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  1. Version LazGUI_extn v 2.3

    543 downloads

    old zip version 5 will run in GE v 2017.05 -2022.027 and in Matrix Patch 2022.027 version 2.1.2.1 requires beta 2023.004+ latest version 2.3 requires GE version 2025.018 to run properly This is a modification of TonyE's lazGUI.dll. It isn't a tool for game play per se but for those interested it does expose some of the game internals. It adds for certain selected event types an automatic game pause when they are queued by the main program and showing information regarding the respective event. It provides certain information not seen in the game but useful for better understanding game operation. It includes game/scenario/database information handy to provide with reports to HarpGamer. Examples of Database information is given for units selected from group list. Included is for group selected or Unit selected the UUID. Within Start Group you have the ability to 'destroy' groups and units, should you wish to remove them from the game for testing reasons. NOTE THIS CAN CAUSE A GAME CRASH so always save the game before such action. There are various buttons DRONE, KING which alter the loaded database annexes for selected groups as a bit of a giggle and a trial of early annex manipulation. During start up the message is shown indicating if you are starting a new scenario, a follow on session of a saved game or a saved game out of sequence, ie you've not opened the saved game that you had last run. If you are running add-on AARData then a table of stores consumed by each side, both general and aircraft by home unit are shown. The size and position of the consul is retained for next game start, the information held in the file 'LAZGExtn.xml' in the HUCE folder.
  2. View File lazGUIdll_ext aka AI_window old zip version 5 will run in GE v 2017.05 -2022.027 and in Matrix Patch 2022.027 version 2.1.2.1 requires beta 2023.004+ latest version 2.2.1.33 requires GE version 2025.018 to run properly This is a modification of TonyE's lazGUI.dll. It isn't a tool for game play per se but for those interested it does expose some of the game internals. It adds for certain selected event types an automatic game pause when they are queued by the main program and showing information regarding the respective event. It provides certain information not seen in the game but useful for better understanding game operation. It includes game/scenario/database information handy to provide with reports to HarpGamer. Examples of Database information is given for units selected from group list. Included is for group selected or Unit selected the UUID. Within Start Group you have the ability to 'destroy' groups and units, should you wish to remove them from the game for testing reasons. NOTE THIS CAN CAUSE A GAME CRASH so always save the game before such action. There are various buttons DRONE, KING which alter the loaded database annexes for selected groups as a bit of a giggle and a trial of early annex manipulation. During start up the message is shown indicating if you are starting a new scenario, a follow on session of a saved game or a saved game out of sequence, ie you've not opened the saved game that you had last run. If you are running add-on AARData then a table of stores consumed by each side, both general and aircraft by home unit are shown. The size and position of the consul is retained for next game start, the information held in the file 'LAZGExtn.xml' in the HUCE folder. Submitter donaldseadog Submitted 07/19/2015 Category Tools/Mods/Docs  
  3. TonyE

    Refueling Notes

    Notes for investigating air to air refueling. Automatic refueling is instigated from CheckStaff. CheckStaff is called in a few places, the key one being CheckGroupStaff. CheckGroupStaff is Harpoon Effect #20, in ExportDLL parlance, HCEffect20. In other words, if one wants to replace the built-in auto-refueling behavior, HCEffect20 must be handled in an ExportDLL instead of in the stock GE. General Process: 1. Effect21/HCEffect21/CheckGroupFuel decides a refuel is merited and creates a AirRefuelEvent that will be processed in 30 seconds. 2. AirRefuelEvent is processed after those 30 seconds, game decides how much fuel to give to each recipient plane. Each refuel event can only involve a single tanker unit even if there are more in the group. Here it is decided how much fuel to give to each recipient. Remember that there can be multiple aircraft of the same loadout with the same type in an air unit (so a single air unit may have up to 255 aircraft). If the group is travelling at Cruise the actual refuel of the first recipient will start in 30 seconds, otherwise queue up a speed change. 3. Fuel is given to the first recipient. Delay until next recipient is 180 seconds * number of planes in the air unit. 4. Fuel is given to next recipient. Delay until next recipient is 180 seconds * number of planes in the air unit. 5. Repeat until no more recipients. 6. Tanker may RTB or stay with group More to come...
