Jediteo Posted March 3, 2014 Posted March 3, 2014 I have made a texture to use for the HUD, just a few lines to serve as a guide. Do I replace the grid or use the texture box entries? The texture itself is just lines on a transparent background. [sIGPIC][/sIGPIC]
SVKSniper Posted March 3, 2014 Posted March 3, 2014 You can define whether it texure is reproduced as circle..... Support my work
SVKSniper Posted March 3, 2014 Posted March 3, 2014 Today i create short video for all... is my old project and i add for HUD 4 page: Base,NAV,A/A and A/G mode....;) Support my work
SkateZilla Posted March 3, 2014 Posted March 3, 2014 Thanks Sniper, I'm not sure what I need to do to get functional pages at this moment, Since the F-16 AFM Demo is in fact a Flight Model Demonstration, I'm OK with just displaying the NAV Data via Test Param. Display. 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
RagnarDa Posted March 3, 2014 Posted March 3, 2014 Today i create short video for all... is my old project and i add for HUD 4 page: Base,NAV,A/A and A/G mode....;) Nice! DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
SVKSniper Posted March 4, 2014 Posted March 4, 2014 Thnaks, I understand Skate, I wanted to show you another way to display data on the HUD (I think something similar can be used for MFD) and create pages for the various modes... Support my work
BS_Fighter Posted March 13, 2014 Posted March 13, 2014 Is there a way via the mods folder to insert a static object or fortifications with a classname. For example "className = "lObjWithLights" to allow lighting animations?
SVKSniper Posted March 13, 2014 Posted March 13, 2014 Is there a way via the mods folder to insert a static object or fortifications with a classname. For example "className = "lObjWithLights" to allow lighting animations? Yes...;) Add object in StructTable here is my code: LAMP { file = "LAMP"; desrt = "LAMP"; vis = 10; life = 500; classname = "lObjWithLights"; fire = { 60, 2}; username = "LAMP"; positioning = "BY_XZ"; index = 750; }, Next add db_precountries... cnt_unit(default_Fortifications, "LAMP"); and next add db_units_ground...fortification( "LAMP", _("LAMP"), "LAMP",100); Support my work
BS_Fighter Posted March 13, 2014 Posted March 13, 2014 This way I know. Search a possibility through the "mods" folder without edit a existing file.
SVKSniper Posted March 13, 2014 Posted March 13, 2014 Sorry Fighter my fault...now i test with folder and doesnt work correct....i see LAMP but without lights effect on the ground.... Support my work
BS_Fighter Posted March 13, 2014 Posted March 13, 2014 Same result here with all my lua experiments :(.
dwpenney Posted March 31, 2014 Posted March 31, 2014 (edited) I wonder if someone could point me in the right direction... I see all these examples about adding aircraft and such to DCS but I am looking for something both a little simpler and more complex. I think I can see how to add custom ground objects, and if I look at some of the downloadable mods for DCS I get good examples of just that. However, can someone give me a hint on how I can add a custom script to a ground object that will allow me to set up some in-game behaviour. I don't mean like how an object moves, or such, but how an object can feed into game events. Example: I can add a command building (with shape and texture) and have this show up in the mission editor. But how can I add an initialization call to that structure so that it can set up an event handler and listen for events? I see the entry.lua and how that should interface with the game but where would I put my initialization call that would easily set up the event handler? ie: Is there an init.lua file that is called when an object spawns in game? Edited March 31, 2014 by dwpenney Fridge ---------- Things which do you no good in aviation: 1) Altitude above you; 2) Runway behind you; 3) Fuel in the truck; 4) The airspeed you don't have.
