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Is there a cockpit parameters guide for the Gazelle?


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Posted

Just as the title asks. I'm looking to create missions with the Gazelle and am curious if there is a guide with the cockpit parameter values, ID's and their function. Also cockpit clickable functions would be helpful. I thought I read also from the developers that the radar altimeter could be used as a cockpit value but don't quote me on that.

 

 

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Posted

You will find the argument list in 'arg_int.lua' and most of 'clickabledata.lua' has a commented argument number. They are found in the 'DCSWorld\Mods\aircraft\SA342\Cockpit' folder.

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Posted

Ah, ty. Sweet I'll have to play around with this! Looking at this, and I'm new to this, I see that for instance I can use this to turn on or off Radio altimeter and maybe even set the warning dial on it. What I am curious about is can I get the reading and use it similar to the ME's above alt or below alt trigger function? Say for example "below 15 meters AGL"

 

 

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Posted
Ah, ty. Sweet I'll have to play around with this! Looking at this, and I'm new to this, I see that for instance I can use this to turn on or off Radio altimeter and maybe even set the warning dial on it. What I am curious about is can I get the reading and use it similar to the ME's above alt or below alt trigger function? Say for example "below 15 meters AGL"

 

 

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I was in clickable, it may be here in arg_int.lua. Ty for your help.

 

 

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Posted

For detecting below certain height you can use the code in the mission editor. But you can also open up the training missions we created as well how that is programmed in there. Save you some time.

 

Ah, ty. Sweet I'll have to play around with this! Looking at this, and I'm new to this, I see that for instance I can use this to turn on or off Radio altimeter and maybe even set the warning dial on it. What I am curious about is can I get the reading and use it similar to the ME's above alt or below alt trigger function? Say for example "below 15 meters AGL"

 

 

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Coder - Oculus Rift Guy - Court Jester

Posted

Ty Polie. Just opened it and saw one of the things I would use it for. I used to use conditions of speed less than, altitude below ( would have to check terrain alt) and vertical speed range of 0 just to see that I was landed. I see in the training mission you just put cockpit parameter equal to IS_LANDED. This is a great resource and ty again for taking the time to reply.

 

 

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Posted

Alright, thanks to the both of you I was able to find out how to do what I wanted to do. My goal was to be able to have enemy units not fire on me if I was below a certain altitude 'above ground level' to simulate terrain masking'. In the ME it only gives you the option of below altitude 'above sea level'. With mountainous terrain it would not work very well. So my plan was to use the radar alt values.

 

So in the arg_int.lua I found the argument id for the radar altimeter and it is 94. In the mainpanel_init.lua I found the guage parameters.

 

I was able to use the Cockpit Argument In Range with the argument of 94 and had it trigger a message between the min value 0.035 (10 meters) and max value 0.072 (20 meters)

 

 

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Posted

It sounds like you'd be better off using the mission scripting system to check the player's altitude rather than data from the cockpit instruments.

 

What happens if the player turns off their radar altimeter, or if it's damaged?

Posted

Seemed like an interesting idea so I knocked a little script together and made a simple test mission where you need to keep below 30 metres.

 

I put some comments in the triggers to explain roughly how it works, up to you if you want to have a look or not.

 

One practical issue you'll run into is that trees are only cosmetic, but setting the minimum altitude high enough that players can fly over them (~30-40 metres) means that it's trivial to keep below that altitude.

 

Still, it's kind of fun to taunt the Vulcans by popping up above the threshold and dipping back down before they can aim at you. Fun but dangerous... :D

 

My immediate thought was to add some trigger zones you had to fly through and time the player - a race where the maximum altitude is enforced by deadly weapons.

AGL-Test.miz

Posted

Another thing this just made me think of is air threats. It is harder to spot something that isn't moving so maybe when near an air threat air speed must be below say "2ms" and altitude below "30 meters agl" and they'll hold their fire. I'm not sure if you can attach a moving zone to an aircraft but if you could, you may be able to have them hold fire unless you're in their zone and the above conditions aren't met.

 

 

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Posted
Seemed like an interesting idea so I knocked a little script together and made a simple test mission where you need to keep below 30 metres.

 

I put some comments in the triggers to explain roughly how it works, up to you if you want to have a look or not.

 

 

 

Just got the chance to download this and start looking at it. I don't have internet at my house right now so had to wait until I could take my pc over to the in-law's house. Thank you for breaking this down for me. I'm dissecting it now.

 

 

 

 

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Posted

I tried many different altitudes and worked my way up to 80 meters with no luck. I thought I was doing something wrong then tried it in 1.5 and it worked fine.

 

 

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Posted

For some reason the playerAltitude.lua file did not upload into the mission file using the DO SCRIPT FILE. So I copied the function an put it directly in to the ME triggers and used the DO SCRIPT and it worked perfect!

 

Also using the INITIALIZING SCRIPT in the ME did not work.

 

 

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