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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-16-2010, 07:00 PM   #21 (permalink)
 
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

Attached to this post is the Exter-WBK modified profile that I have converted. It is NOT COMPLETED and NOT TESTED yet. And you need the Lockon Profile by Exter (Updated by WBK) to go with this if you do not already have this.

All I did so far was to convert the standard SHIFT, ALT, and CONTROL to LSHIFT, LALT, and LCONTROL all using the predef macro format. This is correct for most of the controls. And is really a good amount of the changes.

So, all it should need is for the keys that use the Right key modifier to be changed (RSHIFT, RALT, RCONTROL) to be changed over. Find those keys and just change them. Then test them all in the game.

Also, I have not totally tested this. So, IMO it is not finished and may have some things that do not work.


PS: The TouchBuddy-Export 'fix' that I posted above is also flaky and may not work. I have not had time to do much with FC2 and the times I have used it, it would work for a while in single player, and then just stop working. I have no time to look at it now, and I really don't know LUA scripting, so I would have some learn'in to do...

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Attached Files
File Type: zip LomacFC2-Exter-WBK.zip (109.0 KB, 32 views)
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Last edited by Wild.Bill.Kelso; 04-16-2010 at 07:03 PM.
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-16-2010, 09:16 PM   #22 (permalink)
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

Thanks, great work - will have a look to the new profile and do the missing changes and afterwards test it ingame!
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-18-2010, 09:14 PM   #23 (permalink)
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

Alright, gone through the profile, checked and modified all SU-25T flight & weapon commands. Haven't checked most of the view commands nice I never use em anyway. Profile works ingame - only tested with Su-25T though.
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-23-2010, 12:35 AM   #24 (permalink)
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

would the file for Black Shark work tbvp-export.lua ?
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-23-2010, 03:29 AM   #25 (permalink)
 
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

No idea. Never used it. Maybe ask the guy who did and let us know if it works?
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-23-2010, 05:18 PM   #26 (permalink)
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

Have the same issues as with the BS setup. I can see that FC2 sends data to the touchbuddy-export.dat so far everything looks ok. But then I cannot get the data from the server to the client TB. Anyone spot what I'm doing wrong? the TB buttons work well so it's no network issues.

Have added the files accordingly, added the line in the export.cfg
dofile("./Config/Export/touchbuddy-export.lua")

set the EnableExportScript = true

and changed the plugins in the touchbuddy.cfg
Looks like this on both client and server :
# Active "plugins"
#
# Active Plugin update rate
# On tabs that have active plugins (The Lomac TEWs for example), this value determines
# how often window updates happen. The value is in number on 0.1 seconds to wait between
# updates. A vaue of 10 will give you 0.1 x 10 seconds delay (or 1 second).
# WARNING: Decreasing this value increases the CPU time that TouchBuddy will use. Ideally
# anim_update (above) and active_plugin_update should be the same value, but they dont have to be.
active_plugin_update = 10

# filename of the data file exported by Lomac
# NOTE: THIS ENTRY IS JUST A DEMO ENTRY!!! Remove this and enable the entry below
#that is commented out!!!
#lomac_data_file = .\touchbuddy-export.dat

#this is the REAL location of the data file, the above line is just to demo
#the active Lomac TEWS plugin.
#lomac_data_file = C:\Spel\Eagle Dynamics\Ka-50\touchbuddy-export.dat
C:\Spel\Lock On\LockOn Flaming Cliffs 2\touchbuddy-export.dat

#
# Active Lomac TEWS
# enable this option to allow the Active TEWS display to show all the "extras" available
# If you have any moral reasons for classing this as cheating, and want the TESWS to act
# fairly close to how it does in game, just set this value to 0
active_lomac_tews_extras = 1

#where appropriate, use metric or imperial measurmeents in the active plugins
use_dimensions = metric
#use_dimensions = imperial
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-23-2010, 11:56 PM   #27 (permalink)
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

I can do just that operate buttons, but the game does not share back.,

I know that in the BackGround, BS& FC2 are the same game, so... I feel that this is a problem for both games.

I saw a guy on Youtube, who is building a sim for BS. He seems to have solved the problem, I am waiting on a reply from him.

I am working Local, I see that you are using Client/Server. Hmmm...
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-24-2010, 05:51 AM   #28 (permalink)
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

Ok, so I went through some of the code, line by line, just looking to see if all the commenting is on mark, to be sure that every --[[ meets a --]] Open/Close..

Well, I found some errors, well I think I did. SO here is the edited lines just copy and paste and run it let me know what happens, as I am not near my game and working from a MAC for the next few days.....



YOU WILL HAVE to rename it, i have it names Fixtry1_export....lua.rtf I cant rename it and upload it..
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-24-2010, 06:01 AM   #29 (permalink)
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

I also found this site, I will look it all over tomorrow at work, it is a Virtual Panel for Black Shark, so assuming as I do that it communicates .LUA in the same fashion as FC2, I hope it helps.

Virtual gauge panel for "DCS: Black Shark"
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Re: Lockon Flaming Cliffs 2.0 - Data Export LUA
Old 04-24-2010, 09:19 PM   #30 (permalink)
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Default Re: Lockon Flaming Cliffs 2.0 - Data Export LUA

Ok, so I printed out the entire script ( 23 pages for TouchBuddy-export.lua & 29 pages for BS-export.lua)
So, there does seem to be a number of line by line differences between the 2. SO I am going to try and create a 3rd version.
One that complements both.
Glad it is a slow day at work.
I hope to isolate all the differences, and see WTF is taking place. My GF is already kinda upset that I am reading pages of "Garbage for a Video Game!?" but hey, she got to read all 4 Twilight books undisturbed, and I am sure there is more BS code in those 4 volumes.LOL
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