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Slmod- multiplayer server mod for new mission logic functionality


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Slmod for DCS 1.5/2.0 here https://forums.eagle.ru/showthread.php?t=155563

 

 

Slmod Version 7.0, multiplayer server mod for DCS World

 

I'm a little sick of writing, so I'll just paste in the intro from the Slmod Version 7.0 manual.

Server Lua Mod, "Slmod", is a multiplayer server mod created by "Speed". Despite the uninspired name, it provides a significant set of enhancements for DCS multiplayer servers, including multiplayer server administration tools, multiplayer stats tracking, enhanced multiplayer server operation, enhanced mission scripting capabilities, and several other useful features. As it is a server mod, multiplayer clients do not need to have it installed to use it.

 

Slmod includes the SlmodStats system. It keeps persistent stats on multiplayer clients who join the server, tracking their kills, deaths, friendly fire incidents, flight time, etc. It can save and display player stats from their entire history on the server, or from just a single mission alone. More information can be found in the SlmodStats section of this manual.

 

Slmod also includes the Slmod Admin Menu. This menu allows registered server admins to remotely manage the server through chat-based menu system. Server admins can kick players, ban players, unban players, add players to the list of server admins, remove players from the list of server admins, restart the mission, load a different mission, pause/unpause the game, etc. More info about this feature can be found in the Slmod Admin Menu section of this manual.

 

Using the data acquired through SlmodStats, Slmod can auto-kick or auto-ban players for team hitting, team-killing, team-collision-hitting, and/or team-collision-killing. This feature is encompassed in the new SlmodAutoAdmin system, and is highly customizable. For more on this feature see the SlmodAutoAdmin section of this manual.

 

Slmod accomplishes enhanced mission scripting capabilities by adding several dozen new Lua functions to the “Mission Scripting” Lua environment. These new Lua functions provide capabilities to detect game world conditions that are undetectable with traditional triggers, allow increased client interaction with the game environment, and to output dynamic trigger text messages or chat messages. The function listing and how to use them can be found in the Slmod Scripting Functions Listing section of this manual.

 

In addition, Slmod also adds the following features:

- a help menu

- a chat logging system

-Pause or unpause the server based on whether or not clients are connected;

-A server Message of the Day (MOTD) system;

-The capability to export, in real time, alive unit information and events;

-Slmod Coordinate Conversion Utility (chat-based coordinate converter capable of converting between four different coordinate systems);

 

As it is named, Slmod is a server mod. It does not need to be installed by clients. It also will not function in single player. As tracks are replayed using the single player .exe, Slmod may also break track replay if any of the Slmod mission scripting functions were used to trigger in-game events. If your mission does not use any Slmod mission scripting functions (the vast majority won't, especially now that we have a very capable mission scripting environment already built in), then you don't need to worry about this.

 

Keep in mind that Slmod is NOT supported by Eagle Dynamics. In order to obtain many of its capabilities, Slmod must utilize some Lua functionalities not officially supported by Eagle Dynamics, or even necessarily intended for user modding in the first place. Because of this, and because Eagle Dynamics is constantly upgrading and improving the game world, Eagle Dynamics cannot be held responsible for a patch causing Slmod to no longer function correctly. That said, I will do my very best to keep Slmod functioning through future patches. Most of the code that Slmod is dependent on is not likely to undergo drastic changes in the near future, there are always such things as bugs, and sometimes relatively minor changes can have major ripple-down effects.

TLDR:

- Adds Admin Menu for server management/administration with abilities to load missions, pause/unpause the server, kick/ban players, register other admins, etc.

- Adds SlmodStats multiplayer stats system that tracks player stats

- Adds Autokick/Autoban feature

- Adds new functions to Mission Scripting (see below)

- Adds server message of the day (MOTD) system

- Adds a chat log feature

- Adds a feature keep the mission paused when no one is in it

- Adds a help menu to give all Slmod commands

- Adds a coordinate conversion utility

- And even more...

