aaron886 Posted January 26, 2013 Posted January 26, 2013 I bet he did, he even posted some of his work in this topic;) I'm expecting a better first effort than that, unfortunately. There are great resources out there.
RagnarDa Posted February 11, 2013 Posted February 11, 2013 (edited) Sorry if this has been posted about before, but have anyone figured out a way to get weight on wheels? getWOW_LeftMainLandingGear(), getWOW_NoseLandingGear() and getWOW_RightMainLandingGear() always returns 0 for me. Also, has anyone figured how you are supposed to send data between the dll-flightmodel and the lua-devices? I am working on a solution using windows named pipes, but it seems like a unnecessary hack. Edited February 12, 2013 by RagnarDa DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
RagnarDa Posted February 12, 2013 Posted February 12, 2013 Sorry if this has been posted about before, but have anyone figured out a way to get weight on wheels? getWOW_LeftMainLandingGear(), getWOW_NoseLandingGear() and getWOW_RightMainLandingGear() always returns 0 for me. Also, has anyone figured how you are supposed to send data between the dll-flightmodel and the lua-devices? I am working on a solution using windows named pipes, but it seems like a unnecessary hack. BUMP! * runs and hides * DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
SkateZilla Posted February 13, 2013 Posted February 13, 2013 isnt this a limitation/incomplete part of 1.2.2.? (the AFM interaction Code for 3rd party External FMs) Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
SilentEagle Posted February 13, 2013 Posted February 13, 2013 (edited) Also, has anyone figured how you are supposed to send data between the dll-flightmodel and the lua-devices? I am working on a solution using windows named pipes, but it seems like a unnecessary hack. Without access to more ED tools, the only method I know is a workaround. http://forums.eagle.ru/showpost.php?p=1610388&postcount=177 You would essentially be using unused external arguments, but I suggest numbers above 500 so as not to interfere with other external argument purposes. Also, I have recently found that using numbers over 602 crashes the game. Edited February 13, 2013 by SilentEagle 1
RagnarDa Posted February 13, 2013 Posted February 13, 2013 Thanks! Will look into your method, but in the meantime I am almost finished with my workaround. Funny how that with so many module-developers, no-one seems to know how to tell (reliably) if the aircraft is on the ground. Maybe that's one of the things keeping Beczl from releasing his jet? DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
RagnarDa Posted February 13, 2013 Posted February 13, 2013 Anyone managed to get the F-15C, A-10C or Ka-50 cockpit working for your mod? I thought it would be a good way to learn the cockpit system as it has working gauges, switches... DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
Mt5_Roie Posted February 13, 2013 Posted February 13, 2013 I've been using the A-10c cockpit with our mod so I can learn how to program switches and gauges. Waiting on our graphic guy to finish our cockpit so it was a good way to learn. Coder - Oculus Rift Guy - Court Jester
RagnarDa Posted February 14, 2013 Posted February 14, 2013 I copied the files in Flaming Cliffs/Cockpit/Resources to the same folder in my plane and added these lines in entry.lua: mount_vfs_texture_path (current_mod_path .. "/Cockpit/Resources/Model/Textures/F-15C-CPT-TEXTURES") mount_vfs_model_path (current_mod_path .. "/Cockpit/Resources/Model/Shape") mount_vfs_liveries_path (current_mod_path .. "/Liveries")I also changed this line: make_flyable('MyPlane','Cockpit_F-15C',FM,nil)But there are no cockpit displaying. What did I miss? DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
SkateZilla Posted February 14, 2013 Posted February 14, 2013 no idea, I know when I delete our cockpit folder, The game now defaults to the SU-27 Pit, when it used to default to the SU-25. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
joey45 Posted February 14, 2013 Posted February 14, 2013 It defaulted to the 17 pit for me originally..... The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
