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Showing results for tags 'mission editor'.
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I can't see the H-6J in the mission editor in any map, but can see it in the encyclopedia and in missions built by others. I have tried both short and long repair, as well as deleting the China asset pack folder and repairing so it downloads again. I am running the current open beta. Since others can make missions with it, I assume this is operator error. What am I missing?
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When using the payload restriction feature(btw great feature guys) I noticed it takes a lot of time to find specific weapon. What if there was a search bar to make finding specific weapons easier.
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If you build a mission with multiple flyable client aircraft it would great to see them as static aircraft if not taken by a player. At least for aircraft that are set to ground or ramp start. Maybe as an option. Would make the airfield look more populated.
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I would just want the lua coding window in ME to be bigger. It would make working with lua much easier.
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There's been plenty of times where I join a random server and stumble upon there only being hot start slots, with optionally some cold start slots far far away from the AO. Hotstarts are immensely immersion-breaking for me and take away a great part of the experience of using DCS, namely going through the whole startup sequence. First shutting down a hotstarted aircraft is not an option, imho. To alleviate this issue and that of mission makers having to add two slots to accommodate for those wanting cold starts and those wanting hot starts, I'd like to propose to allow the user to decide whether ramp/ground starts (Takeoff from ramp, Takeoff from parking hot, Takeoff from ground, Takeoff from ground hot) are hot or cold. Essentially merging the types leaving us with Takeoff from ramp and Takeoff from ground. I'd imagine one way of allowing a user to decide would be to show a checkbox or combobox for ramp start slots which allows the user to select which type they'd like. Naturally, startup types should still be enforceable for mission makers and to preserve backcompat with older missions.
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You can enable EPLRS in the advanced waypoint setting for every unit but I would like to know what excatly EPLRS is and what it does in DCS. The DCS manual only says that EPLRS Set the unit's position datalink on/off. So do I have to activate it for every plane in DCS so that players are able to use their datalink in multiplayer missions ?
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Hello there, Here is the idea, could it be possible to have an option to manage airports as a kind of FARP. Let me explain. How do a FARP work ? You can have unlimited supply on it, it will not Rearm, Refuel or Repair yourself as long as you don't have a truck to bring you supplies. If you have close to the FARP a fuel truck, the FARP will provide you FUEL. If you have close to the FARP an ammo truck, the FARP will provide you AMMO. Improvement Idea So could it be possible to have an option to activate something similar to this mechanics on airports. For example : You have an airport with unlimited supply on it but it doesn't rearm or refuel you unless you have an Ammo truck and/or a Fuel truck inside of the capture zone of the airport. What's the purpose of doing this ? - It will let the ability to the mission maker whenever he wants to allow or not rearming or refueling on an defined airport. (using late activation truck) - It can improve realism because Fuel or Ammo need to be carried to the aircraft. ("using a truck for example (joke ;D)") - It can become high value target to find and destroy the enemy Ammo/Fuel truck in order to limit the rearming/refueling opponent's capabilities. - This idea is not interfering with the warehouse system already present in game. Finally I recommand to have an option to be able to activate this features to avoid Mission makers to be lost with a new system that they don't understand. Thank you all for taking the time to read this topic. Best Regards Wolf4Pm.
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Hi. I'm trying to learn some mission scripting. I'm currently trying to write a function that will update groups' routes dynamically, for things like a formation of ships or CAP over a moving carrier. Please could someone confirm the following assumptions I've made based on testing and the docs: 1. There is no way to access current tasks for a Controller, and therefore no way to update waypoint locations not stored in script. 2. A sensible way (in terms of ease, precision, and resources) to create dynamic routes is to have three waypoints: [1] current location, [2] predicted target position for one minute from now, [3] predicted target position for two minutes from now, with a waypoint WrappedAction at [2] that calls the function again ([3] being only included for smoother turns). My current attempt at this produces a crash every time, with no scripting error in the log. I know it's something silly that I've missed, but the CtD with nothing logged makes normal debugging harder. I also have the following unsolved questions about mission tasks that may or may not be contributing to the problem: 3. What is the reference point for waypoint ETA vales in LUA? 4. Do ongoing tasks and options (e.g. RoE and CAP) need to be cancelled if not intended in the new mission task, or reapplied if they are? 5. Does the group's current waypoint index need resetting after setting a new mission task? Apologies that I can't answer these through testing, but I'm fed up with the long CtD cycle. test.miz waypoints.lua
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Using a continuous statement that is running "group stop" on a SA-6 site to prevent the site from being moved in multiplayer. The statement fires continuously(using a signal flare as visual indication) but the waypoints given by a tac commander are followed, the group will not halt. This does not quite seem like intended behaviour by the action. could someone clarify the method and possibly a solution for the desired result of making unit controllable but immovable? EDIT: achieved goal using the AI SET TASK option and adding a task for "halt". Intended behaviour still seems off
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Disregard (or delete). Correction. Used "Takeoff from ground" and just realized this is a free placement tool (I think). I need to move it. Crammed between buildings. Tested F-86 and P-51. Same. Suffice to say, damaged on spawn (it's a cold spawn, so no engine-on-run-away).