  4. In my toolbox utilising the export DLL functions I'm currently playing with reassigning targets of anti surface missiles and also capturing and repairing bases . I'm wondering if people have thoughts on these actions - or if I should just proceed for my own amusement (which is significant, it has me laughing frequently like the time I captured a ship with a whale) Don
  5. View File ExportDLL - lazHCEffects This ExportDLL allows you to disable one or more of the Harpoon Effects processing items. These are the main procedures in the game loop such as MoveUnits, Search, Submarine AI, etc. Installation: Extract the DLL to the ExportDLLs folder of your HC game, then restart the game. You can delete License.txt and lazHCEffects.txt. Edit the source. Use Lazarus win32. Created with Lazarus 1.4. Source code available from SVN, see the following with your favorite client: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/lazHCEffects/trunk/ Submitter TonyE Submitted 08/19/2013 Category Tools/Mods/Docs  
  6. Version 003

    261 downloads

    This ExportDLL allows you to disable one or more of the Harpoon Effects processing items. These are the main procedures in the game loop such as MoveUnits, Search, Submarine AI, etc. Installation: Extract the DLL to the ExportDLLs folder of your HC game, then restart the game. You can delete License.txt and lazHCEffects.txt. Edit the source. Use Lazarus win32. Created with Lazarus 1.4. Source code available from SVN, see the following with your favorite client: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/lazHCEffects/trunk/
  7. This post is intended as a STOVL rocket booster for programmers who are looking at starting out with the CodeTyphon IDE, like myself, e.g. to shorten the time you can get airborne and start to build your own ExportDLL code. ExportDLL is an API for HCE that Tony generously provided, right now he is working to enable access to the Harpoon Events which as he put it is the soul of them game and will enable the self proclaimed programmers to try their hands on modding Harpoon. The recommended programming tool is for ExportDLLs is CodeTyphon, a free Pascal based public IDE. Here I'm sharing my baby steps with it buildling an ExportDLL, that is installing CodeTyphone and then building the LazGUI.dll, the ExportDLL feature demonstration Tony provided. All I did so far would not take more than 30 minutes, now that I did it once, yet I spent many hours over several days figuring out what's what and goes where. I hope to spare few minutes for fellow enthusiasts, I'm sure I'll spare myself hours if I ever going to need to rebuild the IDE. I also hope that some of the experienced craftsmen will drop in here to show us how to do it better, faster or more elegantly. First the basics about ExportDLL, Tony's original announcement, must read topic: http://harpgamer.com/harpforum/index.php?/topic/2190-exportdlls The CodeTyphone programming tool info on the HarpGamer files section is here however you better download the current version directly from the CodeTyphone site: http://www.pilotlogic.com/sitejoom/index.php/wiki/84-wiki/codetyphon-studio/80-codetyphon-download Once you got the 500Mb install zip, extract it and run the install.bat script from under the extracted CodeTyphonIns folder. This will install the CodeTyphon Control Center (CTC) and lot of source files. Next you build the IDE and Pascal compiler, start CTC and then select Menu > Typhon > "Typhon32 Build SmallIDE". This will take some time, CTC cross compiles the IDE and the Pascal compiler from the source. I'm not sure about SmallIDE vs BigIDE, what difference it makes, but you must build a 32bit compiler for compiling ExportDLs. Download the ExportDLL files library from Tony's cache: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/shared/pascal/trunk I place them under: "C:\Matrix Games\Code\Shared\pascal", you will need to set your project build parameters depending where you put these. The downloaded files are: There is a mathematical library included with pascal source, the trigonometric routines are used for navigational computing. Then there are uHCDefines.pas, HCE DLL interface constant definitions uHCEventHelpers.pas, two text conversion routines for HCE events uHCGCI.pas, navigation routine to calculate lattitude, longitude coordinates uHCGlobals.pas, some more constants uHCTypeDefs.pas, this is the main event, here you find the type definitions for the HCE data possible to access through DLLs Download the LazGUI example https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/lazGUI/trunk/ I place the files under: C:\Matrix