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Hi everyone, Very pleased that the AN/FPS-117 has made it to DCS (finally our first western EWR!), though I do have a request for it. At the moment there are 2 mounting options which are treated as 2 separate units: there's one on a tower and one inside a radome. Firstly: would it be possible to have the mounting options be selectable from the additional properties menu, much like configuration settings for the land rovers and several other vehicles? Instead of being 2 unique units. Secondly, for the ECS would it be possible to have it just mounted on the ground (so just the ECS container), and have the platform be a static object? (Ground units will be placed onto static objects as is). Thirdly, would it be possible to have the tower the base AN/FPS-117 is mounted on be a static object? Allowing it to be used for other purposes (such as a raised AAA platform).
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Be able to add static objects in a group, it will provide the ability to move all the groups within the map
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Hello, So, i was messing with mission making and scripting and noticed that I cant use getLife call for object scenery, it was used to be callable on scenery. But now it returns just an assert saying the object does not exist. For example: SceneryObject.getLife({_id = 85296214}) which is this bridge south west of Aleppo in the Syria map: Returns this: The object ID is correct and is valid, but the error is there. Thanks in advance.
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Don't think this has been reported yet but since the previous OB update I lost all icons in the mission editor when in vr. No such issues when playing on a monitor.
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Please make static object Animal Cow a multi-unit object
torreypine posted a topic in Mission Editor
I love the addition of cows in the mission editor! Thank you! Would you please make the cow a multi-unit object? So I can place a cow, then click an "x of y" iterator to place more cows in the area? Placing and moving a herd would be preferable to placing and moving 30 or 40 individual objects. Again, thank you!- 5 replies
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I run an A-10C training course and a server my students can use for practice and training. The training and the server are offered free to the Tactical DCS community. I've used the simulator scripting environment (SSE) to place comms menu F10 items so that students who come to the server can choose which training mission they wish to run and/or to reset their desired training mission so they have a known starting state (and targets to kill.) I've done this using ADD_RADIO_ITEM_FOR_COALITION to set a flag and then set a SWITCHED CONDITION to LOAD_MISSION the requested mission based upon the flag value. It works well--and if ED would like to see the result I'll be happy to share the server credentials with you--but there are three undesirable effects: 1. It's a pain to use the Mission Editor to duplicate this functionality for each mission, 2. Since the code exists in each training mission (multiple places) it's easily foreseeable that the code could get out-of-sync and defects introduced in one or more missions as a result of mis-typing or other inadvertent errors, and 3. I'm currently limited to 10 items in the comms menu--if I were able to use the ADD_RADIO_MENU_ITEM in the SSE I'd be able to offer a richer mission set via submenus to my students and the Tactical DCS community. I've looked through the OpenBeta LUA code (grep is eminently helpful) to see if a_mission_load is exposed in the SSE but it doesn't seem to be. If it is, please correct my misapprehension and advise on how I may access it from the SSE. Otherwise, please consider exposing it as a callable function in the SSE. Thank you!
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Is it possible now that Ugra is making Cyprus island in Syria map to also have Cyprus as a country in Mission Editor?
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Greetings All, I was making a script that will allow specific groups access to given options for the F10 Menu in multiplayer. In this example there are 4 groups, (e.g. XX-DRAGON-1-1-XX, ...) as seen in the code below. When the mission starts, I 'DO SCRIPT FILE' and run the following code to no avail. ------------------------------------------------------------------ -- CustomLUA F10 Menu for Specific Groups -- ------------------------------------------------------------------ ------------------------------------------------------------------ -- https://wiki.hoggitworld.com/view/DCS_func_addCommandForGroup -- https://wiki.hoggitworld.com/view/DCS_func_addSubMenu -- https://wiki.hoggitworld.com/view/DCS_func_addSubMenuForGroup ------------------------------------------------------------------ local function successSound() -- Run when called trigger.action.outSound("1-success.wav") -- Play sound end local function failureSound() trigger.action.outSound("2-failure.wav") end local tbl = {"XX-DRAGON-1-1-XX", "XX-DRAGON-1-2-XX", "XX-DRAGON-1-3-XX", "XX-DRAGON-1-4-XX"} -- List of group names to get menu access for i = 1, #tbl do if Group.getByName(tbl[i]) then local groupId = Group.getByName(tbl[i]):getID local adminM = missionCommands.addSubMenuForGroup(groupId, 'ADMIN MENU') local soundM = missionCommands.addSubMenuForGroup(groupId, 'Play Sounds', adminM) missionCommands.addCommandForGroup(groupId, 'Success', soundM , successSound, tbl[i]) missionCommands.addCommandForGroup(groupId, 'Failure', soundM , failureSound, tbl[i]) end end This code is based off of several links and I'm not quite sure why it does not work. When run in game, after joining the unit of said group, the menu never even shows up... Any ideas?
