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Showing results for tags 'mission editor'.
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If there are 'hard' limits, then a) they should be communicated and b) the mission editor shouldn't allow you to set anything lower than those. However, I'd strongly suggest that any limits should be removed. If we want AI aircraft to fly very close (parade or aerobatic close formation) then we should be allowed to do so. These are supposed to be 80ft apart. They start that way, but immediately the AI aircraft that is FOLLOWING, spreads out, drops height and falls back into some default AI formation. Despite no formation data being specified on either aircraft. Broken Follow.miz ETA: This 'bug' or 'restriction' is present in all AI / NPC units, not just aircraft. Infantry and vehicles fall foul to this all the time.
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Since it's no longer possible to add files into the .miz file through Windows Explorer (due to them being 'offset in the resource file' I believe), please can you add a new menu feature to the Mission Editor to bulk add 'n' number of sound and image files into the mission, which can then be addressed as normal via scripting or the PICTURE TO xxxxx via the GUI (where instead of choosing a file, you can choose from a file OR an already included file - same for SOUND TO xxxxxx). This is a real pain, loading them at mission start, one by one using NEUTRALS and the output so people don't hear the cacophony. Thanks
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- mission editor
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The information we need is here, but it's modal and a pain to use, necessitating multiple clicks just to see the data. However, it would be cleaner an faster to make use of the space either on the right of the menu bar or in the bottom bar like this: You could even remove the modal dialog completely by doing this.
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- mission editor
- ux
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Good day everyone, I set up a ground unit to perform a loop using, on the last waypoint, the command "Go to waypoint" to make it start again its loop. First of all, when using "Perform command" it automatically reverts to Perform Task (you will notice clicking other options and going back to that action). Anyway, the ground unit reaches the last waypoint, goes to the first one as per command but it stops and doesn't start the route again. Here attached a simple test miz and track file. Tested on different maps (Caucasus, Syria, Nevada etc.) and different ground units. Many thanks Go to waypoint bug test.trk Go to Waypoint BUG test.miz
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- mission editor
- go to waypoint
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I ask because whilst I'm building my own zone manager, I'd like to be able to send to the Mission Editor the same events - i.e. moving in zone or group in zone etc, so that mission designers can use my zone manager but not have to use any lua, and access it from the ME trigger conditions.
- 1 reply
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- world.event
- mission editor
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@Flappie As title says... are they coming and if so, when? If not, is it possible to request the ability to turn a drawing polygon into a trigger zone?
- 2 replies
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- mission editor
- trigger zones
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One of the ways I set up ground units so as not to be so deadly that they make attacking imposable. This setup can be replicated multiple times with larger groups. Just do the steps for each AAA unit in that group. It uses the stock scripting so no mods needed but I suspect that you can get very creative with it and mods. So lets start with a single gun unit. Will pick one that is particularly problematic in its normal form. Having the ability to pinpoint shoot once you get inside its fire zone no matter how fast your going. Amazing how the two man team can move hand crank elevation and traverse like that. Note the two rings. The outer one is its detection zone. without editing that is the distance that it will start to track you. We will be disabling that with the fallowing steps. The red ring is its fire distance. We will be using that as a guide but limiting its area. So lets make a trigger zone the size of that red ring and attach it to the unit And to fallow up with a smaller zone. You will want to adjust that small ring tell you find a size that works for you and the situation. Now we need to add some things to the unit itself. Or rather to the group that the unit is part of. We need add a weapons hold, weapons free and a fire at point. null Now we add the mission triggers. The Weapons Hold will keep the unit at a passive state tell the moment you get inside its weapons range. only then will it start to track and maybe get a shot off. But soon as you get inside its Min zone it will switch back to hold state. Now by its self that would be fine but we want some firing to keep up the look like its attacking so that is when the Wild trigger comes in. for that few seconds it will fire blindly into the zone. It still may hit you but its no longer 100%. Once your on your way out it will switch back to tracking for a parting shot. Then its back to hold state. No more tracking tell you come back in again. This can be used for any ground to air capable unit. As long as you link the zones to the unit. You can have the unit move and the zone will be moving zones.
