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What is the common name of the AGM-84?

  1. View File GroupIdManager HC ExportDLL for managing Group Ids. This overrides the GE's stock behavior and represents a core/required ExportDLL. 2022-02-03 Purpose: To assign Group Ids and manage the supply of Group Ids Original Author: Anthony Eischens Contributors: Compiled with: Lazarus 2.0.8 Third party controls: Stratsims OSS shared pascal code https://tarzan.tgp.net/svn/StratsimsOSS/HC/shared/pascal/trunk License: MIT (see License.txt) History: GroupIdManager 20220207 HC 2022.005+ Incremented DLL Version to 2 Incremented ExportDLL Interface version minimum to 31 Assign Blue Group Ids from AA to Mz and aA to mz. Assign Red Group Ids from Zz to NA and zz to nA. Assign Greed Group Ids from 0A to 9z. Recycle used Group Ids. Note, the pools of group ids no longer overlap so you won't see a Blue group ZZ? or a Red group AA? GroupIdManager 202202## HC 2022.003+ Incremented DLL Version to 1 Initial release to create manage and assign Group Ids. Submitter TonyE Submitted 02/07/2022 Category Tools/Mods/Docs  
  2. Version v008

    10 downloads

    HC ExportDLL for managing Group Ids. This overrides the GE's stock behavior and represents a core/required ExportDLL. 2022-02-03 Purpose: To assign Group Ids and manage the supply of Group Ids Original Author: Anthony Eischens Contributors: Compiled with: Lazarus 2.0.8 Third party controls: Stratsims OSS shared pascal code https://tarzan.tgp.net/svn/StratsimsOSS/HC/shared/pascal/trunk License: MIT (see License.txt) History: GroupIdManager 20220207 HC 2022.005+ Incremented DLL Version to 2 Incremented ExportDLL Interface version minimum to 31 Assign Blue Group Ids from AA to Mz and aA to mz. Assign Red Group Ids from Zz to NA and zz to nA. Assign Greed Group Ids from 0A to 9z. Recycle used Group Ids. Note, the pools of group ids no longer overlap so you won't see a Blue group ZZ? or a Red group AA? GroupIdManager 202202## HC 2022.003+ Incremented DLL Version to 1 Initial release to create manage and assign Group Ids.
  3. (ZUa)When attempting to change destroyed air base (ZUa) to blue using Turncoat, receive "Side change failed, no group id available" message. Created a test scenario and was unable to duplicate the issue. Earlier in the game I converted a red base to blue base (DSa) using Turncoat. There was an update to Turncoat after base was converted to DSa due to a previous GE crash caused by Turncoat. It appears that the side in the Turncoat base resets it self back to the Red instead of the Blue side. I have restarted the GE several times and the issue persists. In my test scenario I was able to change the sides of a base to any option available with out a problem. Attached is my saved game. Update Test 1-25.zip
  4. Version 001

    7 downloads

    TestGroupIds 20220202 HC 2022.003+ Incremented DLL Version to 1 Initial release to create a specified number of groups I suggest only creating groups when the time compression is set to 0. You will not see the groups in the game as they have no group types, no units, etc. The purpose of this ExportDLL is to test the group id assignment functionality and to count the groups in the running scenario.
  5. View File TestGroupIds TestGroupIds 20220202 HC 2022.003+ Incremented DLL Version to 1 Initial release to create a specified number of groups I suggest only creating groups when the time compression is set to 0. You will not see the groups in the game as they have no group types, no units, etc. The purpose of this ExportDLL is to test the group id assignment functionality and to count the groups in the running scenario. Submitter TonyE Submitted 02/02/2022 Category Tools/Mods/Docs  
  6. View File lazTurncoat To use: Extract the files to your ExportDLLs folder then start the game. A separate window will appear. When a base/Installation is destroyed, you can refresh the list of groups on that separate window (the lazarus Turncoat window), select the group, unit, then choose the new side alignment. The unit will be undestroyed, runways re-established, and group's side changed. HC ExportDLL for reviving destroyed Installations and switching the side to which they belong. 2020-06-10 Purpose: for reviving destroyed Installations and potentially switching the side to which they belong. Original Author: Anthony Eischens Contributors: Compiled with: Lazarus 2.0.8 Third party controls: Stratsims OSS shared pascal code https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/shared/pascal/trunk License: MIT (see License.txt) History: lazTurncoat 20200824 HC 2020.009+ Incremented DLL Version to 1 Incremented DLL Interface version to 23 First version The user should not switch the sides of an installation until it is destroyed. This is to prevent orphaned Harpoon Events and other game structures. If there is enough demand, that limitation could be removed in the future. Submitter TonyE Submitted 08/31/2020 Category Tools/Mods/Docs  
  7. View File ExportDLL - lazGUI lazGUI.dll interface version 19, for GE 2017.012+ 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:8443/svn/StratsimsOSS/HC/ExportDLLs/lazGUI/trunk Submitter TonyE Submitted 05/06/2012 Category Tools/Mods/Docs  
  8. Version 024

    1,005 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
  9. After four years of being out of date I've revised and uploaded the AARdata tool in the tools/mods section of the downloads. Sorry it's taken me so long This tool writes a txt file to your main harpoon folder AARdata.txt that holds info from the game play since the current file was started, so you can archive your old file (by changing its name or moving it to a different folder) before starting a new scenario and you'll have a record of major occurrences and time for the life of the scenario. I'll now start looking at provide a snap shot of the content of magazines to be included.
  10. Version 004

