the X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\aircraftNames.lua ['Tornado GR.4'] = _('Tornado_GR3'), ['Tornado IDS'] = _('Tornado_IDS'),
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