 

 

Here's a quick list of the functions Slmod adds to mission scripting:

 

 

Chat input/output functions:

slmod.chat_cmd (allow host and multiplayer clients to set flags with chat)

slmod.msg_out (output a message)

slmod.msg_out_w_unit (output a message that includes a multiplayer unit/pilot name)

slmod.CA_chatmsg (sends a chat message only to Combined Arms players)

slmod.msg_MGRS (output a message and current mean MGRS coordinates of a set of units)

slmod.msg_LL (output a message and current mean lat/lon coordinates of a set of units)

slmod.msg_leading (output a message and coordinates of leading edge of a set of units)

 

Parallel Tasking System:

slmod.add_task (add a task to the parallel tasking system)

slmod.add_red_task (add a task to the parallel tasking system, red only)

slmod.add_blue_task (add a task to the parallel tasking system, blue only)

slmod.remove_task (remove a task from the parallel tasking system)

slmod.remove_red_task (remove a task, red only)

slmod.remove_blue_task (remove a task, blue only)

slmod.show_task (manually show a task)

slmod.show_red_task (manually show a task, red only)

slmod.show_blue_task (manually show a task, blue only)

slmod.show_task_list (manually show the task list)

slmod.show_red_task_list (manually show the task list, red only)

slmod.show_blue_task_list (manually show the task list, blue only)

slmod.set_PTS_list_output (change the display mode and/or display time of the tasking list)

slmod.set_PTS_task_output (change the display mode and/or display time of the tasks)

 

Parallel Options System:

slmod.add_option (add an option to the parallel options system, both sides)

slmod.add_red_option (add an option to the parallel options system, red only)

slmod.add_blue_option (add an option to the parallel options system, blue only)

slmod.remove_option (remove an option from the parallel options system, both sides)

slmod.remove_red_option (remove an option, red only)

slmod.remove_blue_option (remove an option, blue only)

slmod.show_option_list (manually show the options list, both sides)

slmod.show_red_option_list (manually show the option list, red only)

slmod.show_blue_option_list (manually show the option list, blue only)

slmod.set_POS_output (change the display mode and/or display time of the option list)

 

Events-based functions:

slmod.mapobj_destroyed (detect destruction of specific map object(s))

slmod.mapobj_dead_in_zone (detect destruction of map objects in a zone)

slmod.units_firing (detect when units are firing weapons)

slmod.units_hitting (detect when units hit other units with weapons)

slmod.units_killed_by (detect when units kill other units)

slmod.units_crashed (detect when aircraft crash)

slmod.pilots_dead (detect when pilots die)

slmod.units_ejected (detect when pilots eject)

 

Weapons-tracking functions:

slmod.weapons_impacting_in_zones (detect when weapons impact in ME trigger zones)

slmod.weapons_impacting_in_moving_zones (detect when weapons, impact within a radius around units)

slmod.weapons_in_zones (detect when weapons fly within ME trigger zones)

slmod.weapons_in_moving_zones (detect when weapons fly within a radius around units)

 

Unit property based functions:

slmod.num_dead_gt (detect when the number of units dead in a large set of units is greater than a certain number)

slmod.units_LOS (detect line of sight between two sets of units)

slmod.units_in_zones (detect when units are within a set of zones)

slmod.units_in_moving_zones (detect when units are within a moving zone around other units)

 

Flag manipulation functions:

slmod.rand_flags_on (randomly turn on a range of flags)

slmod.rand_flag_choice (randomly select a single flag to become true)

 

 

Attached to this post is the Slmod verison 6.0 quick reference guide- it's a little out of date as more functions have been added in the meantime, but all the information it has is still accurate.

 

Here are download links:

Download Slmod Version 7.0

 

Download Slmod Version 7.0 Manual

 

The manual should be fairly comprehensive, but let me know if you find typos or something I missed.

 

Installation is pretty easy-

NOTE: INSTALL DIRECTIONS HAVE CHANGED SINCE PREVIOUS VERSION

Installation Instructions:

0) Download and extract Slmod Version 7.0.

1) You should have a "Scripts" folder located in folder you extracted. Copy this folder in your C:/Users/<Your Account>/Saved Games/DCS/ folder.

 

Note: Slmod will not need to be reinstalled after an autoupdate, as long as it exists within Saved Games/DCS, it will

reinstall itself!

 

Configuration Instructions:

1) Start DCS Multiplayer. By the time you get to the Master Server login menu, a new config.lua file will be created in C:/Users/<Your Account>/Saved Games/DCS/Slmod/. Exit multiplayer.