RagnarDa Posted July 4, 2014 Posted July 4, 2014 Alex... can you help me find a list of element controllers? I know only of these: text_using_parameter move_up_down_using_parameter move_left_right_using_parameter rotate_using_parameter parameter_in_range I'd also love to find a list of Elements themselves... like ceTexPoly ceStringPoly etc. I would like to know this aswell. Specifically I am looking for a way to dynamically stretch textures. Help? DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
SPEKTRE76 Posted September 7, 2014 Posted September 7, 2014 Excellent thread! [sIGPIC][/sIGPIC] NEED DESIGN PROJECTS FOR YOUR CAMPAIGNS? PM ME.
929th-Ez-Ian Posted October 29, 2014 Posted October 29, 2014 By default DCS scanning two folder : Mods/aircrafts Mods/tech. as aircraft addon and ground vehicles respectively. scan is recursive , for each founded folder system tries execute entry.lua file. If it exist scanning of this folder is stopped and only entry.lua is executed , otherwise it will execute all founded lua's in folder and doing the same for subfolders. all files are executed in safe environment with restricted access to database and functions basic lua functionality available table pairs ipairs type assert print math tostring dofile -- safe enveronment version loadfile current_mod_path -- path of your plugin -- localization using gettext : _(string) -- i.e. localized_string = _("ENGLISH SENTENCE STRING") -- mounting shapes and textures libraries mount_vfs_model_path (current_mod_path..'/Shapes/MyZipOrFolder') mount_vfs_texture_path (current_mod_path..'/Textures/MyZipOrFolder') mount_vfs_liveries_path (current_mod_path..'/Liveries') plugin declaration must be started by calling declare_plugin(unique_plugin_id,info_table)as sample: declare_plugin("My Mod maded by Me", { installed = true, -- if false that will be place holder , or advertising dirName = current_mod_path, fileMenuName = _("My Mod"), -- for mission editor version = "1.1.2.0", state = "installed", info = _("Short info about me and my application"), --collection of binaries which will be asociated with my plugin binaries = { 'FM_plugin', 'Cockpit_dll_1', 'Cockpit_dll_2' }, --collection of input profiles InputProfiles = { ["PLANE NAME"] = current_mod_path .. '/Input/hardcore', ["PLANE NAME_easy"] = current_mod_path .. '/Input/easy', }, -- skin for mission editor , see sample for P-51 , A-10C etc Skins = { { name = _("My Mod"), dir = "Skins/1" }, }, --missions and campaigns Missions = { { name = _("My Mod"), dir = "Missions", CLSID = "{CLSIDCLSIID}", }, }, -- options related to my plugin Options = { { name = _("My Mod"), nameId = "My Mod", dir = "Options", CLSID = "{0394EC1E-3C24-4ed5-8F13-CD90FF9091A5}" }, }, -- logbook entry LogBook = { { name = _("My Mod"), type = "My Mod", }, }, -- precache resources preload_resources = { textures = {}, models = {"tracer_bullet_a-10", "shell_50cal", "tracer_bullet_red", "sled"}, fonts = {}, explosions = {}, }, }) -- the body of your plugin must be placed here -- declaration of plugin finished by calling plugin_done() plugin_done() adding new aircraft with cockpit bells and whistles i attached simple prototype package which will add aircraft named Wunderluft as newly object with cockpit . I will use it to explain basic available at current moment features ( features will be continiously growth i hope :) ) NOTE : At present moment you only able to create SFM based aicraft, support for third party FM binary packages is planned. Let's start each plugin can add several objects at once