Fault number List
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Hi there, I’d like to try some things with training scripts, so I ran into the [file].run in de save folder and peeked an eye on it. When you look at the .run file for the failures training (4.33), you can see that all the faults that are used are coded by a number.
For example:
WaitGameTime 300 // Hud goes banana SetFault 112
My question is quite simple. Is there a list I can find so I can use my script with my very own faults? I know the training covers a lot of fault that we will have to deal with by flying F4 but It’s not enough for me.
And sorry if the answer is somewhere on this forum, I must have failed with my keywords.
Thanks for the attention.
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+1 for this. I’m interested too and can’t find other info…
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I’m also interested in a list if it can be made available. Are these faults strictly local or would they propagate to other aircraft in an MP session?
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Never tried that but you could try adding a plane to the fault training mission and see if it work in multi.
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Ok si here’s my feedback: been running some tests tonight. The script is strictly local, there is no propagation or sync. The first one to enter the cockpit will be the first one to live the events of the script. There are some tricks though, in order to make the script start synced between planes, by using the callbacks functions. See the pdf in “other documentation” in your bms folder.
Edit : found the answer to my 1st question un another topic. The list exists but is confidential for now. See topic named “interactive training” -
thanks for the feedback…I look there…by the way, my group is testing each ID and making a list of the faults (not complete yet)…pm me if you need it…
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There are some tricks though, in order to make the script start synced between planes, by using the callbacks functions. See the pdf in “other documentation” in your bms folder.
been doing some testing myself, you said that the first to enter the pit will go through the script… i did some testing and it turns out only the host goes through the script, regardless if he’s first or last in the pit.
you mentioned something in the part i quoted that leads me to believe there are ways to synch scripts between players? how is this done? only thing i’ve tried so far is having all players have the script (and all mission files) in their campaign/save folder but that was a bust as far as multiplayer goes.
and the PDF you mentioned does not say anything in regards to this so i was wondering how you got it to work. -
The way I would do it (not tested yet, been busy) is by letting the script start and then use the stop function automatically. For the sync part, making the scripts resume when a specific callback is pressed, like the master arm on button. But if you do this, fence in has to be asked by the lead package only, or at a specific and precise given time. But like I said, not tested, maybe hard do make happen this way