2) Configure the new config.lua file as desired. IT WOULD BE SMART TO EDIT THIS FILE IN Notepad++!!!

 

Uninstallation:

1) Copy the MissionScripting.lua file out of C:/Users/<Your Account>/Saved Games/DCS/Scripts/net/Slmodv7_0/Original Files/,

then paste this file over your C:/Program Files/Eagle Dynamics/DCS World/Scripts/MissionScripting.lua file....

OR JUST DO A REPAIR VIA THE DCS AUTOUPDATER.

2) Delete the "Scripts" folder located in your C:/Users/<Your Account>/Saved Games/DCS/ folder.

 

Compatibility with other mods that use Scripts/net/server.lua (such as Servman or LOtAtc):

 

1) Install Slmod as normal, except DO NOT PASTE IN THE Scripts/net/server.lua FILE INCLUDED WITH SLMOD. Instead, copy lines 185 to 206 from the Scripts/net/server.lua file included with Slmod, and paste just those lines onto the end of whatever the other mod uses in place of the default server.lua (in Servman, that would be servman_server.lua, not sure about LotAtc). That should be all it takes.

Slmodv6_0 Quick Reference Guide rev0.pdf


Edited by BIGNEWY

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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First Question: if I install this as user, and then host a mission, it works?

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

https://dsmcfordcs.wordpress.com/

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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First Question: if I install this as user, and then host a mission, it works?

 

All that matters is that the person hosting the mission have it installed- and then it only does something if the mission is designed for it in the first place. As of right now, there is only a single mission designed for it (16th Mojeaux made it, and you can download it here: http://files.digitalcombatsimulator.com/en/117466/ ) but that will be changing, as I intended to release two to three missions myself in the near future.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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One more thing I would like to add,

 

If you want to try it out but are a little worried about leaving it on all the time (you shouldn't be, but that doesn't stop folks from worrying anyway, or blaming the mod for every single crash or lock up they get- mods often get wrongly blamed due to the "guilty by association" thought process), there is a very easy and quick way to effectively uninstall the mod, without really uninstalling it. To completely disable it, just change the last line of "server.lua" in Scripts\net from:

 

dofile('./Scripts/net/slmodbeta5_2.lua')

to

--dofile('./Scripts/net/slmodbeta5_2.lua')

 

This will shut off EVERYTHING Slmod related, even the daemon.

 

This should totally not be necessary, ever, but I thought it would be a good idea to mention it for those that think the mod is causing them some kind of problem- and besides, I can't guarantee that the mod won't cause anyone any problems till it gets tested on a wider base of users!

 

I might also add that in the next version of Slmod, which I will probably NOT call a "beta", I plan to try to make it so that Slmod stays in dormant mode EVEN WHEN you are server host- unless it detects that there is a Slmod function call somewhere inside the mission file.


Edited by Speed
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Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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A somewhat humorous application demonstration of the slmod.units_firing, slmod.units_hitting, and slmod.msg_out_w_unit functions can be seen here:


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Yeah, i love Samuel L. Jackson. :joystick:

 

I also something!

 

bs2i.jpg

 

Thanks a lot for the slmod!


Edited by Scorpi

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Let me just say Scorpi, for the record, about the events and names in the video I posted, I had to take SOME name while I was enacting the team-killing scenario. Any perceived resemblance or similarities to real persons or events is purely coincidental. ;)


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Edit post #9!

 

no problem! :smilewink:


Edited by Scorpi

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  • 2 weeks later...

@Speed Could you please explain in a little bit more detail how the slmod.units_LOS function works please. Specifically, how does the altoffset1 and altoffset2 work. I have a JTAC that is at ALT 2175. There are two enemy units that he is assigned to (FAC ASSIGN GROUP), one of which is at ALT 2119 and the other at ALT 2156.

 

When using the LOS function, I keep getting a FALSE result. What values do I need to use to get the LOS to work correctly? I am assuming that my issue is with the altoffset values.

 

I have gone as far to put the JTAC and the two enemy units within about 50m of each other, in plain view, and I'm still getting LOS FALSE results.

 

Thanks in advance for your assistance.