Games\Code\LazGUI Tony has just updated the example to latest standards so you should get the 2009.088 GE for the DLL to work as intended. Now there is the lazGUI.lpi file, this is the project information file that stores compiler options and also the path to the different source files needed for the build, it is in XML format. I'll need to modify it to match the folders where I have the sources on my computer. As I'm not familiar with the IDE e.g. where, under which menu to change project/compiler options I'm editing the XML directly. (Anyone experienced with the IDE is welcome to tell how to do the following properly.) Looking into the XML I see that The HCE directory is defined as "D:\Games\HC", e.g.: <WorkingDirectory Value="D:\Games\HC"/> On my PC this is "C:\Matrix Games\HUCE.2009.088" so I'm replacing these strings in the XML. Required packages come from dir "..\..\shared\pascal", e.g.: <Filename Value="..\..\shared\pascal\uHCDefines.pas"/> I replace all these with "..\shared\pascal" to match my arrangements. This seems to be all. Now start the IDE. > Typhon32. from the Start menu. Open the LazGUI project, Menu > Project > Open project Select the lazgui.lpi file from where you put it, my case "C:\Matrix Games\Code\LazGUI". Looks ok, the Project Inspector shows all files and none are removed when I tell it to remove non-existing ones. So, here it goes Menu > Run > Build Like a cinch. And there is a shiny new LazGUI.dll under "C:\Matrix Games\HUCE.2009.088\ExportDLLs" Works too, starting HCE I get the ExportDLL bonus window: Now you are ready to add your own code. Interesting readings to start with: http://wiki.lazarus.freepascal.org/Lazarus_Faq http://wiki.lazarus.freepascal.org/Object_Pascal_Tutorial http://lazarus-ccr.sourceforge.net/docs/lcl/index.html http://wiki.lazarus.freepascal.org/LCL_Components#Standard_tab Don's Toolbox, an actual ExportDLL implementation http://harpgamer.com/harpforum/index.php?/files/file/809-toolbox/
  8. Please use this thread for questions about the ExportDLL interface. If some intrepid user wants to start creating some documentation that would be most fantastic.
  9. Priority ranked list of capabilities to add to the ExportDLL interface: Implemented: Write functions that can look up platform information from the database. This doesn't necessarily need to be via the ExportDLL interface but is required to do things like see which weapons are in a loadout. Expose the disk_id_to_annex_id function. Expose the GetLoadoutIndex function. Expose a CheckLocationDepth-like function that takes lat/lon instead of map coordinates. See SCENCHEK.C ~ ln 707 for components. Expose functions to the ExportDLL to replace the EventHead, TopGroup, and such passed by the GE. Currently the DLL is notified when there is a change but the DLL cannot change those root items and should be able to.(2009.095) Allow the DLL to say that it wants to over-ride each of the GE "effects" individually. Effects are things like MoveUnits, Submarine AI, Weather, ... The first DLL to over-ride each effect will be the only one to do so (so you won't be able to have two DLLs successfully MoveUnits).(2009.089) Allow the DLL to call each stock GE "effect". This is for if you write a DLL and want to re-order the effects processing, throw them into threads, add additional effects, or whatever else.(2009.089) Expose the Harpoon events. These are things like Intercept events, path changing events, sinking events, and many more. These events are really the heart of the game. (2009.088) Ability to pause the game so that the game structures will be in a consistent state for the DLLs to do processing. The DLLs should register with a callback function so that each DLL can have exclusive use of the game data structures when it requests and prevents other DLLs from modifying the structures at the same time. Without this capability, each ExportDLL cannot be sure a unit, group, etc. will still exist or be in the same state when the DLL starts and finishes operating on that item (and bam, crash the GE).(2009.088) More efficient calling of DLLs. Right now every DLL is queried every time an exported function is called. The GE should maintain a list of functions each DLL exports (built at GE start) and only call the DLLs that implement the given function. (2009.086) Let DLLs request the GE allocate and free memory for them. Initial use-case is for editing group paths, each point on the path needs to be free/allocated by the GE, not the DLL.(2009.077) Please post to this thread with additional items and reasons why you would change the rankings (and how you would change them). Thanks!