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I have been working on a series of MP missions for myself and the squadron I fly with, which will often include a person using LOTATC. In short what I am trying to do is have it so that when a certain trigger is fired then a message similar to the will appear that is visible only to the person in the gamemaster slot similar to the "message to all" option in the triggers. Is this possible to do and if so how do you set it up?
- 4 replies
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- mission editor
- lotatc
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So I was noodling around trying to find out why the gates aren't able to be turned off and I found the bug after 5 mins. The command in the mission editor to show them to a unit includes a field called 'FLAG' with a value of 1. I guessed this was the ON flag. Setting it to 0, five seconds after it had been turn on, via another trigger in the ME, indeed turned it off - but for a millisecond. They visually flash but reappear. So I made a little test mission and script that after 10 seconds in mission, it sets the flag to 0 and loops every thousandths of a second and does it again And guess what, they vanish. Then, another trigger at 20 seconds turns off the loop and the gates return; oddly the gates for previous but now deceased waypoints return - another bug? Attached is the mission file. What we can conclude here is that the FLAG field on SHOW HELPER GATES FOR UNIT, is indeed the ON/OFF switch, but there is a bug in the game code that turns it right back on again. Obviously this doesn't permit granular turning off of individual gates at each way point, but it does permit them to be removed completely. helper_gates_bug_demo_TF-51.miz
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- mission editor
- bug
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The whole ME locks up and goes modal once the 'Group ID and makeup, renaming' is visible. Clicking anywhere off it, on the side inspector panel should hide it, and whilst it is open clicking any unit / group on the map (and scrolling/zooming the map) should be possible. As it is, if you have two units in two groups flying formation and you want to view this info, you have to click the first group, click the ? next to 'GROUP NAME' on the right inspector panel, then view it, then click the 'x' on the new dialog, then click the next group, then click the '?' again and then you can see it. It's a UX pain. Should be a quick fix please.
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env.mission has the following: -- date : table : The date the mission takes place at with Year, Month, and Day entries -- descriptionText : string : Mission briefing defined under the "Situation" page on the briefing panel -- descriptionBlueTask : string : Blue coalition task defined on the briefing panel -- descriptionNeutralsTask: string : Neutral coalition task defined on the briefing panel -- descriptionRedTask : string : Red coalition task defined on the briefing panel -- drawings : table : Table containing information on any drawing placed in the editor. -- pictureFileNameN : table : Neutral coalition briefing images -- pictureFileNameB : table : Blue coalition briefing images -- pictureFileNameR : table : Red coalition briefing images -- result : table : Conditions and actions defined by mission goals in the editor to decide if a mission is "won" -- start_time : number : Time in seconds since midnight for the date set when the mission starts -- sortie : string : Name of the mission as defined in the briefing panel. -- theatre : string : Name of the map the mission takes place on Almost everything in this list is able to be accessed through lua/scripting Engine, but for these three: pictureFileNameN pictureFileNameB pictureFileNameR Instead of getting the actual picture image (found in l10n/DEFAULT/<imageName>.<extension>), what is returned is an obfuscated 'ResKey' for it. Because there is no way to use the 'ResKey' in it's place, it means that for these three items only, they are hidden from the scripting environment (and I can't see a good reason why). There is no equivalent 'getValueByKey' for objects in the mapResource file. Could these be 'un-obfuscated' or could an additional command be added to retrieve the actual file url from the 'ResKey' Thanks
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- mission editor
- scripting engine
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In the Mission Editor and MIST: Search then engage in zone not working on moving targets. After long testing and testing, i finally came to the conclusion that CAS airplanes are not attacking moving targets. As soon as vehicles stand still CAS airplanes will engage and destroy the static targets. Can you please fix this bug? Attached my Testing Mission. Instructions: - Get in the F15E - Open Command Menu (\) - Select "Other" Command (F11) - Select "Launch Operation Spearhead" Command (F1) MIST Groups will now also spawn I named the vehicles in the ME so you can easily identify which ones are added via the ME or MIST. Observed behavior: - CAS Airplanes will first attack the static target within the zone - CAS Airplanes will circle / go in to pattern while tanks / units are moving - CAS Airplanes will engage tanks / units as soon as they've stopped moving Note: I think many people don't know this and reported allot of issues without investigating / testing with static vs moving targets. Even as an experienced programmer and mission maker I also assumed moving targets shouldn't matter in the behavior of CAS, scanning targets a the zone should also return moving targets. No enemy will stand still while CAS is going to do a BRRRT or fire a rocket barrage. UPDATE 11-04: After some double checking and extra testing it also might be that the JF-17 doesn't seem to attack moving targets. When i switch the planes for a MiG-29S with rockets, they perfectly attack also the moving targets. CAS - Example - 4.miz