 

Z

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@Speed Could you please explain in a little bit more detail how the slmod.units_LOS function works please. Specifically, how does the altoffset1 and altoffset2 work. I have a JTAC that is at ALT 2175. There are two enemy units that he is assigned to (FAC ASSIGN GROUP), one of which is at ALT 2119 and the other at ALT 2156.

 

When using the LOS function, I keep getting a FALSE result. What values do I need to use to get the LOS to work correctly? I am assuming that my issue is with the altoffset values.

 

I have gone as far to put the JTAC and the two enemy units within about 50m of each other, in plain view, and I'm still getting LOS FALSE results.

 

Thanks in advance for your assistance.

 

Z

 

The altoffset values are the altitude above the unit's position where you want to simulate the unit's sighting system from. For example, say you want to detect LOS between two soldiers. Well, a soldier's sighting system, his eyeballs, are about 2 meters above the spot on the earth where the soldier is standing. So you would use an altoffset of 2 meters.

 

Now think of the example of the tall SA-10 search radar, where the radar sits on top of a very tall mast. That mast is like, I donno, 15 meters tall! So you would want to use something like an altoffset of 15 for the tall SA-10 search radar.

 

If there were no altoffset variable, or it was set to zero, then LOS calculations between ground units would almost always come up false, because it would take no more than a molehill to obscure LOS.

 

Keep in mind that this operates on assumption that the altitude coordinate for a ground unit is the same as the terrain height at the position of that ground unit, but I believe this is a correct assumption.

 

Also keep in mind that the altoffset variables uniformly apply across all of their unitset, so you can't have different altoffset values for different units within a single unitset. I do intend to overload the units_LOS function to accept a table of numbers, each number a different altoffset for each unit, at some point in the future though, but for right now, you can only specify a single value.

 

 

So if you are still having trouble, upload the mission, and I will take a look at it. Also remember that Slmod ONLY works if you are a multiplayer host! Don't try it in single player. If you wanna make a single player mission with Slmod, you can, but whoever flies it will have to fly it as a LAN or password protected private server host. AI wingmen do in fact function in multiplayer.


Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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@Speed Thanks for the more detailed explaination on the altoffset. I'm totally amazed at the level of detail that you went into for just that one function. I can only imagine how much thought went in to slmod.

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Starting to mess with this beautiful work this afternoon :).

 

Thanks in advance: maybe you will get 1 or 2 (thousand) questions from me :)

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

https://dsmcfordcs.wordpress.com/

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Ok, let me say first that this mod is... (no word for it): almost double the immersion for the clients and add hundred of possibilities for designers... for my first mission I can have:

 

- IADS logic by using the LOS function instead of the "crappy" unit inside zone": make a totally new sense about terrain masking;

- Ground and Air groups control by chat flag activation;

- real time tasking with coordinates from allied units where and when it's necessary.

 

In a dynamic scenario like our force on force missions, it is an extremely powerful tools. THANKS.

 

And now... the bad questions :D :

Is it possible to command a ground unit to switch waypoints move to a specific waypoint and then go on since an hold)? this could let me retract, mass or move forward our ground units depending on the battlefield situation.

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

https://dsmcfordcs.wordpress.com/

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Another 2 questions (yes, I'm a little bit "molesto" as we say in Italy):

 

1) is there a way in Force on Force mission to make certain chat command text readable only by one coalition (related about the slmod.chat_cmd function)?

 

2) I'm testing the first FoF multiplayer mission, should be an 8 vs 8 situation. I managed to have every ground group movement controlled by text chat (:D), and now I have to test the mission... I know that time acceleretion do not work in multiplayer and SLmod do not work in single player... so... is there a workaround to one of those limitations? Or I have to simulate ground units activation whitout using SLmod to make it run in single player?


Edited by chromium

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

https://dsmcfordcs.wordpress.com/

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Is it possible to command a ground unit to switch waypoints move to a specific waypoint and then go on since an hold)? this could let me retract, mass or move forward our ground units depending on the battlefield situation.

 

I wish it were, but no Lua function I have found to date has this capability. Ground units move through their waypoints a lot differently than air units do- the way the game handles ground unit waypoints is VASTLY different than the way it handles air unit waypoints, which is why there is no switch waypoint command for ground units. I have yet to discover a way to order ground units around via Lua, and I don't have much confidence that I will ever find one. I think that this functionality is purely through hard-coded C functions, which is a real shame. If this were not so, we could make some REALLY dynamic ground battles.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Another 2 questions (yes, I'm a little bit "molesto" as we say in Italy):

 

1) is there a way in Force on Force mission to make certain chat command text readable only by one coalition (related about the slmod.chat_cmd function)?

