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TEMPEST.114

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Everything posted by TEMPEST.114

  1. It should also be able to render the map/units in the Mission Editor in a live way in the Game Engine (mission not running) just like has been able to be achieved by the 3rd party Web Designer, until it can be rendered in full 3D within the mission editor alone. We need to be able to view all the states of the triggers, conditions and flags LIVE as a mission is being played out (even a replay by track) and we need to, in the event of being attached to a 'live' mission, be able to inject or change any of these 'on-the-fly'. Forcing the ME to be either / or with the game is massively limiting and slows down mission/campaign creation by a huge factor; this has not be the way with proper game engines for over 20 years.
  2. There is no reason whatsoever that all this information can't be sent to the 'server', so that a server level or mission level script can access it through events. This is desperately needed. The architecture (if you can call it that) for SP and MP needs to be unified and enhanced. It's appalling that us content/mission/campaign creators are crippled, and MP campaigns/missions have to be so lacking compared to single player ones.
  3. Have the ATC / Airboss force aircraft to comply with proper procedures on and off the boat and call out / mark down / deny landing etc to those aircraft who don't comply.
  4. As title says. Too many times interesting and dynamic missions are impossible to create because key events, or architecture is crippled, especially for Multiplayer. Multiplayer Paid Campaigns would be a wonderful addition to DCS but until the architecture is unified and expanded such things are virtually impossible. We need to be able to have better (or any) debugging tools for individual mission/campaign creators to be able to build complex multiplayer missions on their own and know that everything - from detecting radio frequency settings PER UNIT is shared from all clients to the server, from being able to add/remove F10 Radio Menu options PER UNIT, to knowing when a client joins as a backseater and to what unit etc etc etc.
  5. The Civilian Aircraft Mod, Military Aircraft Mod and Civilian Vehicle Mods add so much to DCS. However MOD support is problematic for most, especially on MP servers. Please add these types of units to DCS as a matter of urgency; so many mission types and COIN missions are impossible without male, female and children civilian animated NPC models for rescue, hostage etc. As are airliners for intercept or evacuation missions. Same with civilian cars and trucks, busses and taxis etc.
  6. You can easily do this with scripting; trigger.action.outTextForUnit() The trickier part is (because of the lack of support from ED about per UNIT F10 Radio Messages) having only a specific unit have the F10 Radio command, but it's do-able via scripting. I make extensive use of it in my Superscript.
  7. I've still had them go off route and get stuck in gardens and car parks etc even doing this. It's a PITA and it's basically borked unless they're driving over empty fields. Hell, they still get stuck or fall off bridges.
  8. With these new CONDITIONS, you would use them to group up a collection of conditions that must be met for it to pass, BUT you are able to have multiple OR and conditions after, that will have this collection applied to them. e.g. TRIGGER CONDITION ACTIONS ONCE COLLECTION START FLAG ON ("InCountryAltitudeBusted") PART OF COALITION IN ZONE(BLUE, HOSTILE_TZ, AIRPLANE) FLAG IS FALSE ("HornetFlightSafe") FLAG IS FALSE ("HornetFlightDetected") COLLECTION END UNIT'S AGL ALTITUDE HIGHER THAN (TEMPEST, 1500) OR UNIT'S AGL ALTITUDE HIGHER THAN (MAVERICK, 1500) OR UNIT'S AGL ALTITUDE HIGHER THAN (PHOENIX, 1500) OR UNIT'S AGL ALTITUDE HIGHER THAN (ROOSTER, 1500) This means that for every CONDITION underneath the 'COLLECTION END' everything from COLLECTION START to COLLECTION END is applied to each of them, without the need for duplicating all of those conditions inside each 'OR'. It is of course, possible to have two triggers, one for the collection to set a flag, and the other trigger with all of the UNIT's AGL OR statements, but then you have to add the newly created flag to each of them and duplicate that. This way, you cut down on needless duplication and also one extra unnecessary trigger. Of course, you might have a more elegant solution... ETA: Of course, if you added 'GROUP' level altitude conditions, then this example wouldn't be required, but there are many times that you need to do something like this.
  9. To save multiple duplications of conditions all with an OR (for each unit in each group), two new CONDITIONS for GROUP HEIGHT checks would be much simpler and quicker. ALSO, in the back-end, these GROUP checks, MUST test ALL of the units in the specified group(s) for busting an altitude (High or Low) before the CONDITION is true - it must NOT require that ALL of entire group(s) units collectively bust the altitude limits!
  10. Too many times I want to SEE the drawing but I don't want it to be selectable in the Mission Editor. The only way I know to prevent accidental mouse grabs (and the obvious lack of UNDO here rears it's head again) is to turn that drawing OFF, but then, I can't see it. This is especially annoying when drawing areas of enemy detection or patrol areas, but still wanting to draw borders or other information inside of the area. A miss hit with the mouse 'grab' will grab the area and move it. Meaning aligned things are now misaligned. A simple 'lock layer' or padlock either in the 'Figures' table or in the Draw Panel for that drawing would suffice.
  11. @BIGNEWY @NineLine Is this coming? It's been requested since 2020 on the forums as far as I can see... and with F18 now out of Early Access, I haven't seen any recent information confirming or denying this.
  12. It's very vague; you could read anything into it - that's why I was hoping for clarity.
  13. It's not obvious from your post, but are you using MOOSE or MIST or just using your own scripts or purely the mission editor with yak-40's? Are you using any mods?
  14. Oh, do you have a link for that thread?
  15. I know you're building an Apache Mission but they have multiple 'live radios' in that helo, plus, historically there were major sync issues between front and back seats. Have you tried with the Huey? It's much simpler radios might help you work out if there is a bug or a 'feature' or if it's how the mission is set up. You can get a 2 week trial if you don't own it (you should, it's a great helo). I think it's more likely that the Apache Radios are the issue but I'm not 100% sure. I haven't flown the Apache in over a year so I've not kept up with the release notes.
  16. Which of the two offered solutions are you using? Razor's or Sirahs?
  17. Of course, I should have known, requesting the ME manual be pinned in the ME forum was too much to ask for...
  18. I believe you’ll find in client it only works for the host, not every other player. Another DCS vagary.
  19. What is it you're really trying to do with all the X commands? Can you get a better UX with RADIO COMMANDS (that will also work in MP) or even with trigger zones? Just asking to understand.
  20. And it won't work for CLIENTS or MP missions..
  21. You're most welcome, sorry I couldn't be more help.
  22. No, it's fine. I just wanted to be clear. It's very confusing labelling and every user shouldn't have to work it out for themselves. All good!
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