    26 downloads

    To use: Extract the files to your ExportDLLs folder then start the game. A separate window will appear. When a base/Installation is destroyed, you can refresh the list of groups on that separate window (the lazarus Turncoat window), select the group, unit, then choose the new side alignment. The unit will be undestroyed, runways re-established, and group's side changed. HC ExportDLL for reviving destroyed Installations and switching the side to which they belong. 2020-06-10 Purpose: for reviving destroyed Installations and potentially switching the side to which they belong. Original Author: Anthony Eischens Contributors: Compiled with: Lazarus 2.0.8 Third party controls: Stratsims OSS shared pascal code https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/shared/pascal/trunk License: MIT (see License.txt) History: lazTurncoat 20200824 HC 2020.009+ Incremented DLL Version to 1 Incremented DLL Interface version to 23 First version The user should not switch the sides of an installation until it is destroyed. This is to prevent orphaned Harpoon Events and other game structures. If there is enough demand, that limitation could be removed in the future.
  11. I've been working on this add-on to help promote the non-profit United States Naval Institute (USNI) and may well be able to release this month, the 30th anniversary of Computer Harpoon's release.
  12. TonyE

    File - InstaTurn

    File Name: InstaTurn File Submitter: TonyE File Submitted: 10 Mar 2017 File Category: Tools/Mods/Docs Enable instant turns in HC2017.006+. This will not clear or disable existing gradual turns but it will make all new turns instantaneous. Source code available via SVN at: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/InstaTurn/trunk/ Click here to download this file
  13. Version 002

    76 downloads

    Enable instant turns in HC2017.006+. This will not clear or disable existing gradual turns but it will make all new turns instantaneous. Source code available via SVN at: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/InstaTurn/trunk/
  14. File Name: InstaClimb File Submitter: TonyE File Submitted: 10 Mar 2017 File Category: Tools/Mods/Docs Enable instant climbs & dives in HC2017.006+. This will not clear or disable existing gradual altitude changes but it will make all new altitude changes instantaneous. Source code available via SVN at: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/InstaTurn/trunk/ Click here to download this file
  15. Version 002

    98 downloads

    Enable instant climbs & dives in HC2017.006+. This will not clear or disable existing gradual altitude changes but it will make all new altitude changes instantaneous. Source code available via SVN at: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/InstaTurn/trunk/
  16. Version 5

    492 downloads

    This is an extension of TonyE's lazGUI.dll adding for certain selectable event types an automatic game pause when they are queued by the main program and showing information allocated to the respective event. Examples of Database information is given for units selected from group list. requires beta game 2015.15 or newer. version 4 runs on beta games version upto 2017.04,[ version 5 GE v 2017.05 +] It isn't a tool for game play per se but for those interested it does expose some of the game internals.
  17. File Name: ActUnitDisplay File Submitter: TonyE File Submitted: 20 Jul 2016 File Category: Tools/Mods/Docs Show information about the ActUnitPtr unit. To start, this means showing altitude, which the HC Mini Report does not Source code available via SVN at: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/ActUnitReport/trunk/ Click here to download this file
  18. Version 001

    72 downloads

    Show information about the ActUnitPtr unit. To start, this means showing altitude, which the HC Mini Report does not Source code available via SVN at: https://tarzan.tgp.net:8443/svn/StratsimsOSS/HC/ExportDLLs/ActUnitReport/trunk/
  19. Version 1.1.0.2

    165 downloads

    This exportDLL library (external program) requires HC version 2015.10 or newer. This program produces a file AARdata.txt in the main program folder of your HC installation. You can open the file for reading or editing the same as any text file. The content is laid out in sections, each section showing a log of activity in time order with the game date and time of the occurrence. Currently the game message log and changes to the time factor are logged. The file allows you to track over the entire game period important incidents which can be used eg to help write an AAR to share. To use the program unzip the AARdata.dll file into the exportDLL folder of your HCE installation. To uninstall simply move or delete the file. The program utilises 'LazGUI.dll' code by Tony Eischens and adapted by Don Thomas. After going to the effort of producing and sharing a HC scenrio it's very nice to see some one has gone to the trouble of producing an AAR, itself requiring quite a bit of effort. I hope this tool will help those people who already bless us with AARs, and encourage more people to share their action with us all. Don Thomas.
  20. File Name: lazGUIdll_ext File Submitter: donaldseadog File Submitted: 19 Jul 2015 File Category: Tools/Mods/Docs This is an extension of TonyE's lazGUI.dll adding for certain selectable event types an automatic game pause when they are queued by the main program and showing information allocated to the respective event. Examples of Database information is given for units selected from group list. requires beta game 2015.15 or newer. version 4 runs on beta games version upto 2017.04,[ version 5 GE v 2017.05 +] It isn't a tool for game play per se but for those interested it does expose some of the game internals. Click here to download this file
  21. 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!
  22. View File AARdata_DLL This exportDLL library (external program) requires HC version 2015.10 or newer. This program produces a file AARdata.txt in the main program folder of your HC installation. You can open the file for reading or editing the same as any text file. The content is laid out in sections, each section showing a log of activity in time order with the game date and time of the occurrence. Currently the game message log and changes to the time factor are logged. The file allows you to track over the entire game period important incidents which can be used eg to help write an AAR to share. To use the program unzip the AARdata.dll file into the exportDLL folder of your HCE installation. To uninstall simply move or delete the file. The program utilises 'LazGUI.dll' code by Tony Eischens and adapted by Don Thomas. After going to the effort of producing and sharing a HC scenrio it's very nice to see some one has gone to the trouble of producing an AAR, itself requiring quite a bit of effort. I hope this tool will help those people who already bless us with AARs, and encourage more people to share their action with us all. Don Thomas. Submitter donaldseadog Submitted 08/17/2015 Category Tools/Mods/Docs  
  23. 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...
  24. Version 002

    247 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/
  25. 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/
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