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Hi there ! Im looking for some help to set an artillery site. I want the artillery to shoot at any ennemis getting in their shooting range. Actually, they are set to RED STATE and ROE: WEAP FREE. Their are some targets in their red circle, but the artillerie is doing nothing :( I've wait 10min to let the artillery calibrte and stuff, nothing ( the engine is not even running ?? XD ) I think if the targets aren't in the visual range, artillery needs to get the info from something else: but what is it ?
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Hi Everyone, As a very small and minor QoL improvement to the mission editor, would it be possible to have user definable presets for the coalitions? Right now, we have 3; they are Custom, Modern and WWII, with 'Custom' at least being able to be overwritten. What I would like is the ability to create new presets, and then be able to edit, rename and overwrite them; this is simply because I tend to make coalitions map and era specific, and it would simply save time to configure it once and then have the preset to fall back on.
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Hey All, I struggle with a problem with the mission editor and the use of static templates. After loading a static template, I can't run the mission. I get asked to save, but, no matter if I do or do not save the mission, the editor window stays open and the mission does not load. Any Ideas??? I believe the issue appeared long ago, so I don't think it came with the last update. I run the last open beta version. Thank for any ideas and help in advanced.... Edge
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Hi all. There is a big bug with Static Templates nowadays. Inserting one can cause all your current mission units to reset their difficulty to 'veteran' when they are airplanes and such, and 'blank' when they are ground units To check the bug, just do as follows: 1) Start an empty mission in any map 2) Place for example an airplane and tank anywhere in the map and specify the difficulty values for them 3) Save it as Static Template 4) Create a new mission 5) Put once again some airplanes and ground units just to check 6) Load the static template we created beforehand Result: The existing units within the mission will have reset their difficulty settings, while the ones added with the Static Template will be added perfectly fine
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Since update 2.5.6.59625.1 has been installed, when you open ME and set "Ground Attack" as main task the options of "Start Enroute task" menu in Advanced Waypoint Actions have been missing for every plane type.
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- mission editor
- advanced waypoint actions
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Greetings and happy new year all, I've been working on a script to detect a players ucid and print to screen in game, simple enough I thought... Doing this only to enable greater functions, gotta start somewhere. Below is a snippet of my code in a main function that is always running in the background -- If Flag # triggered do... if trigger.misc.getUserFlag('3002') == 1 then trigger.action.setUserFlag('3002', false) --trigger.action.outText("Success!", 10) trigger.action.outSound("1-success.wav") txt1 = " Your UCID is..." trigger.action.outText(txt1, 10) -- does not work starting here... id = net.get_player_info(playerID, 'ucid') trigger.action.outText(id, 10) end It will print the "Your UCID is..." part but neve the actual ucid. Feeling I am missing something here? Any feedback or help would be appreciated!
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Hi everyone, At the moment there's a restriction in the editor that ensures that non-amphibious ground units can only be placed on the ground - this makes a lot of sense but it does cause a couple of issues: Firstly, on the Channel Map, there's a fortification on the coast near Ambleteuse (Fort Mahon/Fort d'Ambleteuse: 50°48'19"N, 001°36'02"E), which I would like to place things like artillery on (there's enough space for it). However, DCS treats most of the area the fort occupies as water, which means you can't place any non-amphibious units there, despite the fact that amphibious vehicles (which this restriction doesn't apply to) spawn as expected with no issues. It's the same when placing units on static objects (such as the oil and gas platforms), you can only place amphibious units onto them, even though they'll spawn where they should - which means you can't really set up something like a WW2 sea fort (using the oil rig/gas platform as a stand-in). And it's the same situation with non-aircraft carrying ships, you can't place anything that isn't a linked static object or amphibious onto them. Unfortunately though, this time around amphibious vehicles don't spawn as expected, they spawn where you placed them, but in the water and not up on deck, however, if you take an amphibious unit, place it on an oil rig or a gas platform, you can jump it over to a ship (that can be moving), and it will work (mostly) with a few issues that I'll detail below but are not the focus of this thread. Personally, I'd prefer to have the feature turned off (or be made optional), and place the responsibility solely with whoever is making the mission to place units sensibly. As an addendum, this feature might also be useful for placing client/player aircraft exactly as desired on board ships, see this post for more details. M113_Tarawa_Jump.trk
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Hallo allerseits! :) Nach langer Abwesenheit bin ich nun wieder mit dabei (und musste aus mir unbekannten Gründen einen neuen Account anlegen. ???). Momentan möchte ich mir eine Mission auf der Nevada-Map für die F-14B bauen. Mir wird jedoch für die USA als spielbares Flugzeug immer nur die F-14A-135-GR angeboten. Was mache ich falsch? Liebe Grüße, ZaHaDum3007 (vormals ZaHaDum1984)
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Hi, Started playing DCS in VR some weeks ago and I'm having a blast. Bought the F-16 immediately and started the learning courses designed for it. However, I'm having issues with my controls when flying missions as they only allow me to use the F-16C_50_easy controls / version of the jet. I rather enjoy the more complex and detailed controls of the F-16C Sim version. This leads to my question; is it possible to have the full simulator controls for a mission flight, or is gameplay in mission mode limited to a simplified set of rules (/controls)? I guess the same question applies to multiplayer when I eventually embark on that adventure. Appreciate all feedback!