  10. 2,249 downloads

    ToolboxV.zip is for the matrix last release 2022.027. Toolbox version 2.11+ requires GE version 2025.017 + and runs best in the 2025,025 release available here on Harpgamer Note these install instructions which differ slightly for the different GE versions. Your downloaded Export.DLL for Harpoon Classic is easily installed. For Toolbox v 2.11 in game versions 2025.017 + you should create (if not already) a folder in the games standard ExportDLL folder and name it 'GE'. Then simply unzip your package into there with the toolbox.dll in the GE folder. To disable toolbox simply move it to another folder (other than ExportDLL) or rename the file type to eg Toolbox.dllbck For ToolboxV in game version 2022.027 unzip into the ExportDLL folder, no GE subfolder is needed. This tool provides a window which resides in the Harpoon game window providing tools for: manipulating air units formations within groups; edit two air group's courses for joining; in flight reassignment of missile targets; deploying air groups exactly over known position of enemy unit; capturing enemy groups; and duplicating the message log window (so that it can replace the message log window for screen space saving). It provides some game status information not available in the game including information on the loaded scenario, detailed list of destroyed assets and damaged assets and any victory conditions that have been met. Attacking Neutral Penalty Toolbox keeps track of attacks launched by the player and if any target a neutral asset (including if the asset is shown as unknown side) the player is penalised by the attacked group changing to enemy and if the attack is launched from an air group, that group will change to neutral (and RTB at bingo) so to be unavailable in short term for further action. In most pages of toolbox player groups are selected if they are currently selected in the game. The selection can be overridden with normal mouse selections. AirGrpForm window: The "Search" button brings up a list of all current players groups that include air units. By selecting one of the listed group its air units will list in the next box. By selecting one of the units you can then edit the flight level of that unit or give it an offset from the group centre position. The offset is approximately nautical miles and a combination of N/S (+is south) or E/W (+is east). If the group is in the unit window you should see the shift instantly. There is an idicator for if the unit is NOE capable or not. To cause two air groups to join select one group in the group window and press one of the 'Grp' buttons (or use right mouse click popup menu), the group ID will be shown,then select the second group and press the second 'Grp' button, finally press the 'Join' button. The groups will be vectored to meet and join. ASW, CAP, EW and AEW - To add a hexagon based patrol select an air group, select a non zero base size (approx NMs) then press the appropriate button ASW low alt (vlow if capable), CAP medium alt with 1 in 5 min intermittent radar and AEW at highest alt capable with 1 in 10 min intermittent radar, EW like AEW but 2 1/2 in 3 min radar. If the selected group already had a course set then the patrol will be centred on the first course point, otherwise it is centred on the groups current position. If the group already has a multi leg course (no in course orders other than the last leg eg RTB) and the patrol size is set to zero then the course remains and the legs are populated with the loiter/hover and cruise orders plus radar as per the hex patrols. Pause will pause the AI but still allow some game interaction, eg move game focus. Attack window: gives information on enemy units and groups that are visible to you. An asterisk (*) before an enemy unit name indicates that an exact fix is known. A group '00' indicated unknown size. Some experimental functions include an ability to reassign missiles' targets (if capable and in the correct guidance phase), attempt to capture certain enemy or neutral assets, 'defection' of groups and directing a group to move exactly directly over the current known position of an enemy unit (or centre of uncertainty zone if no exact fix exists). Air Refuel window: This adds versatility to the already good GE refueling ability. You can set the toolbox