add_aircraft(table_with_aircraft_data_1) add_aircraft(table_with_aircraft_data_2) arcraft table should have all data needed for mission editor and simulation some notes : if you open Wunderluft.lua you will see WSTYPE_PLACEHOLDER entry , it means that database will automatically change it to first available index for aircraft . and it means that maximum available aircraft types in simulator is limited to 256 ! this will be fixed in future. SFM and engine data should match each other in terms of aircraft perfomance , for example you must be targeted to known perfomance data as maximum turn rate , climb rate but simple placing 13000 kg of thrust to Su-27 ASAP i will give you detailed instructions of each aspect , and now i will go to bed , good night for all . Very well done Alex! win10 Home, Samsung 850 EVO 500GB SSD, Gigabyte Z68MA-DAH-B3, 32GB DDR3, Intel i5 quad 3.10GHz, Geforce GTX 650 Ti, Hotas Warthog Stick and Throttle, Saitek pro flight rudder pedals, 2 MFD's, Track-IR5 and single 32" monitor
uboats Posted November 8, 2014 Posted November 8, 2014 (edited) Hi I have a question, for each module, In the Options/options.dlq, how can I add drop-down menu (like the one for gui theme or cockpit language). I can't find the template. [solved] Edited November 9, 2014 by uboats [sIGPIC][/sIGPIC] My DCS Mods, Skins, Utilities and Scripts | Windows 10 | i7-4790K | GTX 980Ti Hybrid | 32GB RAM | 3TB SSD | | TM Warthog Stick | CH Pro Throttle + Pro Pedal | TIR5 Pro | TM MFD Cougar | Gun Camera: PrtScn |
Chlebakus Posted February 12, 2015 Posted February 12, 2015 Hello, I have some work done in adding my own modelled aircraft and I would like to ask some questions about what functions are actually available in LUA without using aircraft own DLL since I am pretty new to programming. 1) Clickables - Does they work using clickabledata.lua now? I can see my connectors in ModelViewer. They all react to mouseover action, but no use in game. Cursor seems to ignore them. Maybe it is because of bad element declaration in LUA, maybe because they just won't work without DLL. Is there an examle of valid elements string i.e. for default button? (I know there are some on forums, but none of them worked for me. All pretty old.) 2) Commands - I think I understood command defs mechanics, but I found some information that commands will not react without mod DLL presence. I.e. my canopy just won't move when Lctrl+C is pressed. I have gauge created in mainpanel_init.lua. Does commands even react to inputs? 3) Getting and setting sensor data - Can I use these in AvLuaDevices? example - sensor_data.getRadarAltitude() example - dev:listen_command (again problem with triggering input-command) 4) Getting/setting aircraft args (get_aircraft_draw_argument_value(...) and the set_... one) through AvLuaDevice - Does this work without mod DLL? It should be quite easy to move something like elevator if this and getting sensor data works. 5) Will this - get_param_handle("WHATEVER") still create custom device output? Thanks for any clarification. I would just like to know, what I can manage through LUA these days and what I should not try and leave it to some future programming research. [sIGPIC][/sIGPIC]
SVKSniper Posted March 4, 2015 Posted March 4, 2015 Hi guys, I have problem how to simulate airbrake effect i try with sensor_data.getSpeedBrakePos but any good result.....who could help?? Support my work
Mammap1003 Posted March 23, 2015 Posted March 23, 2015 Hi guys, is there anyway to have the radar HUD from Su-27 and the Skhval TV on when i switch to air to ground mode?
