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Wabacku

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Everything posted by Wabacku

  1. Again I know I seem rude, so I hope you allow this discussion to stay despite what I say. We have requested things we need as modders in the past to no avail... He told you what he wants, to stop locking lua files... This is a proper discussion in my book, albeit not as nice as you would like. But lets face it, we have been asking for things for a decade now.
  2. This simply isn't true c0ff... The only API given is the EFM, which lacks many many functions to produce a meaningful module, and almost no documentation. Other sims offer plenty of open APIs or at least a realistic way to obtain them, and they have much more use than what everyday modders get. The way DCS is now, it is not a realistic means of creating anything meaningful to obtain third party status. Look at the MB339 for instance. Great mod, better than some modules frankly, that was denied.
  3. I don't want to sound rude but let me voice my opinion. ED may say this; however, their actions do not support it at all. Frankly, the community is beginning to get really tired of it, and most talented people have their eyes set on new development prospects, something a little more open and seemingly honest (wont mention what, but im sure everyone can guess). The writing has been on the wall for years. I realize most of this thread applies to editing coremods aircraft. I am not sure what made ED go this way with protecting those assets (seems very strict and directly against modding), but you cannot even create custom payload objects, or fix existing problems through mods that are low on EDs priority list even if they don't change the aircraft itself. But this goes way beyond coremods as many of you have said. ED has never provided documentation to modders. There is very little on the ED wiki from a decade ago. This has lead the modding community to figure out (through trial and error) how to use ED functions/tools/structures etc and even very smart workarounds to achieve basic objectives in mods. Consistently, ED has even gone back to purposely break those workarounds and limit those functions/tools/structures and not include those changes in the changelog so that modders are clueless. This is just inexcusable. Now, I don't support changing game files, but rather creating completely custom mods. Sure, they should be able to keep all the third party things they want private... But, going out of their way to not provide any documentation and not give very basic information to even moderately complex tools and hints to the modding community is mischievous. There is a lot of talent that ED is simply choosing to not support, what a shame. Many great things could come from being open and better supporting talented modders, and even making third part status more realistic to obtain, or just opening it completely... Even talking to some third party developers its becoming hard to stay profitable enough to continue meaningful development, part of the reason being the lack of help, documentation, and access to create core game assets. And the other reason most of us can guess...
  4. Why can't ED just work with the modding community rather than continually put so much effort into locking ED assets and making it harder for the community to make mods? This effort should be into producing and finishing your guys modules. Why do you guys see the modding community as a evil that needs to constantly be roadblocked and given absolute no information. There is a lot of talent that ED doesn't want people to be able to harness and its a little mischievous at this point. Be honest with the modding community, we are tired of the lies... A lot of us are smarter than you might think ED... I appreciate your trying to submit this problem to ED, but this doesn't seem to be the same attitude ED has towards the modding community. Thanks anyways.
  5. Thanks Jaz! I tested out both theories and yours fared me the best. Happy VRing!
  6. Ahh, okay. I guess your playSoundOnce function doesnt work anymore... I re wrote it and it sort of worked, but I couldn't get it to update the state to stopped. So, the sound would only play once when I flipped the switch the first time and never again. Anyway, your play once function gives the same results as play_once(). So it is just updating the sound to play again at the update rate. I just dont know how to edit your function to make it work. I made it play once by initiating and running a counter - as it == a certain time it played. I guess it wasnt a real counter since it updated only at the function call, but it looked like: i = 0 func() i = i +1 if i == 1 then play Dont think you can reset the counter though... So it only plays each sound once and that sound can never play again... EDIT: Im trying to play sounds from the update part. EDIT #2: Got it working - still would be nice to play through the update()
  7. If I use play_once() in the If statement I want it to play it doesn't work. But if I use it in the else part of the If statement I want it works and plays when I want? play_continue() works where I want in the if statement... So confused :(
  8. Thank you. My other question is queuing my engine crank with the icommand engine start commands. I have my electrical system fully coded but how do I prevent starting if my jet isnt prepared for starting? Would just doing a simple if statement work? "if (jet isnt ready) then if pilot icommandStart then (dispatch(icommandStop))"?
