Jump to content

Recommended Posts

Posted

Just a small questions regarding home cockpits and public servers.

 

Actually a lot of people tend to import switches and exports cockpit panels, but how does that work on public servers where Export.lua is locked ?

 

Are pit builders limited to single player games or hosting the game themselves ? Is it possible to export the cockpit values without exporting the other planes data (I understand exporting all the game data is like cheating) but what about the own aircraft ?

 

Regarding switches I know there are boards to convert switch input into DX inputs, but isn't possible to import commands from the export.lua ?

 

Any advice welcome

L'important n'est pas de tuer, mais de survivre.

[sIGPIC][/sIGPIC]

 

 

 

if you read this you are too curious

 

 

Posted

the cockpit data are local, not on the server.

the server is just managing the flight data (position of the aircraft, IA,...).

the local export.lua is used for simpit.

  • Like 1

[sIGPIC][/sIGPIC]

Posted

If the "Allow object export" checkbox is not checked, the functions LoGetWorldObjects() and LoGetObjectByID() will be disabled in the Export.lua environment (because they can be used to get information, such as the current position, about any unit in the game). Everything else still works, including the stuff that software like Helios and DCS-BIOS relies on.

 

The only program that relies on LoGetWorldObjects() that I can name off the top of my head is TacView.

 

Your simpit will work fine on public servers, regardless of whether they enable object export or not.

Posted

Thanks for the info

L'important n'est pas de tuer, mais de survivre.

[sIGPIC][/sIGPIC]

 

 

 

if you read this you are too curious

 

 

Posted

Well I guess my export.lua isn't working only as "client" because function "LoGetSelfData()" is probably only for single player...

L'important n'est pas de tuer, mais de survivre.

[sIGPIC][/sIGPIC]

 

 

 

if you read this you are too curious

 

 

Posted
Well I guess my export.lua isn't working only as "client" because function "LoGetSelfData()" is probably only for single player...

 

LoGetSelfData() definitely works in multiplayer. The important difference between SP and MP here is that in MP, there exists a state where the game is unpaused AND you are not in any aircraft (spectator mode!), so LoGetSelfData() returns nil. If that causes your Export.lua to shit its pants to the point that it does not start working again once you actually are in an aircraft and LoGetSelfData() works as expected, you have an Export.lua that will only work in SP. If your Export.lua handles that case gracefully, it will work fine on any multiplayer server (unless it also relies on LoGetObjectByID() or LoGetWorldObjects()).

 

If you can't get it working, post the contents of your Export.lua here and I'll take a look.

  • Like 1
Posted

Alright thanks for your information, in fact the LoGertSelfData is null, and that crashes the export as I could see in the log file.

No worries for now I don't have time to edit the program, I saw posts about DCSBIOS and how it's handled.

I'll see later.

 

Since I know it can work, I have better feelings about my project

L'important n'est pas de tuer, mais de survivre.

[sIGPIC][/sIGPIC]

 

 

 

if you read this you are too curious

 

 

Posted

Well, got it working.

 

Just placed a if condition so if the value received is nil, the script will do nothing at all, and if there is value, then the data are processed.

 

if LoGetSelfData() then

--do all the stuff with the data received--

end

L'important n'est pas de tuer, mais de survivre.

[sIGPIC][/sIGPIC]

 

 

 

if you read this you are too curious

 

 

  • 4 years later...
Posted
Well, got it working.

 

Just placed a if condition so if the value received is nil, the script will do nothing at all, and if there is value, then the data are processed.

 

if LoGetSelfData() then

--do all the stuff with the data received--

end

 

Sorry to revive this post after some years, but i am trying to do a script that relies on some own data (exported using LoGetSelfData() ) but for me in multiplayer is not working also if have coded it to manage gracefully the nil data.

 

So has something changed in the last few years in regarding Multiplayer export using logetselfdataa()?

 

Here is my post if someone is willing to take a look at the code

 

https://forums.eagle.ru/showthread.php?t=271815)

🖥️ R7-5800X3D 64GB RTX-4090 LG-38GN950  🥽  N/A  🕹️ Realsimulator FFSB MKII Ultra+F-16 grip+F/A-18 grip, VKB Stecs Max, VKB T-Rudder MKV, Razer Tartarus V2 💺Secrets Lab Tytan, Monstertech ChairMounts

CVW-17_Profile_Background_VF-103.png

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...