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[FIXED] No new GUI menu in latest patch


MbR2XgD

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16 minutes ago, J20Stronk said:

It looks like it doesn't work in missions made before the patch.

Can confirm, made a new mission, and it shows up. I'll compare the mission files and get back to you with any differences.

 

EDIT: Not seeing any differences in the mission file so far.


Edited by Dzsekeb
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18 minutes ago, Dr_Pavelheer said:

The only way to start the aircraft in MP I found is using the autostart, which is suboptimal but works I guess.

Per @J20Stronk suggestion I opened an old mission in ME, menu indeed didn't appear

 

7 minutes ago, Mavkruger said:

for me it don't work in MP, dont work in campaign but it's ok with editor or instant action.

Can you try to re-save the miz again in ME, and try?

if MP, can you host one locally and see?

Thanks! And sorry for the inconvenience.


Edited by uboats

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Just now, Dr_Pavelheer said:

@uboats Opened, resaved and opened a new version of a .miz file without making any changes, menu still isn't working.

what about creating a new miz? 😞

 

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@uboats This is gonna sound stupid, but, I can reliably trigger the issue by having wind set to anything but 0.

As long as there's wind in the mission the panel does not show up.

 

EDIT: Correction, its only wind at 33ft that affects it.


Edited by Dzsekeb
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6 minutes ago, Dr_Pavelheer said:

@Ikaros Are you sure airfield you spawned on is friendly, not neutral?

Yes.

8 minutes ago, Dzsekeb said:

@uboats This is gonna sound stupid, but, I can reliably trigger the issue by having wind set to anything but 0.

As long as there's wind in the mission the panel does not show up.

 

EDIT: Correction, its only wind at 33ft that affects it.

 

Yup, just got it to work by setting wind to 0.

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I did some debugging and the problem appears to be that avINT:avDev_on_ground() reports false even though you are on the ground. This appears to be depending on the wind and other factors.

A quick workaround is to comment out the check like so:

updateDiag.perform = function(self, parameters)
    local avINT = data.base.GetDevice(dev_radio_int_id)
    if avINT then
--        print("is on ground: "..tostring(avINT:avDev_on_ground()))
--        if avINT:avDev_on_ground() then
            if not window_ then
                updateDiag.create()
            end
            updateDiag.updateDisplay()
            updateDiag.show(true)
--        else
--            updateDiag.show(false)
--        end
    else
        updateDiag.show(false)
    end
end

This fixed it for me. No idea what the side effects would be though, since that code looks weird. Why do they only CREATE the dialog if you are on the ground, but always attempt to show it? This is just asking for trouble.

EDIT: This only fixes the dialog. However since the same check is used elsewhere for other things, you're stuck with the dialog functionality not working.


Edited by Toumal
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Had the same issue, confirming it seems to be the wind at 33 ft.

Fresh patch, mission created before and after patch, didn't work with wind at 33 ft.

Deleted the dlg file in comm folder, ran a repair, mission created before and after patch, didn't work with wind at 33 ft.

Edited the mission to make the wind at 33 ft zero, worked perfectly. Starting at Sharjah, which is 103 ft ASL.


Edited by KathoriasTV
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Just now, Dr_Pavelheer said:

Just out of curiosity I set wind at 6600 ft to 2 and everything else to 0, when spawning at Khasab (near sea level) menu worked but when spawning at Shiraz (5000 ft ASL) it didn't, it seems it indeed is tied to wind at the ground level where aircraft currently is

Yep. You can uncomment the print() line in comms.lua and it will show that avDev_on_ground() returns true in those cases. I checked where that function is defined but it's within their DLL it seems.

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