  9. Can anyone provide code to dispatch sound in a cockpit device (lua)? With an explanation? I have no idea how to do this
  10. Im looking for help on how to Draw Panel lines for my model. I am experienced in Photoshop; however, panel lines have never been something I have needed to do. I've been getting some pretty bad results too. What do you guy recommend?
  11. I'm having a problem when I have a custom cockpit I loose all animations... I dont know if im coding something wrong. But I have found this post and dont really know if it could help me. http://forums.eagle.ru/showpost.php?p=1605828&postcount=1 Where does that code go? Is it for an SFM aircraft?
  12. Where does this code go local value = get_aircraft_draw_argument_value(arg_number) set_aircraft_draw_argument_value(arg_number,value) I have an SFM aircraft with a custom HUD. All animations stopped working. I dont know what to do.
  13. Need some guidance on fading animations... I know this was mentioned earlier in the thread. I've looked at the sample that ED gave in the help folder of max. They seem to add an linear float to the 'Diffuse Color Amount' under the material in the curve editor? When I try to animate my own object, I attempt to add a linear float controller to the diffuse color amount by right click, assign controller... After selecting the controller, nothing happens and it just returns to the curve editor... I've tried adding a parameter, which allows me to assign a controller, sorta, however, I can only add one key. Maybe i'm just doing this all wrong, I really have know idea.
  14. The schedule has been out. https://docs.google.com/spreadsheets/d/1w3KuqbAEI1OXjnTwNdtY-ClSNceyFa6GYxiBhMEVH_w/edit#gid=0
  15. Speaking somewhere in this topic, can anyone tell me how to animate opacity that can range from 0% to 100% I tryed arg based float, but it doent work in DCS vis args only give 0 opacity or 100 opacity. I just need to make an animation for lights to fade on
  16. Im having that problem for custom symobology to... Im assuming for a texture you would use the same technique as a custom font. For example create the texture and in the txt file for that tga use a hex code for your symbol. The values from left to right should be your starting pixel on your x axis, the next is your y axis start, the next would be the width in pixels of the symbol, and the last would be the height in pixels. You can see ED's example in the font folder. What method do you use for custom symbols? Anyway I tryed that and it would display the letter of my hex code rather than the actual texture it was using even though I changed the material line. I will look into it more, actually I think I have an idea. Ill let you know. Could you provide some insight into making things move on the HUD? For instance a pitch ladder or heading tick marks and such. As far as im seeing you define a variable in the definitions.lua and use it as init.pos in the indication page. Is this correct, im confused because it is not working for me.
  17. Does anyone know why when I add make_flyable("XXX",current_mod_path..'/Cockpit/Scripts') My cockpit goes away and my external animations start to work. When I dont have it I see my cockpit, and HUD, but my external animations do not work.
  18. I cant seem to export bones in EDM. I have my bounding box set TYPE = "bounding_box"; I get this error Error: Only 4 bones could affect vertex, now 255 Node: Default. File: .build\x86_64\vc100.release\Utils\NGModel_MaxPlugi ns\2012\Exporter\Export.cpp:695. Can someone point me in the right direction?
  19. Gauges and cockpit systems have to be scripted using, device_init, device_init, mainpanel_init, and your custom script that tells the device how to run the animation. Clickable data is done in the clickabledata obviously. This is how it is used in SFM planes, not sure about EFM... would like to know.
  20. I actually have been working on a little mod/experiment that uses scenery objects. The objects are models of ground crew that will marshal different animations based on sensors. I suck at coding though... would love to find someone who is experienced to help.
  21. A light. How do you animate a light to fade on or off. Like in the p51 for instance, the green light fades on. Would you do it with a visibility track, like you would do with normal lights? The only way I know how to animate opacity is a visibility track, but that only lets you have 0% or 100% and nothing in between.
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