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Showing results for tags 'mission editor'.
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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
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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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- 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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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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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.
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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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With ED remaking infantry 3d models, i came up with an idea for historical accuracy. As a mission maker this will help me a lot and improve immersion. It would be great if Infantry's uniforms would change depending on year set in ME, so for instance if you set it in 2008 you get UCP, if you set it to 1991 (after ODS) to 2008 you get DCU. If you set it to 1991 ODS you get DBDU and if you set it 2015-2022 you get ACU. This is only for US Army so if anyone wants to help me you can do the same for Russia, Uk etc.
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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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Hallo, iam trying to get into the mission editor. Currently iam trying to make an ai ch-47d cycle between two airbases. I want the ch-47d to land, wait for a few minutes and then start again to do the same at the other airbase, repeat forever. Currently iam only getting him fly from airbase a to airbase b with landing, but at that point he just stays at the ground. How can i finish this task? Thanks for help!
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- mission editor
- ai
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Hi Developers, Could you add a option to create a template of different selected static objects. Sometimes, while editing, one would like to use the same group of statics on different places on the map. Now it is only possible by creating a group of controllable AI planes or vehicles. So in other words, one must repeat all the same static setup all over again. The same handle would be great to be able to create a group of static objects too. ** MISSION EDITOR - ADD/CREATE TEMPLATE - STATIC GROUP - (hold CTRL and select static objects) - SAVE TEMPLATE. Kind regards and thank you for this great simulation
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So this issue happened to me now a couple of times. 1st issue : When pressing the 'save' button in the mission editor, it saves the mission as it should. However, when one presses 'fly mission' or presses the 'exit' button to exit the ME, it says there are unsaved edits and opens the option window once again to 'save' or 'exit without saving' or 'cancel' , when one has just saved it. 2nd issue : I have the auto save option enabled in the ME, and after a while the ME gets stuck trying to save the mission file, and the save button stays enabled in the editors column on the left, but not saving the mission file. At this point, you can no longer save all the editing done since the last auto-save/ save. This causes the created mission file to get corrupted and one has to 'exit without saving' and rendering the mission file unusable...... so all the work done will be lost at this point. This is a horrible experiance !!! All the work done for nothing. Now i found a way around and having fortunatly the autosave files still intact, but the mission file is at this point no longer accessable ! So i restarted DCS, opened a new mission file ( at this point the mission file can no longer be accessed, and then opened the backup file saved from the auto save option from the last save, and then load it. Then save it once again as for example mission 1. But then all the work done after this last save is gone ! If i did not have this auto save enabled, all the created work would be lost forever ! * image showing the save button stuck and not saving anything. Also showing the autobackup timer on the top left non responsive. Please have a look in to this matter, DCS - Team. Kind regards, RWCnull
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Hi guys - wondering if theres a way to play a sound file (which will be the SRS recording of the flight in the replay) to play automatically on starting said replay? Any tips appreciated!
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- track file
- sound
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As title says. I'm still waiting on ED to say what new stuff is coming to the ME as they never address it in their 'beyond' propaganda or their blog posts... but additions like this are critical to being able to achieve much more dynamic missions on the fly and reduce repetitiveness.
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Hi, If you wish to know when a non-US country first had access to a specific weapon, read on. You might want to pick a specific year for a country and Wikipedia doesn't tell you anything more than the native country's in-service date. E.g. AIM-9L in-service 1976, sold to Egypt in 1983-87 and Israel 1980. DCS Historic mode generally finds the in service date for the native producer of a weapon. However, a lot of third world (cold war non-aligned) countries made purchases and were provided with older weapons than the US deemed current. The period of the Cold war saw a lot of exporting of military equipment in order to satisfy political policy. So historical mode is often inaccurate for dates that apply to the importer. Not surprising, the details of this are painful to find. May I present, The Stockholm International Peace Research Institue (SIPRI) https://www.sipri.org/ Thanks to these folks, you can check the versions, arrival year and quantity. Sometimes there's bonus material in the comments like which airframe the missile was intended for. For example, Israel received 376 AIM-7E's from 1976-1982 but the comments say they were intended for their F-15 stock. So there's two simple steps for getting a list of exports sales from the Sipri database before you can nerd away with your scenarios. To download a list of exports from one country to another 1. Visit https://armstrade.sipri.org/armstrade/page/trade_register.php 2. Enter the Supplier, Recipient, year range and weapon system type 3. Check the radio box Print register of Suppliers 4. Download the rtf file. The rtf file is a load of unreadable garbage to any word processor built this century, so we need another set of steps to convert it to a readable PDF. To convert the rtf file to something readable 1. Visit https://products.groupdocs.app/viewer/total 2. Drag the rtf file from your browsers download folder onto the groupdocs app viewer where it says 'or drag it in this box'. 3. Once processed, In the top right of the screen will appear download PDF. You can now work out questions like, "Did Egypt have access to AIM-7E before 1979?" Or, "What version of Sidewinder did Iran have?" And use a source that, whether it's wrong or right, is not worth contesting without a lot of effort. Answer the nerd call! Know things! Sound like a CMO database in human form! Then wonder why the USAF say the AIM-9J in service was 1977^^ https://www.af.mil/About-Us/Fact-Sheets/Display/Article/104557/aim-9-sidewinder/ . Enjoy!
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- mission editor
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Currently we have to use the mouse to switch from field to field when we setup Unit IDs and Call Signs in the tab "DATALINKS". Adding the functionality to switch to the next/previous textfield using [TAB] respectively [Shift]+[Tab] (as usual in similar tabs of the ME, like in the tab "RADIO SETTINGS") would be a great improvement. EDIT: This topic may better fit into the forum https://forum.dcs.world/forum/815-mission-editor-bugs/
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For immersion reasons, I'd like to make it so that when I start playing a mission, some buildings are already pre-destroyed if you will, or otherwise set on fire. The alternative appears to mean using AI or something to blow up the buildings I wanna blow up before I start flying (or driving since I have Combined Arms). Any advice on what sort of trigger zone to use, what lines of code I must enter, and where?