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hii, I have a problem with placing ground units in the ME. When I place a ground unit everything seems to be fine but when I load the mission it does not appear. This happens with ground vehicles and ships. This problem does not occur with aircraft. I hope somebody can help me out. (I have the VSN aicraft mods installed, these are the only modded files I have currently and yes I ran the repair tool but without any success).
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I was making a mission on Syria as a noticed that I was unable to place the Su-27 in the slots 7-23 due to its size on Bassel Al-Assad. I was needing the slot to place more of them down, so I checked if the Su-27 is realy to big, but it isn´t. I place down some static objects and they were fine. This is the case on many other airports, maps and planes. You can see the static objects fitting inside the slots in the picture. Please fix this issue. Thanks!
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Buonasera a tutti. Volevo chiedere un consiglio a voi che siete certamente molto più esperti ed assennati di me. Era da un po' di tempo che non volavo con DCS ed il Viper (lavoro, eh beh, fortunato che ce l'ho), anche se non ho tralasciato di aggiornarlo continuamente. L'ho ripreso questo pomeriggio, e dopo aver installato regolarmente l'ultimo update, l'ho lanciato ed ho caricato una delle missioni aggiornate di training del VIper. Niente. Anzi, no: mi dava un errore di frequenza della VHF, settata sul canale 127. Ho provato allora a caricare una delle missioni create da altri autori che ho salvato. Niente anche adesso. Apro la missione in questione con il ME, e non trovo nessun Viper. Peggio ancora, quando provo a modificare uno a caso uno dei voli, mi accorgo che il Viper non è nell'elenco degli aerei disponibili ("volabili"). Provo allora a disattivarlo dal Manager e a disinstallarlo per poi reinstallarlo, m'era già capitata una cosa del genere. Solo che stavolta non ha funzionato, c'ho provato tre volte ma il risultato è sempre quello detto prima. Ho provato pure ad aprire un ticket, ma questo adesso non funziona: il sistema mi rimanda obbligatoriamente ad una pagina di FAQ tecniche... che non è possibile consultare perché non c'è nemmeno un rigo dove scrivere. Proprio una gran bella giornata, coronata da successi a ripetizione. Sentite, la dareste per favore una mano ad un povero disgraziato che non chiedeva altro che farsi un'ora di relax dopo mesi di smazzamento? Grazie anticipate, e starsi bene tutti. J.
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Hi, here is my long list of ME wishes: TRIGGERS and ACTIONS activate group after a random time activate/spawn group in random zone activate random group go to random waypoint set random ROE set random 'reaction to threat' trigger random flag number organize each trigger category under a folder (or expand section) flag number validator - if flag number is already in use show a message respawn unit/group if destroyed General stuff random time random weather add possibility to draw sketch and write notes on an overlayer add possibility to make snapshots (like in CombatFlite, for ex.) and to export them like image (png, jpg, etc) SAM circles on/off check, so we can declutter the map if you set an unit as "Uncontrolled" add a checkbox to create "Start" task for that unit add back the GAI task, so we can have uncontrolled AI take-off and intercept when enemies are detected by EWR network. show moon phase and sun position Dreaming on random civil air traffic BLUE side EWR units units/groups organized/grouped on Regiments, Brigades, etc. Thanks!
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Unit dead, damaged and unit hits not registering with the barrage balloons same with the group dead etc. If I cant get these to work and it looks that way does anybody know how to get the ai helis to hover for a set amount of time? Trying to make a balloon run mission. Cheers
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I have created a Zone and a number of Triggers. Can I save the Zone and Triggers as a Template, then transfer the Template to other maps? Something like you can do with SAM Templates? My Zone has triggers for 4-10 radio transmissions. It would save me a lot of time having a Template that can be moved from map to map. I have been looking all over for information about this.
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- mission editor
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