to automatically pause the game as refuel events are queued by the main program and bring up the event information. You can bring up a list of all your groups for which refueling is current and select a group to show its units' and refueling information. You can also search for a list of Air Groups that include a tanker. Two 'manual' refueling tasks are available to supplement game refueling, you can manually "Queue" a new refuel cycle for the whole group and select the refueling unit if there are more than one (like alt+R in game but you can select which tanker unit refuels). You can also refuel tanker units from other tanker units in the group or transfer fuel internally of a tanker unit (so as to use refuel store to increase the tankers range or in reverse so as to use some of the tankers fuel for refueling). Single units can have stipulated amounts of fuel transferred without starting standard refuel cycle, so you can refuel high unit # units without waiting for the whole group to be refueled, handy if you have just joined low fuel units to a large group. In the unit information window there is information to help you estimate your refueling needs: unit endurance in minutes, unit range at current speed in nm, unit estimated range if it is split off from the refuel group (and may have a cruise speed high than the refuel group) and the nominal max range (at normal cruise speed) of the unit. The last two 'range' values allows you to estimate how much fuel can be taken up by the unit while in the refuel group. Groups window this provides information about units in your various groups. Munitions window: gives a tally across mutliple sessions of the same scenario of the expenditure of your munitions, both total and aircraft only (tallied for each AC home unit). Status Window includes four pages for Loaded game and scenario information, victory conditions achieved, damaged unit list and dead unit list Settings window: gives instruction on using toolbox and a setting for the number of lines to show in the message window, which reproduces the in-game messages so that if you wish you can delete the std in game messages for more space. Includes summary of handy short cut key commands. To use the program unzip the ToolBox.dll file into the exportDLL folder of your HCE installation. For 2025.001+ GE versions install in a ExportDLL subfolder named GE. To uninstall simply move or delete the file. The program utilises 'LazGUI.dll' code by Tony Eischens and adapted by Don Thomas. Please direct any queries or bug reports via Harpgamer. 2175
  11. View File ToolBox Toolbox version 1.5.2 requires at least GE 2015.015 or newer up to GE 2017.04 Toolbox V 2.4.2.1 (zip 2.4) + requires GE V 2017.013 - v 2022.027 (including Matrix Patch 2022.027) Toolbox vers 2.10.0.1 + require GE 2023.006+ ToolboxV.zip is similar to version 2.10 but updated features from recent versions backed into the older interface Toolbox version 2.11+ requires GE version 2025.017 + Installation for GE vers 2025.001 +: Your downloaded Export.DLL for Harpoon Classic is easily installed. For Toolbox which is designed to run in the Game Engine only , not in the Scenario Editor, you should create (if not already) a folder in the games standard ExportDLL folder and name it 'GE'. Then simply unzip yoour package into there with the toolbox.dll in the GE folder. To disable toolbox simply move it to another foler (other than ExportDLL) or rename the file type to eg Toolbox.dll.bck For ExpDLL designed for both GE and SE (eg Drone.DLL) unzip them into the standard ExportDLL folder, to disable them same as above, move or rename. For ExpDLL designed on ly for the scenario editor (noone at present) create and load them into a ExportDLL sub folder named 'SE'. This tool provides a window which resides in the Harpoon game window providing tools for: manipulating air units formations within groups; edit two air group's courses for joining; in flight reassignment of missile targets; deploying air groups exactly over known position of enemy unit; capturing enemy groups; and duplicating the message log window (so that it can replace the message log window for screen space saving). It provides some game status information not available in the game including information on the loaded scenario, detailed list of destroyed assets and