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I've spent the last 18 months learning lua and the scripting engine/dcs to build a superscript, designed for mission creators and campaign creators. I think we can all agree that DCS is SEVERELY lacking in Civilian Aircraft/Animated civilian humans/Ships and other assets, but civilian aircraft primarily. There are some truly amazing modders out there making amazing work for free that really enhance the kind of missions DCS can run. Here are my favourites in no order: Military Aircraft Mod Civilian Aircraft Mod CJS SuperBug AI Tanker Civilian Objects, Ships, Vehicles and Farms Mod Infantry Unit - Animated Pilot Mod My question is how many of you use these mods, or others to enhance your missions?
- 42 replies
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- mission editor
- missions
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If you fly DCS solo like I do. Then here are some tips and tricks you can do to make your experience better. First thing I wanted to share was how to set up enemy AI Warbirds. Its often hard to fight AI warbirds do to AI units using a much more simplified flight model and having a full 360 vision out to miles. As you fight your own planes limitations. AI planes get to bank climb without issue. Know exactly where you are at all times and will always end up on your tail. As a solo player you have no buddy to tell you that you have someone on your tail. This fixes that. It has a number of steps but once you do it a few times its easy. 1. Lets first add Mist to the mission. This is a rather standard step for mission making. Not sure if this step is required for what fallows but its just what I do each mission anyway. 2. Now let's place a red plane and call it Red 1. Will remove all its default advanced waypoint actions. Its better to add them yourself one at a time. 3. Will need to add some triggerable actions. Weapons Hold and Weapons Free. 4. Next step is to add some trigger zones. One will name Red 1 Vision and make it 6000 feet. This will give Red 1 about a mile "vision" once we add the triggers. Make sure to place this zone right on the pilot's head and link it to the plane (Red 1). This will make the zone move with the linked unit. 5.Now make a zone and call it Red 1 Check 6. This zone should be around 1500 feet but you can adjust to what best fits your needs. This zone will be placed out front of the Unit it will be linked to (Red 1). I find it better to add a waypoint so you will have a line to use as a guide. 6. Now we get to the triggers and scripting. Red 1 vison Hold will make it so as long as you're not inside that vision zone. Red 1 will revert to waypoint flying. 7. Red 1 Vison Free on the other hand. It Is set up so as long as you're inside that mile distance. Red 1 will stay hostile. AI will follow you and do all the things a hostel unit would try and do. But now if you manage to get outside of that zone for long enough. Red 1 will switch back to weapons Hold and go back to flying waypoints. Tell you get inside that zone again. 8. So Check 6 fixes a issue I always had. With no other player around you have no one to warn you that some one is on your tail. When you are inside that much smaller Check 6 zone. You get a message warning you are inside the weapons arc and distance of Red 1. 9. Now let's address AI plane's ability to out fly you at all times. The fix is to add weight to Red 1. You could add max fuel and bombs on most planes. But it can be silly to be fighting a plane that has a bunch of 500lbs bombs. This script will tack on 1000kg with no outer change of the plane. You can change that number to whatever you want. I find that 1000 extra kg will be enough to push planes past the Max takeoff weight. But not so high that plane can't fly. As you can see Iv moved out into Red 1 check 6 zone. In this case I was ok as Id already critically damaged Red 1. You can repeat these steps for all AI planes and you will find that dog fights will be much more reasonable.
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Below are just a few examples that it's impossible to put ships in ports/docks (shown is the CLOSEST the mission editor will allow them to go to the nearby port) - probably because the description.lua has the wrong depth limit in it, or because the water depth on the map is incorrect. You have this problem with most maps that have ports. The reason I think it's a lua issue is that 3rd party mod ships don't have this problem with the same maps.