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- mission editor
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Hi everyone, Recently a new trigger was implemented for the mission editor, providing control of how aircraft carriers are lighted. The trigger has 5 modes: AUTO AC LAUNCH AC RECOVERY NAVIGATION OFF For CVNs 71-75 and the supercarrier Kuznetsov, this seems to mostly work as expected but there are a number of oddities: For CVNs 71-75: The lights illuminating various spaces below decks are on (as with every other mode except "AC RECOVERY") when the mode is set to "OFF". The long-range laser line-up system seems to be illuminated in all modes. I'm not sure what real-world procedure dictates but wouldn't it only be applicable to "AC RECOVERY"? The IFLOLS isn't illuminated in "AC RECOVERY". Are the navigation lights supposed to go off for "AC RECOVERY"? In real footage it's difficult to tell as the port and starboard lights aren't visible from behind (as they should - IRL they should only cover a 112.5° sector from directly ahead, the same should be true for all port/starboard navigation lights). It seems to take a while before the "OFF" setting actually takes effect (~12 seconds), the others are instant. Another thing to perhaps mention, are the deck floodlights in "AC RECOVERY", there's footage where (apart from the bow catapults) the floodlights are on and the floodlights are off. Perhaps it would be a good idea to have 2 seperate settings, one with the floodlights, the other without floodlights. Kuznetsov: There doesn't seem to be a difference between AC LAUNCH and AC RECOVERY. I'm not sure how the Russian Navy does things though I'd expect the landing area lights to not be lit in AC LAUNCH (leaving just the deck edge lights - there doesn't seem to be any floodlights present). The OLS doesn't illuminate with "AC RECOVERY" (only if there's actually an aircraft landing). While the navigation and island lights go out immediately, it once again takes a while for the deck lights to go out (~11 seconds) when set to "OFF" (though at least here the ship does eventually go completely dark). CVN_71_light_modes.trk Kuznetsov_light_modes.trk
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Hi everyone, With ED's new ACLS system for the Hornet, a new advanced waypoint action has been introduced under 'Perform Command': Activate/Deactivate Link 4, which includes the ability to set what the frequency should be. Is there any possibility that HB's Link 4A implementation can use these assignments? Right now they're automatically generated with no ability to control presence or the frequency assigned.
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Hi all... The block AI from taking off trick, using a static object placed in front of the unit, no longer seems to work under 2.9. A mission I've written uses the static object trick to prevent the launch of "Rooster", waiting engines hot at a catapult, until certain conditions are met. This worked great under 2.8, "Rooster" would launch when required by removing the static object, but under 2.9 "Rooster" takes off immediately. To test the issue I've created a stripped down mission on the Caucasus map that contains: CVN-74 F/A-18 an ammo crate placed on the catapult track to stop the F-18 from launching No changes were made to the object properties just dragged and dropped them onto the map. On the latest stable (2.8.7.42718) the ammo crate blocks the AI F-18 from taking off. On the latest beta (2.9.1.48111) the AI F-18 launches 51 seconds into the mission. Tested open beta with mods removed, only extras installed are plane liveries. Haven't spotted anything in the open beta change logs that states the blocking behaviour has been altered, also searched the forums and didn't find anything. Is this a known problem or feature change? Anybody else confirm the issue? Many thanks for reading P.S. Although 1st post been around since LOMAC onwards LensLok85 - FA-18 - Block catapult take off.miz
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I wish the Mission Editor allowed us to create a new Folder when saving a mission, either by means of a button or with a context menu. Currently I have to return to Windows to create a new folder, as the Save Mission dialog has no way to do this:
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reported Embarking problem (group of units)
YoYo posted a topic in Ground AI Bugs (Non-Combined Arms)
I see that behavior of AI troops was changed after 2.9 if we have group. For mission I use group of Mi-8 (for example 3) and 3 group of soldiers, each 15, total 45 (so they don't fit into 1 unit on this test and should go to the next one) 1/ before 2.9 - if there was space in units of group, soldiers first moved to unit 1, when it was full they moved to unit 2, when it was full they moved to unit 3. Emarking was finished, proper AI behavior for group of units and soldiers 2/ in 2.9 - the groupes goes to unit 1 (all!), when its full it stands there and does nothing, the helicopters do not take off as well Looks like a bug now. Example in track. test4.trk -
I set up the convoy and all waypoints are on the road (also the line in Mission Editor is on the road only) but during a mission I noticed that vehicles sometimes take a different route, not on the road but outside of the road and can to stop even and dont move (and back to the road). AI bug, map bug (PG map) or I have to pay attention to something in particular?
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- road
- ai movement
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Hi everyone I was going to test something until I noticed the Hornet has a ghost weapon weight of 130 lbs with following conditions : - no weapon - all pylons removed - 0% gun ammo -0 chaff and 0 flares I noticed it in the mission editor so no track files are needed for verification. - It is good to mention that the M61 weight is not considered as "weapon weight" because internally it is part of an aircraft hence its weight is around 202 lbs not even close to 130 lbs , - [Correct as it is ] I checked the Viper and it had 0 Weapon weight with a clean zero ammo configuration. conclusions : this could be either an error in the mission editor, an error or bug to deduct pylon weights or really an extra dead weight on the aircraft. Sincerely - Cipher
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Hi, guys. I tried that setting up the route with Waypoint 4, through cockpit trigger action.. but i couldn't. Like the picture, Only '4' is showing me on KU. What did I make a mistake?