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Posted

Where can I find the scripting functionality documentation originally provided by ED? I need to read about event handlers and table data structures. I guess it is called SSE (Simulator Scripting Engine).

 

Also one more question is, I use auto-completion with Eclipse LDT software. How to press . and see all possible DCS functions and data structures?

 

It is so hard to debug while the DCS is not running since units and variables can only be accessed in runtime. But what is the best way to setup and get ready for basic scripting?

 

I am not a campaign maker, all I wish to do is to create a multiplayer live scoring system. Let's say you kill SA-10 track radar, that is different than killing a T-90, and that is different score than killing a HEMMT.

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  • 2 weeks later...
Posted (edited)
On 5/3/2021 at 2:46 PM, kotor633 said:

This doesn't really help. There is very little documentation around the callbacks and I'm currently struggling to get onMissionLoadBegin to fire when the mission begins, as the name suggests it should execute. Does this callback even exist?

 

What on earth are

  • onPlayerStart
  • onPlayerStop

 

What's the difference between onPlayerChangeSlot and onPlayerTryChangeSlot?

Edited by ColinM9991
Posted

Partly haven't documented the gameGUI environment fully because there is decent documentation for it in your install/API folder in the DCS_ControlAPI.html file. Also just need to dedicate the time to it and probably explain the differences between it and the simulator scripting engine. 

 

However the difference between onPlayerChangeSlot and onPlayerTryChangeSlot is that the try callback occurs when the user clicks the slot. This gives you an opportunity to deny the request and thus prevent the user from joining that specific slot. Its useful for slot block. It is also the same mechanism used by multicrew aircraft where the pilot has a choice to deny a user access. The onPlayerChangeSlot just contains the playerId and lets you know that they successfully changed slots. 

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