 

2) I'm testing the first FoF multiplayer mission, should be an 8 vs 8 situation. I managed to have every ground group movement controlled by text chat (:D), and now I have to test the mission... I know that time acceleretion do not work in multiplayer and SLmod do not work in single player... so... is there a workaround to one of those limitations? Or I have to simulate ground units activation whitout using SLmod to make it run in single player?

 

1) Yes, all msg_out-based functions, and the chat_cmd function, have an optional input variable called "coa", which means "coalition". Just set it to 'red' or 'blue' and only red or blue coalitions will see it. Additionally, the tasks lists are coalition specific. If you want to add a task to the task list for red team, use the slmod.add_red_task funciton rather than slmod.add_task function. The slmod.add_task function adds a task to both coalition's task lists. The quick reference guide has several examples of coaliton-specific messages.

 

2) Yea, pretty much, you have to simulate it, unfortunately. The reason Slmod doesn't work in single player mode is due to the fact that the on_process function does not get called in single player, and there is nothing I can do about that as far as I know. For something as simple as chat commands, for single player, you can use ADD RADIO ITEM trigger action instead.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

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thanks for the answer... about the ground units, I was already thinking about suggest to createa function that allow a (units table) to move to a position by typing coordinates in a function similar to the chat_cmd.... but obviously you already thought and seems not possible.

 

Thanks anyway... maybe someone of ED could suggest something :).

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

https://dsmcfordcs.wordpress.com/

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Thanks Speed, your efforts are much appreciated. I'll start working with this as soon as possible.

 

(You must spread some Reputation around before giving it to Speed again.)

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I'm not sure if i'm being blind but where is the list / guide to the user input commands?

 

For example in your video example you use something like '-stl' in the chat menu to Show Task List.

 

So -stl is the command to do this.. where is this documented? is it editable? what other commands does the user have access to?

 

Thanks for any help.

i5-3570K @ 4.5 Ghz, Asus P8Z77-V, 8 GB DDR3, 1.5GB GTX 480 (EVGA, superclocked), SSD, 2 x 1680x1050, x-fi extreme music.



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can you explain how works flag off in slmod.chat_cmd??

 

for example: i need to set smoke on unit every time digit (smoke on)

 

slmod.chat_cmd('-unit1_1', 1101, -1102, 'blue')

 

trigger: flag in true ---> 1101 ---> smoke on unit

flag in true ---> 1102 ---> smoke off unit

 

this works only 1 time for me!!! Can you help me?

  • Like 1

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I'm not sure if i'm being blind but where is the list / guide to the user input commands?

 

For example in your video example you use something like '-stl' in the chat menu to Show Task List.

 

So -stl is the command to do this.. where is this documented? is it editable? what other commands does the user have access to?

 

Thanks for any help.

 

lol, I think you're right- I forgot to document what the commands were.:doh:

 

Even though its a little beyond the scope of a functions quick reference guide, it should have been in there, it's pretty vital information. The problem is, when you are very familiar with something and trying to explain it to someone else, it's often easy to overlook knowledge that you take for granted.

 

OK:

chat messages commands:

 

"-stl" - will show the task list (if it exists)

 

"-st1" - will show task 1 (if it exists)

 

"-st2" - will show task 2 (if it exists)

 

"-st3" - will show task 3 (if it exists)

 

and so on.

 

 

Additionally, the old commands still work to, but there is no reason to use them anymore:

 

SHOW TASK LIST - another command show the task list (if it exists), "long-hand" form of "-stl"

 

TASK 1 GET UPDATE- another command show task 1 (if it exists), "long-hand" form of "-st1"

 

TASK 2 GET UPDATE- another command show task 2 (if it exists), "long-hand" form of "-st2"

 

TASK 3 GET UPDATE- another command show task 3 (if it exists), "long-hand" form of "-st3"

 

and so on.

 

So those are the only commands, just a command to show the task list, and a command for each task that exists. That's it.


Edited by Speed

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