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- description.lua
- ships
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In order to quickly find ports on the map, the mission creator shouldn't have to scour the map and write down lat/longs for them. The maps that have ports detailed and modelled should have them marked and selectable and the mission editor should have a layer showing all the 'modelled ports'. The scripting engine should also be able to grab a list of ports and get data about them. i.e. max size of ship, number of berths etc.
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As title says. If the last control point is very close to the first control point, then join them up automatically and convert into a complex polygon. The great feature of using LINE SEGMENTS is that you don't have to hold the LHMB down and you can zoom/pan the map before laying addition control points (this should be default on ALL drawing tools to be honest - it would radically improve the FREE POLYGON tool).
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- mission editor
- drawing tool
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As title says. When trying to create a counties border polygon, its impossible to be even remotely accurate due to the scale. You can't pan the map or zoom in/out without causing mistakes whilst holding down the draw shape left mouse button. So, instead, it can be more accurate to zoom in and draw the borders using the LINE FREE tool. However, you can only see a small part of the borders, so you still have to zoom/pan around, meaning you have to stop drawing that line. This means you end up with many un-joined lines forming the majority of the border. It would be really handy to have a feature to multi select the lines and create a complex polygon from them by the M.E adding control points between each line. Even if you only joined two lines at a time (for reducing complexities sake) then eventually when you join the last broken line back to the first, it becomes a fully enclosed complex polygon. There is just no way to create accurate borders without this or without the FREE POLYGON tool not drawing control points when the map pans and zooms...
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- mission editor
- drawing tool
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As title says, allow the user to add/remove control points at any point along the edge/border of a polygon shape that has already been created. In addition, locking the mouse in an X or Y direction with holding down shift (like in every drawing app) would really help reduce a large number of control points when a countries border runs outside the edge of the map. I would suggest that right clicking over a line segment between control points gives a context menu allowing you to ADD a control point at that position. Also, that right clicking over a control point gives a context menu that allows you to delete that control point.
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- control points
- polygon
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When editing a shape, a mouse drag on the shape makes it jump to the first 'point' that was created when creating the shape, rather than a grabbing the shape at the mouse pointer when the left mouse button when down. This has the nasty side effect of making the whole polygon jump, sometimes massively with a false drag event i.e. when trying to edit the control points at the edge of the shape. This is particularly nasty when trying to create a single polygon for an entire countries border. NOTE: When the polygon is an oval, rect or arrow, then no matter where you try and 'grab' it, the grab point jumps to it's centre of the entire shape. I would suggest this is wrong too. Notice that this doesn't happen when selecting and dragging LINES about.
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I understand that some maps have different borders per year, but these can be easily toggled on/off in the Mission Editor -> DRAW list. Having the map makers make a unique polygon drawing layer for each country will all mission designers to easily create triggers based on boundary crossings without having to resort to the frequently difficult to use accurately polygon drawing tool in the M.E. It will also make clear on busy maps, just where those countries borders are.
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At the moment, we need to create a load of custom waypoints for a unit or group to force it onto a specific heading (mag or true), we're reproducing what the engine already does probably much more efficiently that we can. So why can't we just pass a heading(either true or mag if the bool is true) to a Unit or Group (air/sea/land) and just let the engine plot it out for us? Thanks
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Hi DCS Devs. Will it be possible to include some more "unarmed" ground units such as Civilian dismounts (men, women and kids) with associated texture files for livery creation and configurable through the livery description file (Different heads/head dress, clothing etc), animals and vehicles as part of the Core Mods to enrich Mission Building and Campaign creation.
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- civilians
- unarmed objects
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If you try and save it won't save it under it's original name that you loaded. E.G. Create a mission, save it with a name eg. MyMission.miz Fly that mission from the Mission Editor screen. Be in that mission for a minute or two, then hit ESC and then select QUIT. On the after mission screen click MISSION EDITOR. When back in the mission editor notice that the name of the mission has been changed by the sim to 'tempMission.miz' This is a bug.