Iberian Posted April 21, 2015 Posted April 21, 2015 Hi guys, is there anyway to have the radar HUD from Su-27 and the Skhval TV on when i switch to air to ground mode? Nope [sIGPIC][/sIGPIC]
Gaanalma Posted April 22, 2015 Posted April 22, 2015 (edited) Hello gentlemen ... I present my problem. I inserted a new plane ... I do not care that it is controllable for now. The thing that interests me is that it carries out its task. It is a tanker, but I have not found anywhere lua dedicated. below will place the code that I'm using... In red specific for tanker ... the problem is that the AI in flight, and clients do not perform refueling. -mounting 3d model paths and texture paths mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_liveries_path (current_mod_path.."/Liveries") mount_vfs_texture_path (current_mod_path.."/Textures/Avionics") mount_vfs_texture_path (current_mod_path.."/Textures/KC-767A.zip") mount_vfs_texture_path (current_mod_path.."/Textures") KC767A = { Name = 'KC-767A', DisplayName = _('KC-767A'), HumanCockpit = true, HumanCockpitPath = current_mod_path..'/Cockpit/', Picture = current_mod_path..'/Textures/KC-767A.png', Rate = 40, -- RewardPoint in Multiplayer Shape = "KC-767A", shape_table_data = { { file = 'KC-767A'; life = 18; -- lifebar vis = 3; -- visibility gain. desrt = 'KC-767A'; -- Name of destroyed object file name fire = { 300, 2}; -- Fire on the ground after destoyed: 300sec 2m username = 'KC-767A'; index = WSTYPE_PLACEHOLDER; }, { name = "KC-767A"; file = "KC-767A"; fire = { 240, 2}; }, [color=red] }, mapclasskey = "P0091000064", attribute = {wsType_Air, wsType_Airplane, wsType_Cruiser, KC_767A,"Tankers",}, Categories = {"{8A302789-A55D-4897-B647-66493FA6826F}", "Tanker",},[/color] ViewSettings = { Cockpit = { [1] = {-- player slot 1 CockpitLocalPoint = {16.2,1.0,0.000000}, CameraViewAngleLimits = {20.000000,120.000000}, CameraAngleRestriction = {true,50.000000,0.400000}, CameraAngleLimits = {80.000000,-75.000000,90.000000}, EyePoint = {0.000000,2.000000,0.000000}, limits_6DOF = {x = {-0.050000,0.450000},y ={-0.200000,0.200000},z = {-0.220000,0.220000},roll = 90.000000}, }, }, -- Cockpit Chase = { LocalPoint = {4.259000,3.819000,0.000000}, AnglesDefault = {180.000000,-8.000000}, }, -- Chase Arcade = { LocalPoint = {-12.041000,6.419000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade }, ------------------------- M_empty = 25000, M_nominal = 30000, M_max = 55000, M_fuel_max = 30000, H_max = 12200, average_fuel_consumption = 0.2, CAS_min = 42, V_opt = 236, V_take_off = 77, V_land = 70, has_afteburner = false, has_speedbrake = false, main_gear_pos = {-0.724, -2.55, 2.157}, radar_can_see_ground = false, nose_gear_pos = {6.546, -2.55, 0}, AOA_take_off = 0.15, stores_number = 0, bank_angle_max = 54, Ny_min = 0.5, Ny_max = 2.5, tand_gear_max = 0.577, V_max_sea_level = 180, V_max_h = 250, [color=red]tanker_type = 1, 2, is_tanker = true, air_refuel_receptacle_pos = {0, 0, 0}, [/color]wing_area = 283, wing_span = 47.5, thrust_sum_max = 300000, thrust_sum_ab = 300000, Vy_max = 9, length = 48.51, height = 15.85, flaps_maneuver = 0.5, Mach_max = 0.86, range = 12200, crew_size = 3, RCS = 50, Ny_max_e = 3.4, detection_range_max = 60, IR_emission_coeff = 0.5, IR_emission_coeff_ab = 0, engines_count = 2, --wing_tip_pos = {-0.295, 0.765, 17.521}, wing_tip_pos = {-11.295, 1.987, 20.8}, nose_gear_wheel_diameter = 0.72, main_gear_wheel_diameter = 1.1, engines_nozzles = { [1] = { pos = {-2.039, -1.113, 8.55}, elevation = 0, diameter = 1.523, exhaust_length_ab = 11.794, exhaust_length_ab_K = 0.76, smokiness_level = 0.05, }, -- end of [1] [2] = { pos = {-2.039, -1.113, -8.55}, elevation = 0, diameter = 1.523, exhaust_length_ab = 11.794, exhaust_length_ab_K = 0.76, smokiness_level = 0.05, }, -- end of [2] [3] = { pos = {-5.039, -0.613, -15.2}, elevation = 0, diameter = 1.523, exhaust_length_ab = 11.794, exhaust_length_ab_K = 0.76, smokiness_level = 0.05, }, -- end of [3] [4] = { pos = {-5.039, -0.613, 15.2}, elevation = 0, diameter = 1.523, exhaust_length_ab = 11.794, exhaust_length_ab_K = 0.76, smokiness_level = 0.05, }, -- end of [4] }, -- end of engines_nozzles crew_size = 2, crew_members = { [1] = { ejection_seat_name = 9, drop_canopy_name = 20, pos = {3, 0.5, 0}, canopy_pos = {3, 0.5, 0}, }, -- end of [1] [2] = { ejection_seat_name = 9, drop_canopy_name = 0, pos = {1.5, 0.75, 0}, canopy_pos = {3, 0.5, 0}, }, -- end of [2] }, -- end of crew_members fires_pos = { [1] = {-0.589, 0.7, 0}, [2] = {-0.295, 0.7, 8}, [3] = {-0.295, 0.7, -8}, [4] = {-0.295, 0.7, 4}, [5] = {-0.295, 0.7, -4}, [6] = {-0.295, 0.7, 6}, [7] = {-0.295, 0.7, -6}, [8] = {-3.887, 0.801, 1.921}, [9] = {-3.887, 0.801, -1.921}, [10] = {-6.476, 1.261, 0}, [11] = {-6.476, 1.261, 0}, }, -- end of fires_pos -- Countermeasures SingleChargeTotal = 0, CMDS_Incrementation = 0, ChaffDefault = 0, ChaffChargeSize = 0, FlareDefault = 0, FlareChargeSize = 0, CMDS_Edit = false, chaff_flare_dispenser = { [1] = { dir = {0, 1, 0}, pos = {-3.677, 1.012, -0.859}, }, -- end of [1] [2] = { dir = {0, 1, 0}, pos = {-3.677, 1.012, 0.859}, }, -- end of [2] }, -- end of chaff_flare_dispenser --sensors detection_range_max = 60, radar_can_see_ground = true, -- this should be examined (what is this exactly?) CanopyGeometry = { azimuth = {-160.0, 160.0}, -- pilot view horizontal (AI) elevation = {-50.0, 90.0} -- pilot view vertical (AI) }, -- Sensors = { -- RWR = "Abstract RWR", -- RWR type -- RADAR = "N-019", -- Radar type -- -- }, HumanRadio = { frequency = 127.5, -- Radio Freq editable = true, minFrequency = 100.000, maxFrequency = 156.000, modulation = MODULATION_AM }, [color=red]Tasks = { aircraft_task(Refueling), }, DefaultTask = aircraft_task(Refueling),[/color] Countries = {"Italy"}, } add_aircraft(KC767A) Can anyone help me? THX in advice! Edited April 23, 2015 by Gaanalma [sIGPIC][/sIGPIC] www.36stormovirtuale.net
Gaanalma Posted April 23, 2015 Posted April 23, 2015 Thx Secret.. I try to see if it works. [sIGPIC][/sIGPIC] www.36stormovirtuale.net
LeVince Posted May 9, 2015 Posted May 9, 2015 Hi everybody, :smilewink: I spent hours trying to display informations on the HUD with no success. I read again and again the HUD chapter from "Beginners Guide to DCS World Aircraft Mods Version 0.4" and the conversation between SkateZilla and SVKSniper (page 33 from this topic) to help me but I think I'm missing something. I'm not really familiar with lua, just enough to create my plane and his cockpit, add it in game, set up myplane.lua , entry.lua create new weapons but i'm stuck in the HUD part :sad_2: I didn't find any example of the test_device.lua and indication_page.lua correctly filled to compare... So if someone can take a look at my two lua files to tell me what's wrong (maybe everything :D ) or to show me how to add a parm, it would be great :thumbup: Elève Su-25 EVAC
SVKSniper Posted May 9, 2015 Posted May 9, 2015 LeVince here is one example from Alex....this post: http://forums.eagle.ru/showpost.php?p=1470816&postcount=9 ;) Chcek your log file(there you see error your lua code) in SavedGames folder..... Support my work
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