Silver_Dragon Posted February 14, 2013 Posted February 14, 2013 (edited) Ok, I start to "code" the Pr_183.... I follow the first post in the first page: I only mod a little entry and plugin files: entry declare_plugin("Pr_183 by Silver_Dragon", { installed = true, -- if false that will be place holder , or advertising dirName = current_mod_path, version = "1.2.2 Beta", state = "installed", info = _("The Proyect 183 was a soviet Torpedo Boat used by the URRS and allieds"), Skins = { { name = "Pr_183", dir = "Theme" }, }, Missions = { { name = _("Pr_183"), dir = "Missions", CLSID = "{CLSID5456456346CLSID}", }, }, LogBook = { { name = _("Pr_183"), type = "Pr_183", }, }, InputProfiles = { ["Pr_183"] = current_mod_path .. '/Input', }, }) --------------------------------------------------------------------------------------- dofile(current_mod_path..'/Pr_183') --------------------------- --------------------------------------------------------------------------------------- plugin_done()-- finish declaration , clear temporal data I change add_arcraft by this on the addon declaration. }, } add_surface_unit(Pr_183) and work, show plugin installed into DCS:W, but the problem show when I put 'make_flyable' on entry file..... make_flyable('Pr_183',current_mod_path..'/Cockpit/Scripts') I have´t a cockpit modeled. The log show them: UNKNOWN main: GUI Error: [string "./mods/tech/Pr_183/entry.lua"]:80: attempt to call global 'make_flyable' (a nil value) Edited February 15, 2013 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
NRG-Vampire Posted February 14, 2013 Posted February 14, 2013 I have´t a cockpit modeled. The log show them: }, } add_surface_unit(Pr_183) UNKNOWN main: GUI Error: [string "./mods/tech/Pr_183/entry.lua"]:80: attempt to call global 'make_flyable' (a nil value) i am confused is it an aircraft now ? or a ground vehicle ?:dunno:
RagnarDa Posted February 15, 2013 Posted February 15, 2013 i am confused is it an aircraft now ? or a ground vehicle ?:dunno: Does it matter? DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
Silver_Dragon Posted February 15, 2013 Posted February 15, 2013 negative, a ship........ is "flyable" has aplicable to aircrafts, helos, vehicles and ship, that can be work. If "flyable" has only helos and aircraft, the intent has in vain. For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
ED Team NineLine Posted February 15, 2013 ED Team Posted February 15, 2013 So does anyone have a good/successful example of file structure and entry.lua file for adding a ground unit? If its in this thread I am missing it :huh: Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
SkateZilla Posted February 15, 2013 Posted February 15, 2013 i dont have combined arms so i have no way of study those scripts. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Haddock Posted February 24, 2013 Posted February 24, 2013 So new YES/NO question:D Does somebody succeeded in adding a ground or naval unit with its own "cockpit"? aaron886?
aaron886 Posted February 24, 2013 Posted February 24, 2013 Not with a cockpit, no. I don't own combined arms.
Haddock Posted February 24, 2013 Posted February 24, 2013 Neither do I:smilewink: Thanks for the answer:smartass:
RagnarDa Posted February 24, 2013 Posted February 24, 2013 I have combined arms and I could try it if someone tell me how I should do. DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
jib Posted March 3, 2013 Posted March 3, 2013 (edited) So does anyone have a good/successful example of file structure and entry.lua file for adding a ground unit? If its in this thread I am missing it :huh: I have added: DHSK ground unit model with the mods folder. But I deleted my DCS World folder without backing it up so will have to learn how to do it again. :mad: You probably want to search This part of the forum not in this thread This Thread helped me when I was stuck on adding ground units. and someone posted a tank mod example but I can't find it anymore and the Wunderluft Sample is the best start for any new modeler. It is a real shame there arn't any good tutorials on making new stuff for DCS. Edit I found my file: Now this doesn't give a working ground vehicle but it is a step in the right direction, i think it doesnt work because of "set_recursive_metatable(GT, GT_t.generic_stationary)" but I don't know what else there is possible to put in there. and if i comment back in "make_flyable('DSHK')" DCS doesn't load at all. Entry.lua declare_plugin("DSHK by Jib", { installed = true, -- if false that will be place holder , or advertising dirName = current_mod_path, version = "1", state = "installed", info = _("Test of Adding New Ground Units to DCS"), binaries = { "GroundCockpitBase", "CombinedArms.dll", }, LogBook = { { name = _("DSHK"), type = "DSHK", }, }, InputProfiles = { ["DSHK"] = current_mod_path .. '/Input', }, }) dofile(current_mod_path..'/DSHK.lua') --make_flyable('DSHK') --if I comment this back in DCS doesn't load at all. plugin_done()-- finish declaration , clear temporal data ) DHSK.lua -- Jibs DSHK 12.7 mm Machine Gun mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_texture_path (current_mod_path.."