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DCS Mods structure : How to create your plugin from scratch


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ok I know I'm overlooking it here, but Where's the mech timing line for the Landing gear / AI Draws?

 

 

I have MechTiming for the CanopySet using:

			mech_timing = 	{{0.0, 1 / 6.5}, -- CANOPY_OPEN_TIMES
						{0.0, 1 / 6.700}, -- CANOPY_CLOSE_TIMES
						},

 

But I need to set timings for other animations...

ie

mech_timing[LandingGearDeploy]= 

 

 

the DefaultLUA Lists:

-- Default timing data for mechanical parts animation.

 

-- Entries with non-default indexes are deprecated,

-- please add any custom mech data into 'mech_timing' section of the aircraft db entry.

 

DefMechTimeIdx = 0

 

--------------------------------------------------------

-- The format:

-- the each end-table consists of pairs of values - animation stage and

-- animation speed (units - arg values, [0..1] as a rule)

 

mech_timing = {}

mech_timing[DefMechTimeIdx] = {{0.0, 1 / 9}, -- CANOPY_OPEN_TIMES

{0.0, 1 / 6} -- CANOPY_CLOSE_TIMES

}

 

 

I also need to define some custom animation parameters for the AI (ie Speedbrake/Gear etc).

Is there a way to do that?


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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If can be of any help, function from:

local sensor_data = get_base_data()

getAngleOfAttack
getAngleOfSlide
getBarometricAltitude
getCanopyPos
getCanopyState
getEngineLeftFuelConsumption
getEngineLeftRPM
getEngineLeftTemperatureBeforeTurbine
getEngineRightFuelConsumption
getEngineRightRPM
getEngineRightTemperatureBeforeTurbine
getFlapsPos
getFlapsRetracted
getHeading
getHelicopterCollective
getHelicopterCorrection
getHorizontalAcceleration
getIndicatedAirSpeed
getLandingGearHandlePos
getLateralAcceleration
getLeftMainLandingGearDown
getLeftMainLandingGearUp
getMachNumber
getMagneticHeading
getNoseLandingGearDown
getNoseLandingGearUp
getPitch
getRadarAltitude
getRateOfPitch
getRateOfRoll
getRateOfYaw
getRightMainLandingGearDown
getRightMainLandingGearUp
getRoll
getRudderPosition
getSpeedBrakePos
getStickPitchPosition
getStickRollPosition
getThrottleLeftPosition
getThrottleRightPosition
getTotalFuelWeight
getTrueAirSpeed
getVerticalAcceleration
getVerticalVelocity
getWOW_LeftMainLandingGear
getWOW_NoseLandingGear
getWOW_RightMainLandingGear

 

 

Has This been expanded since 2012? there are Parameters I'd like to load, but arent on that list

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

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  • 1 month later...
when defining a system and animations.

 

is "get_cockpit_draw_argument_value"

 

A valid string?

 

I'd be nice to set some external animations based off a Cockpit Argument Value.

 

 

get_cockpit_draw_argument_value works fine for me (at least inside an avLuaDevice instance), I use it to do exactly what you describe above (update another draw argument based on the position of a cockpit draw argument).

 

AFAICT, these are all valid functions:

get_aircraft_draw_argument_value
set_aircraft_draw_argument_value
get_cockpit_draw_argument_value

Note that there is no set_cockpit_draw_argument_value, AFAIK you can only set them indirectly via parameter gauges.

____________

Heatblur Simulations

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Has This been expanded since 2012? there are Parameters I'd like to load, but arent on that list

 

Just duplicating what I said on discord on 2016-11-23:

If I dump the functions from get_base_data in DCS, I get the following:

