Cockpit Systems
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Revision as of 20:45, 17 May 2018 by Jeremy Smitherman (talk | contribs) (Created page with "Cockpit systems are configured through a system of scripts. The following scripts are required for Clickable cockpits to work: clickabledata.lua - As the name s...")
Cockpit systems are configured through a system of scripts.
The following scripts are required for Clickable cockpits to work:
clickabledata.lua - As the name says, it contains all of your clickable definitions for switches, buttons, etc in your cockpit. command_defs.lua - This defines what "button" your commands are defined as. device_init.lua - This initializes each of your devices and where the scripts for them are located devices.lua - This defines the "number" your devices is assigned so the cockpit files can reference the device mainpanel_init.lua - This defines gauges and anything else that you do not click on, and sort of ties all of the other scripts together.
The Wunderluft, and BDGAM examples also include in the main scripts directory
adi.lua - Simple ADI example device clock.lua - Simple Clock example device test_device.lua - Simple Electrical example device weapon_system.lua - Simple weapon system(contains nothing at this time) example device.
You will also typically have folders holding scripts for devices. Typically if you only need one .lua file for it they go in the "Systems" folder. HUD and RADAR's have their own folder's as well, but as long as you load the folder in mainpanel_init you can have as many folders as you want.
For the Wunderluft and BDGAM examples, you have a very simplified electric_system and weapon_system.
Back to EGDAM main page: EGDAM