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So I'm an individual that plays almost exclusively single-player. I have horrific anxiety on Multiplayer games so needless to say the Mission Editor and I are very intimate. With version prior to 2.7, controlling the weather was pretty straight forward. Wind direction, cloud density, cloud elevation and thickness, Rain/Snow/Temperature... with 2.7's system you either use one of the presets (Broken 1-7, Overcast 1-3 etc.) but you are no longer able to fine-tune the weather patterns you want. I've tried applying a preset and then switching back to the pre-2.7 system (IE: Change preset to 'Nothing' and you'll get the old weather system). The old weather system only partially exists because the cloud-settings you're choosing under 'Nothing' apply t o clouds that aren't there. 'Nothing' = Null, so no matter what I can't put in weather effects that I want. Currently my only option is to choose one of the pre-set cloud or weather conditions, or enter in my own temp/density/precipitation on a map that won't spawn clouds. I see tons of posts about issues with the new cloud system (Rain drops on the canopy seems to be the biggest one which has already been reported) but I haven't found one addressing the Mission Editor's limitation. Any input the community or ED has would be awesome (Maybe I'm just missing something). Cheers.
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fixed 2.7 Logging - Static and Map opbject IDs missing from log
philstyle posted a topic in Object Bugs
Here are some log lines showing player "xvii-Dietrich" in an FW190 bombing a map building. The building is destroyed. The bomb blast also damages the FW 190. Please note that the Target ID number is missing for the statics and buildings. This is evident in the lines where you see "target=" 2021-04-21 08:52:43.086 INFO Scripting: event:targetPilotName=xvii-Dietrich,type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=FW-190A8,t=777.59,initiatorMissionID=19699,targetMissionID=19699, 2021-04-21 08:52:43.211 INFO Scripting: event:type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, 2021-04-21 08:52:43.211 INFO Scripting: event:t=777.715,type=dead,initiatorMissionID=, 2021-04-21 08:52:43.212 INFO Scripting: event:type=kill,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, I will break this down a little more: 1. In the following line you can see the the bomb blast hits the FW190. The Target ID is correct (see green text) 2021-04-21 08:52:43.086 INFO Scripting: event:targetPilotName=xvii-Dietrich,type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=FW-190A8,t=777.59,initiatorMissionID=19699,targetMissionID=19699, 2. In the following line, you can see where the building hit is logged, however the objects ID / type is not known (text is red): 2021-04-21 08:52:43.211 INFO Scripting: event:type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, 3. In this line you can see where the building is destroyed (killed). once again the objects ID / type is not known (text is red): 2021-04-21 08:52:43.212 INFO Scripting: event:type=kill,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, Having these details properly recorded in the logs is critical for many servers which collect and display statistical information for their players. -
Hi, DCS 2.7 I cant seem to select ground vehicles for Insurgents faction in the ME. I can choose only 3 infantry units. This is strange as I could previously. Not sure if this is a 2.7 issue or not? Can anyone help? Cheers Steve
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Problem : F-16c on red side not appearing in same group , It appears for 2-3 second for leads and then same group flights get into green , Only problem is HOT AIR start Red side only F-16c same group ( Not appear as blue ) No problem with AI flight Only problem is in Multiplayer Expected behaviour : F-16c should appear on same group I have attached mission and single player trackfile and multiplayer trackfile SP.trk MP.trk Training-v12.2.miz
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How do I turn smoke pods for AI aircraft on with triggers?