/Textures") GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1 GT.visual.shape = "DSHK.EDM" GT.visual.shape_dstr = "" --Burning after hit GT.visual.fire_size = 0 --relative burning size GT.visual.fire_pos = {0,0,0}; GT.visual.fire_time = 0 --burning time (seconds) GT.time_agony = 180; -- weapon systems GT.WS = {}; GT.WS.maxTargetDetectionRange = 5000; local ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].center = 'CENTER_TOWER'; GT.WS[ws].angles = { {math.rad(180), math.rad(-180), math.rad(-4), math.rad(17)} }; GT.WS[ws].drawArgument1 = 0; GT.WS[ws].drawArgument2 = 1; GT.WS[ws].omegaY = math.rad(17); GT.WS[ws].omegaZ = math.rad(10); GT.WS[ws].pidY = {p=10, i=0.07, d=5, inn = 1.5}; GT.WS[ws].pidZ = {p=10, i=0.02, d=4, inn = 1.8}; --GT.WS[1].LN[1] __LN = add_launcher(GT.WS[ws], GT_t.LN_t.machinegun_7_62);--coaxial __LN.PL[1].ammo_capacity = 2000; __LN.BR[1].connector_name = 'POINT_MGUN_01'; __LN.fireAnimationArgument = 45; __LN.customViewPoint = { "genericAAA", {-0.26, 0.1, 0.1 }, }; --GT.WS[1].LN[2] __LN = add_launcher(GT.WS[ws], GT_t.LN_t.tank_gun_105mm); -- temporary, to fix, must be 100mm D-10T2C cannon __LN.PL[1].ammo_capacity = 20; __LN.BR[1].connector_name = 'POINT_GUN'; __LN.customViewPoint = { "genericTankred", {-4.0, 0.3, 0 }, }; --GT.WS[1].LN[3] __LN = add_launcher(GT.WS[ws], __LN); -- HE rounds __LN.type = 6; __LN.distanceMin = 300; __LN.distanceMax = 8000; __LN.PL[1].ammo_capacity = 14; __LN.PL[1].shell_name = {"UOF_412_100HE"}; __LN.customViewPoint = { "genericTankred", {-4.0, 0.3, 0 }, }; ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].base = 1; GT.WS[ws].center = 'CENTER_MGUN'; GT.WS[ws].angles = { {math.rad(180), math.rad(86), math.rad(-8), math.rad(40)}, {math.rad(86), math.rad(59), math.rad(20), math.rad(40)}, {math.rad(59), math.rad(-180), math.rad(-8), math.rad(40)}, }; GT.WS[ws].drawArgument1 = 25; GT.WS[ws].drawArgument2 = 26; GT.WS[ws].omegaY = math.rad(40); GT.WS[ws].omegaZ = math.rad(30); GT.WS[ws].pidY = {p=10,i=0.02,d=4, inn = 1.5}; GT.WS[ws].pidZ = {p=10,i=0.02,d=4, inn = 1.5}; GT.WS[ws].reference_angle_Y = math.pi; __LN = add_launcher(GT.WS[ws], GT_t.LN_t.machinegun_12_7_utes); __LN.type = 10; -- AA Machinegun __LN.BR[1].connector_name = 'POINT_MGUN'; __LN.fireAnimationArgument = 44; __LN.customViewPoint = { "genericAAA", {-2.0, 0.2, 0 }, }; __LN = nil; --Name Stuff GT.Name = "DSHK" GT.DisplayName = _("DSHK") GT.Rate = 1 GT.Sensors = { OPTIC = {"TKN-3B day", "TKN-3B night", "TSH-2-22 day","TPN1 night"} }; GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000076"; GT.attribute = { wsType_Ground,wsType_Tank,wsType_Gun,wsType_GenericTank, "Tanks", "Old Tanks" }; GT.category = "Armor"; add_surface_unit(GT) I have attached the zip put it in /mods/tech You will need to copy over your own Combined arms dll.s from your install. Edited March 3, 2013 by jib 1 Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated! Processor: Intel Q6600 @ 3.00GHz GPU: GeForce MSI RTX 2060 6GB RAM: Crucial 8GB DDR2 HDD: 1TBGB Crucial SSD OS: Windows 10, 64-bit Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey
jib Posted March 4, 2013 Posted March 4, 2013 (edited) I am excited because I have managed (by some fluke) to make my DHSK "drivable" with combined arms. it is no where near finished and fires at a right angle to the barrel, but it is a great step in the right direction for me. I have posted the .lua's the .edm and the .max in a zip Edit Uploaded Newer VersionHere. Just copy it to you Mods\tech folder and it will show up as DHSK under armor in the mission editor. I have no time to work on it tonight but will try and polish it up tomorrow. Edited March 5, 2013 by jib Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated! Processor: Intel Q6600 @ 3.00GHz GPU: GeForce MSI RTX 2060 6GB RAM: Crucial 8GB DDR2 HDD: 1TBGB Crucial SSD OS: Windows 10, 64-bit Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey
Silver_Dragon Posted March 4, 2013 Posted March 4, 2013 great.... For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
ED Team NineLine Posted March 5, 2013 ED Team Posted March 5, 2013 I am excited because I have managed (by some fluke) to make my DHSK "drivable" with combined arms. it is no where near finished and fires at a right angle to the barrel, but it is a great step in the right direction for me. I have posted the .lua's the .edm and the .max in a zip Here Just copy it to you Mods\tech folder and it will show up as DHSK under armor in the mission editor. I have no time to work on it tonight but will try and polish it up tomorrow. Very cool, will check it all out when I get a chance... Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
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