damaged assets and any victory conditions that have been met. Attacking Neutral Penalty Toolbox keeps track of attacks launched by the player and if any target a neutral asset (including if the asset is shown as unknown side) the player is penalised by the attacked group changing to enemy and if the attack is launched from an air group, that group will change to neutral (and RTB at bingo) so to be unavailable in short term for further action. In most pages of toolbox player groups are selected if they are currently selected in the game. The selection can be overridden with normal mouse selections. AirGrpForm window: The "Search" button brings up a list of all current players groups that include air units. By selecting one of the listed group its air units will list in the next box. By selecting one of the units you can then edit the flight level of that unit or give it an offset from the group centre position. The offset is approximately nautical miles and a combination of N/S (+is south) or E/W (+is east). If the group is in the unit window you should see the shift instantly. There is an idicator for if the unit is NOE capable or not. To cause two air groups to join select one group in the group window and press one of the 'Grp' buttons (or use right mouse click popup menu), the group ID will be shown,then select the second group and press the second 'Grp' button, finally press the 'Join' button. The groups will be vectored to meet and join. ASW, CAP, EW and AEW - To add a hexagon based patrol select an air group, select a non zero base size (approx NMs) then press the appropriate button ASW low alt (vlow if capable), CAP medium alt with 1 in 5 min intermittent radar and AEW at highest alt capable with 1 in 10 min intermittent radar, EW like AEW but 2 1/2 in 3 min radar. If the selected group already had a course set then the patrol will be centred on the first course point, otherwise it is centred on the groups current position. If the group already has a multi leg course (no in course orders other than the last leg eg RTB) and the patrol size is set to zero then the course remains and the legs are populated with the loiter/hover and cruise orders plus radar as per the hex patrols. Pause will pause the AI but still allow some game interaction, eg move game focus. Attack window: gives information on enemy units and groups that are visible to you. An asterisk (*) before an enemy unit name indicates that an exact fix is known. A group '00' indicated unknown size. Some experimental functions include an ability to reassign missiles' targets (if capable and in the correct guidance phase), attempt to capture certain enemy or neutral assets, 'defection' of groups and directing a group to move exactly directly over the current known position of an enemy unit (or centre of uncertainty zone if no exact fix exists). Air Refuel window: This adds versatility to the already good GE refueling ability. You can set the toolbox to automatically pause the game as refuel events are queued by the main program and bring up the event information. You can bring up a list of all your groups for which refueling is current and select a group to show its units' and refueling information. You can also search for a list of Air Groups that include a tanker. Two 'manual' refueling tasks are available to supplement game refueling, you can manually "Queue" a new refuel cycle for the whole group and select the refueling unit if there are more than one (like alt+R in game but you can select which tanker unit refuels). You can also refuel tanker units from other tanker units in the group or transfer fuel internally of a tanker unit (so as to use refuel store to increase the tankers range or in reverse so as to use some of the tankers fuel for refueling). Single units can have stipulated amounts of fuel transferred without starting standard refuel cycle, so you can refuel high unit # units without waiting for the whole group to be refueled, handy if you have just joined low fuel units to a large group. In the unit information window there is information to help you estimate your refueling needs: unit endurance in minutes, unit range at current speed in nm, unit estimated range if it is split off from the refuel group (and may have a cruise speed high than the refuel group) and the nominal max range (at normal cruise speed) of the unit. The last two 'range' values allows you to estimate how much fuel can be taken up by the unit while in the refuel group. Groups window this provides information about units in your various groups. Munitions window: gives a tally across mutliple sessions of the same scenario of the expenditure of your munitions, both total and aircraft only (tallied for each AC home unit). Status Window includes four pages for Loaded game and scenario information, victory conditions achieved, damaged unit list and dead unit list Settings window: gives instruction on using toolbox and a setting for the number of lines to show in the message window, which reproduces the in-game messages so that if you wish you can delete the std in game messages for more space. Includes summary of handy short cut key commands. To use the program unzip the ToolBox.dll file into the exportDLL folder of your HCE installation. For 2025.001+ GE versions install in a ExportDLL subfolder named GE. To uninstall simply move or delete the file. The program utilises 'LazGUI.dll' code by Tony Eischens and adapted by Don Thomas. Please direct any queries or bug reports via Harpgamer. 2175 Submitter donaldseadog Submitted 04/02/2013 Category Tools/Mods/Docs  
  12. View File ExportDLL - lazGUI Demonstration DLL and source of the ExportDLL interface. This will be expanded as time permits, both in functionality and documentation. Installation: Extract the DLL to the ExportDLLs folder of your HCE game, then restart the game. You can delete License.txt and lazGUI.txt. Edit the source. Use Lazarus 1.6+ win32. Source code now available from SVN, see the following with your favorite client: https://tarzan.tgp.net/svn/StratsimsOSS/HC/ExportDLLs/lazGUI/trunk Submitter TonyE Submitted 05/06/2012 Category Tools/Mods/Docs  
  13. Version 036

    1,072 downloads

    Demonstration DLL and source of the ExportDLL interface. This will be expanded as time permits, both in functionality and documentation. Installation: Extract the DLL to the ExportDLLs folder of your HCE game, then restart the game. You can delete License.txt and lazGUI.txt. Edit the source. Use Lazarus 1.6+ win32. Source code now available from SVN, see the following with your favorite client: https://tarzan.tgp.net/svn/StratsimsOSS/HC/ExportDLLs/lazGUI/trunk
  14. View File ExportDLL - Nuclear Release Dialog NuclearRelease.dll interface version 1, for GE 2009.010+ Shows the player an alternate dialog when nuclear release is granted. There is no disrespect or undercutting of the seriousness of nuclear warfare intended with this lighthearted presentation. Installation: Extract the DLL to the ExportDLLs folder of your HCE game, then restart the game. History: 02: 2009/02/14 Fixed messed up DLL description. 01: 2009/02/14 Initial release. Submitter TonyE Submitted 02/14/2009 Category Tools/Mods/Docs  
  15. 344 downloads

    NuclearRelease.dll interface version 1, for GE 2009.010+ Shows the player an alternate dialog when nuclear release is granted. There is no disrespect or undercutting of the seriousness of nuclear warfare intended with this lighthearted presentation. Installation: Extract the DLL to the ExportDLLs folder of your HCE game, then restart the game. History: 02: 2009/02/14 Fixed messed up DLL description. 01: 2009/02/14 Initial release.
  16. 763 downloads

    GoogleEarth.dll interface version 5, for GE 2009.042+ Runs a tiny webserver that serves a kml file to GoogleEarth on port 8183 to the local machine (and elsewhere if you do port forwarding). Installation: Extract ZIP with directories intact to your HC directory, the HCGoogleEarth.dll will end up in an ExportDLLs directory and a GoogleEarth directory will be created with each unit icon separated into its own file. See the Word document in the ZIP file for further instructions. History: 01: 2007/09/28 Initial release that is HCE compatible. 02: 2009/02/10 Updated to be compatible with Google Earth 5.0. Also put subs underwater since Google Earth 5 supports that. 03: 2009/09/21 Allow connections other than LocalHost and changed from port 8180 to 8183. 04: 2009/09/22 Host unit icons at HarpGamer, further enabling connections from machines other than LocalHost 05: 2009/09/27 Implement zipping of the KML file to KMZ, results in much less network traffic.