getAngleOfAttack
getAngleOfSlide
getBarometricAltitude
getCanopyPos
getCanopyState
getEngineLeftFuelConsumption
getEngineLeftRPM
getEngineLeftTemperatureBeforeTurbine
getEngineRightFuelConsumption
getEngineRightRPM
getEngineRightTemperatureBeforeTurbine
getFlapsPos
getFlapsRetracted
getHeading
getHelicopterCollective
getHelicopterCorrection
getHorizontalAcceleration
getIndicatedAirSpeed
getLandingGearHandlePos
getLateralAcceleration
getLeftMainLandingGearDown
getLeftMainLandingGearUp
getMachNumber
getMagneticHeading
getNoseLandingGearDown
getNoseLandingGearUp
getPitch
getRadarAltitude
getRateOfPitch
getRateOfRoll
getRateOfYaw
getRightMainLandingGearDown
getRightMainLandingGearUp
getRoll
getRudderPosition
getSelfAirspeed
getSelfCoordinates
getSelfVelocity
getSpeedBrakePos
getStickPitchPosition
getStickRollPosition
getThrottleLeftPosition
getThrottleRightPosition
getTotalFuelWeight
getTrueAirSpeed
getVerticalAcceleration
getVerticalVelocity
getWOW_LeftMainLandingGear
getWOW_NoseLandingGear
getWOW_RightMainLandingGear

 

I think the only new ones compared to the list you gave are:

getSelfAirspeed
getSelfCoordinates
getSelfVelocity

____________

Heatblur Simulations

[sIGPIC][/sIGPIC]

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this is the same package of Wunderluft that i posted before , but now 3d models included

: L-39 for external shape , and P-51D cockpit as cockpit shape , without textures as it will be to big for sample

 

 

http://files.mail.ru/1U99DD

 

 

may be it s too late, but can i have a working link for this example ?

With respect

_________________

Kadda

_________________

My works

TL-39 (NewGen) project (Ру)/(EN)

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hi All

is it possible to add sounds in cockpit depending on values ?

for example , i have a good sound telling me "too fast" .

is it possible to activate this sound i create , when i reach a speed value ?

how to do it ? in specific lua file ?

 

 

 


Edited by Cougar133

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Ryzen 7950X / Z670E -  32Gb DDR5 6000CAS36 - 4070TI - ReverbG2 - Hotas Cougar FSSBR1

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On 6/11/2021 at 8:57 PM, fang16 said:

How prevalent is this guide now? In relation to DCS 2.7 now that it is out? Is there a newer guide available?

Asking me exactly the same questions. The fact that >4 months after there's no answer here, makes me doubt, the thread seems to be dead...
@fang16, if you listen: can you point me to some useful and up-to-date sources wrt EDM and texturing?

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On 8/21/2021 at 4:04 PM, Scifer said:

Is it possible to make a mod to insert beacons on maps?

How do you do that?

Check the existing mods for how to do that. 

14 minutes ago, J-1775 said:

Asking me exactly the same questions. The fact that >4 months after there's no answer here, makes me doubt, the thread seems to be dead...
@fang16, if you listen: can you point me to some useful and up-to-date sources wrt EDM and texturing?

It should be for the most part still be applicable. More up to date sources are around too though most are scattered around and not always complete. 

 

And what up to date sources do you want for EDM and texturing? The beginners guide covers most of that and is still to some extend viable. 


Edited by razo+r
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  • 3 months later...

Hi. I'm trying to put weapons and make them work on the latest UH60L mod, since the maker announced that weapons won't happen with this mod. I've come as far as mounting the guns on the pylons and seems that i declared them(i guess), but i can't get them to shoot. The mod did not have a weapons folder, only fuel tanks declared in the main object lua file. I also set the controls for master, gun fire and weapon release in options, but they dont do anything. 

I'm guessing the mod has no idea about working weapons. It does not have a cockpit weapons panel. Can someone help me make them work? 

Screen_220222_205223.png

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I'm making a massive mod, so I might start bombarding this topic with questions. Almost finished but needs a few icings on the cake so to speak.

First one is simple: I have a custom plane mod that I'm insanely proud of, but there is one thing that ruins it. Ejection seat! I can only find numbered references to different seats, but no reference to simply disabling it. Should I just name it "0" in "ejection_seat_name" in the lua, or do I need to make a new line where I state "has_ejection_seat = false" or something?

Later on, I'm gonna start asking about animations and sdef's.

I'll be eternally grateful for any help at all, since this mod project has turned my day to day life and routines into a mess. Been sleeping less than between 10-20 hours a week for the past two months since I started this project.

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As propably every mod creator I can make up a very good picture of your situation, JahnR. However, as others have already noted this thread currently seems quite dead. Apart from my recent question I see more open and unanswered questions.
Hope the best for you. If you find a better thread for newbie mod creators, please come back and 'spread the word' here.

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