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OPERATION DESERT KNIFE | FICTIONAL | INFORMATION LETTER SHORT REMINDER: Original Name of this Mission was Operation Desert Storm but it got "rebranded" to Op. Desert Knife __________________________________________________________ Singleplayer - YES Multiplayer - YES COOP - YES Each other - YES Against each other - YES __________________________________________________________ Syria Map - Required Carrier Module - Highly Recommended Tf-51 / Is Free & should be Pre Installed Gray Shark Skin - Recommended 16-32 GB Ram - Recommended Hello and welcome to the information sheet on the mission "Operation Desert Knife" Operation Desert Knife is a dynamic mission that means there are multiple possible endings! You can play Operation Desert Knife alone, in co-op or against each other! There are no limits! The main goal in Operation Desert Knife is to take out the enemy aircraft (AI) and then land! Whoever manages this first, decides the victory for his faction! If one faction wins, the other faction loses! Again, you can fight the AI with a friend and then land. Or you can fight the enemy AI on your own while your friend / enemy has to do the same against you! The first to turn off all targets wins! You can of course do 2v2 1v2 and so on, no limits! The location is on the new Syria map and starts at sunrise! Now you are setup for my first Dynamic Mission and I really hope you will enjoy it! I have also added a Airshow! So you can train with oldschool aircraft like the TF51 or BF109! (please keep in mind that this mission does not try to be realistic at all! Its a 100% Generic Fun Mission, something you just wanna throw on without thinking to much and just testing out the latest stuff of DCS!) OPERATION DESERT KNIFE CONTENT - 2 rival factions, each with 4 selectable airmen - Real radio messages from the political groups: USA & RUSSIA - Different endings possible (Dynamic Mission) - Audio announcements if a team member has died or an enemy player has been eliminated. - Audio announcements if an enemy is sighted inside of your Political area & warning if you are in an enemys Political area. - The latest carriers are available for both factions! - SAM targets available for both factions (A-10II, SU25T - to counter SAM site) - Mission briefing for each Faction! - RAM friendly, despawning of cinematic aircrafts (aircrafts that only spawn to look cool), carrier and assets only spawn when needed (if you spawn inside a f14 the carrier will spawn for example (same for russian carrier and cinematic aircraft) So Assets which are just dont needed wont load! - Many many IF conditions for a balanced game flow - Self-made mission pictures so that you know what your task is! (dont expect picasso art ) - Airshow (Ram friendly, if you spawn inside of an neutral aircraft, everything that is related with the Operation Desert Storm Mission will despawn so you save Ram and can press F2 without seeing any other aircraft rather then yours! REAL ATC AUDIO RECORDINGS For an immersive feeling! Russian and American Voices! Alerts and kill confirmation Voice! Source: YOUTUBE! SELECTABLE AIRCRAFT RUSSIA: - Su 33 (on Carrier) - Su 33 (on Carrier) - Mig 29 (on Airbase) - Su25T (on Airbase) - Su27 (on Airbase) SELECTABLE AIRCRAFT USA: - F14 B (on Carrier) - F18 (on Carrier) - F16 (on Airbase) - F14 A (on Airbase) - A10II (on Airbase) ------------------------------------------------------------------ SELECTABLE AIRCRAFT NEUTRAL (AIRSHOW): - BF109 (on Airbase) - Mig29 (on Airbase) - Spitfire (on Airbase) - TF 51 (on Airbase) - AV8B (on Airbase) EPIC BATTLEFIELD INTRO SONG Epic Intro for following units - F14 B - F18 Whats planned for future Update: - adding 2 Helicopters with unqiue Tasks for each Faction (Hind + Blackshark - Russia) (Apache + Huey - America) OPERATION DESERT KNIFE TEASER (we recommend you downloading the Gray Shark Skin for cool looking SU33 AI and Client Aircraft ( https://www.digitalcombatsimulator.com/de/files/3312850/ ) ENJOY OPERATION DESERT KNIFE ( https://www.digitalcombatsimulator.com/de/files/3316674/ ) With best regards BlazeXI
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Hi, I miss a trigger in mission editor, which would react on target detection (radar/visual). I imagine something similar like "unit/part of group/ part of coalition in zone" in combination with specific unit. e.g. IF unit(radar) DETECTS unit(target)/part of group/part of coalition DO .... I´am trying to bypass it by lua script, but without any succes yet
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While in the mission editor I tried to place some jets to start at on a carrier (did experience this before getting the sc module), and it would snap to cat 1 when i select both start from ramp & parking lot. No matter where i drag it, it kept snapping to the cat, as well as it did not give me the option to choose a spot anywhere else.