  17. View File ExportDLL - GoogleEarth Viewer GoogleEarth.dll interface version 5, for GE 2009.042+ Runs a tiny webserver that serves a kml file to GoogleEarth on port 8183 to the local machine (and elsewhere if you do port forwarding). Installation: Extract ZIP with directories intact to your HC directory, the HCGoogleEarth.dll will end up in an ExportDLLs directory and a GoogleEarth directory will be created with each unit icon separated into its own file. See the Word document in the ZIP file for further instructions. History: 01: 2007/09/28 Initial release that is HCE compatible. 02: 2009/02/10 Updated to be compatible with Google Earth 5.0. Also put subs underwater since Google Earth 5 supports that. 03: 2009/09/21 Allow connections other than LocalHost and changed from port 8180 to 8183. 04: 2009/09/22 Host unit icons at HarpGamer, further enabling connections from machines other than LocalHost 05: 2009/09/27 Implement zipping of the KML file to KMZ, results in much less network traffic. Submitter TonyE Submitted 07/22/2008 Category Tools/Mods/Docs  
  18. 204 downloads

    DataDump1.dll interface version 1, for GE 2007.022+ Writes all of the exported data to HC directory in a file named datadump.txt which is over-written each time the game is loaded. WARNING: The text files can get very large! Installation: Extract ZIP with directories in tact to your HC directory, the DataDump1.dll will end up in an ExportDLLs directory.
  19. ExportDLL - DataDump1.dll View File DataDump1.dll interface version 1, for GE 2007.022+ Writes all of the exported data to HC directory in a file named datadump.txt which is over-written each time the game is loaded. WARNING: The text files can get very large! Installation: Extract ZIP with directories in tact to your HC directory, the DataDump1.dll will end up in an ExportDLLs directory. Submitter TonyE Submitted 07/22/2008 Category Tools/Mods/Docs  
  20. TonyE

    ExportDLLs

    HCE has, as of version 2007.022 the ability to send some game data out to external DLLs. I'll work up documentation as able. As implemented in 2007.022 every piece of data that AGSI allows us to export is being exported. We'll work with AGSI to increase the exported data items (for instance, number of missiles or planes in a unit would be nice, weapon launch events would be nice, etc.). The DLL files will live in C:\Matrix Games\HCE\ExportDLLs\ in a default installation. To disable a DLL, rename it so that the file extension is not .DLL, i.e. rename DataDump1.dll to DataDump1.dll.bak to turn it off. The DLLs will slow the game somewhat depending upon how much processing each one does, some of them like DataDump1.dll make large files. The DLLs also throw their errors back to the GE, so if there are bugs in the DLL, it will crash your game. This was common in my first generation of DLLs. I have yet to optimize the GE for this process to reduce the amount of data sent and will do that as time permits. Data exported by the DLL Interface in 2007.022 (version 1 of export specification): // Functions to send the data to DLL void dllexUnitLatLon(UnitPtr Uptr); (Position in decimal lat/lon of each unit) void dllexUnitShowing(UnitPtr Uptr); (Visibility of each unit as viewed from each side) void dllexUnitURegion(UnitPtr Uptr); (Uncertainty regions of each unit as viewed from each side) void dllexUnitCourse(UnitPtr Uptr); (Unit heading in degrees) void dllexUnitSpeed(UnitPtr Uptr); (Unit speed in knots) void dllexUnitAlt(UnitPtr Uptr); (Unit altitude band) void dllexUnitShowingSide(UnitPtr Uptr); (Unit side as viewed by each side) void dllexUnitSink(UnitPtr Uptr); (Unit is sinking) void dllexGameTime(long GTime); (Current game time starts at 10,000 and increments in seconds) void dllexMsgLog(char *MsgLine); (Message Log line) void dllexUnitToGroup(UnitPtr Uptr, GroupPtr GroupOld); (Unit changing from old group to new) void dllexUnitNew(UnitPtr Uptr); (New unit, i.e. plane launched, missile, etc.) void dllexUnitFree(UnitPtr Uptr); (Unit freed, leaves map) void dllexScenLoad(void); (New scenario/save loaded, report info to DLL) I should note in case anyone is into programming and wants to get right to writing a DLL, holler and I'll help, but more importantly the version 1 specification isn't set in stone yet for what data is exported and how it is exported.
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