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Showing results for tags 'scripting engine'.
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At the moment the only commonality between the data extracted using the net singleton and the DCS Scripting Engine is the PLAYER NAME. This means, that unless the user / mission creator is keeping track of all player names, then it's impossible to link the data from the net singleton back into the DCS Scripting Engine. e.g. There is no way to link PLAYER NAME and SLOT data back to the UNITID in the DCS Scripting Engine.
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- net
- scripting engine
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I ask because whilst I'm building my own zone manager, I'd like to be able to send to the Mission Editor the same events - i.e. moving in zone or group in zone etc, so that mission designers can use my zone manager but not have to use any lua, and access it from the ME trigger conditions.
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- world.event
- mission editor
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env.mission has the following: -- date : table : The date the mission takes place at with Year, Month, and Day entries -- descriptionText : string : Mission briefing defined under the "Situation" page on the briefing panel -- descriptionBlueTask : string : Blue coalition task defined on the briefing panel -- descriptionNeutralsTask: string : Neutral coalition task defined on the briefing panel -- descriptionRedTask : string : Red coalition task defined on the briefing panel -- drawings : table : Table containing information on any drawing placed in the editor. -- pictureFileNameN : table : Neutral coalition briefing images -- pictureFileNameB : table : Blue coalition briefing images -- pictureFileNameR : table : Red coalition briefing images -- result : table : Conditions and actions defined by mission goals in the editor to decide if a mission is "won" -- start_time : number : Time in seconds since midnight for the date set when the mission starts -- sortie : string : Name of the mission as defined in the briefing panel. -- theatre : string : Name of the map the mission takes place on Almost everything in this list is able to be accessed through lua/scripting Engine, but for these three: pictureFileNameN pictureFileNameB pictureFileNameR Instead of getting the actual picture image (found in l10n/DEFAULT/<imageName>.<extension>), what is returned is an obfuscated 'ResKey' for it. Because there is no way to use the 'ResKey' in it's place, it means that for these three items only, they are hidden from the scripting environment (and I can't see a good reason why). There is no equivalent 'getValueByKey' for objects in the mapResource file. Could these be 'un-obfuscated' or could an additional command be added to retrieve the actual file url from the 'ResKey' Thanks
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- mission editor
- scripting engine
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In order to quickly find ports on the map, the mission creator shouldn't have to scour the map and write down lat/longs for them. The maps that have ports detailed and modelled should have them marked and selectable and the mission editor should have a layer showing all the 'modelled ports'. The scripting engine should also be able to grab a list of ports and get data about them. i.e. max size of ship, number of berths etc.
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I have the following events handled (amongst all the others) S_EVENT_PLAYER_ENTER_UNIT S_EVENT_PLAYER_LEAVE_UNIT When I enter the F14, I see a S_EVENT_BIRTH followed by a S_EVENT_PLAYER_ENTER_UNIT. Then I ask my RIO to join in, I get the on-screen allow someone to join dialog (would be nice if this could have a keybinding as finding the mouse pointer esp in VR is a pita) and then I click allow... After a few seconds I get the blue banner saying my RIO has joined, and he confirms he's in the back. Yet NO events fire. Nothing. But when he jumps out, I get the expected S_EVENT_PLAYER_LEAVE_UNIT to fire. Obviously I can't give you a track or anything because you need two people and a multi-crew aircraft to do this, but it's a simple test. Without the S_EVENT_PLAYER_ENTER_UNIT event firing then it's impossible for my Player Manager to work out that they are a backseater and set things up accordingly.
- 5 replies
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- scripting engine
- events
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