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Since we now have a very beautiful and great sounding P Hind and the old unit is the same helicopter I would've liked it to sound the same. It have always been generic and boring and unauthentic, and there is no reason why you shouldn't update it. Hope ED sees this Also for some reason it's startup sequence audi is very broken atm, cuts off when engines are starting
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This warehouse bug seems to break any custom warehouse of an airfield to persist onto any mission. Only fixed after a restarting DCS. So far I've only tested it with F-16s, I will come back and try other aircraft too. Steps to recreate: 1. Have a mission already prepared with custom warhouse and cold-start on any desired airfield on any map. (Provided: Limited Warehouse.miz) 2. Start DCS and run the mission (Limited Warehouse.miz) directly from the main menu via the "Missions" button. 3. Once mission is done loading, check the loadout screen and observe the now limited Ordinance (100x AIM-9L) 4. Now try to load another mission with supposedly Unlimited ordinance (Unlimited Warehouse.miz) 5. Go to the loadout screen and find the 100x AIM-9L to persist. Steps to fix the issue: 1. Exit DCS to desktop and start it again 2. Load any mission with a cold-start and Unlimited ammo enabled (Unlimited Warehouse.miz) 3. Go to loadout screen and see all weapons available again. However if you try to now load "Limited Warehouse.miz" you'll find the Unlimited Weapons will persist there as well. If you follow the steps to recreate above, but reverse with loading "Limited Warehouse.miz" 1st then "Unlimited Warehouse.miz" 2nd. The mission with limited weapons will now be broken and the unlimited ordinance persists there now instead. Limited Warehouse.miz Unlimited Warehouse.miz
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Hi everyone, Found a bug with the ships in DCS that I couldn't see reported before. Very simply, when firing anti-ship missiles, ships don't obey release quantities nor do they obey max attack quantities. In the track below I've got a La Combattante IIa that is set-up to attack a Krivak II. I want the La Combattante IIa to fire a single missile at the Krivak II. To do this I've set the release quantity of anti-ship missiles to 1, and the max attack quantity 1, i.e; make 1 attack, firing a single missile. Instead it keeps firing missiles until the Krivak II has sunk/been destroyed. Firing 2 salvos of 2 missiles each (with 25 seconds between each missile, and the 2nd salvo firing after the missiles of the first salvo have hit). It gets especially bad when you have a ship with lots of missiles firing against a smaller ship, or when firing against a ship that can't really defend itself, that doesn't require lots of missiles to sink - in both cases it leads to them being pretty wasteful with the missiles. AShM_Max_Fire.trk
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[ME] Ability to add coalitions to a mission.
Shmegegge 1-1 Aero posted a topic in DCS Core Wish List
Hello, With the addition of the Syria map, the missions and battles that we can now simulate are going to be more complicated than the simple RedFor vs BlueFor that we have in game. Some people are having issues with the current 2 factions. Could we get a way to add more coalitions if we want to? For example, putting NATO into one coalition, and assigning them to blue icons. Then, putting insurgents into another coalition, and assigning them grey icons. Then, assigning Iran and Russia into another coalition, and assigning their units to red icons. This would allow for much more complicated missions, and would be extremely useful. -
What is the status of the bug with ME placeable NDBs (non directional beacons) not working on the Persian Gulf map? I can remember the issue being reported 2 years ago, yet to this day none of them seem to work for anyone (both ARC and TACAN, latest personal tests with ARC in multiplayer with correctly placed and "working" beacons which no module can pick up). And does this have to do with the general map bug of fixed location beacons (NDBs) being coded in Hz instead of Mhz (typo-bug, as also present on Syria for a while, seemingly coming from and Eagle keylog being used as a baseline by Ugra Media)? This bug is relevant as for any mission scenarios that are above the absolute lowest denominator being able to home in on a road base or FARP when other means are not available or in DRIFT can be quite relevant (especially when forced to use terrain masking). Moreso since the PG map is quite empty and repetitive in many areas making terrestrial navigation especially at deck and even at angels an issue. An earnest update - even if it reads "we had no time/no ressources for that" - would be appreciated to at least know what the status is.
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- placeable beacon
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