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Hey guys! As the title says : sometimes in ME bomber's won't release their bombs or cruise missiles and they would just start to go back or RTB sometimes. BE AWARE : This does not ALWAYS happen, but sometimes it does, like now for example i'm tryin' to have a B-1B drop some AGM-15C on a location but it won't drop 'em. It always worked but now not. Did ED changed something with last update? I'll leave u the miz down below... I always put FIRST a waypoint VERY close to the bomber and THEN I apply the task. I've put --> perform task / bombing / cruise missiles..it does nothing. I've put --> perform task / bombing /guided bombs..it does nothing. I don't want it on auto cause it will drop only 1 , but I tried auto also and won't drop anything as well. Thanks to anyone helping. P.S. : Dont worry for the title, u dont need F15ex and mig31 mods, I edited it. F15EX VS MIG31 CASE 1miz.miz
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A kneeboard tool in ME or option to push mission info from briefing panel to kneeboard page. Option to push map drawings to kneeboard maps, for marking tgt areas in ME, pushing them to kneeboard maps. Reducing the need to go to F10 map (unrealistic) or having to build steer points in ME. Taking the fun out of building your own flight route to the tgt area from inside the cockpit. Oooooo, or even a simulated digital/tablet kneeboard for the modern airframes!
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I propose some small improvements to ME that are easy to implement and would add a lot of value for users. General QOL Option to leave values in waypoint options blank to be populated with value from earlier waypoints. This would allow altitude/speed of a whole route to be changed with a few clicks, instead of needing to edit every waypoint Better randomization options All editor fields that accept numbers should accept basic syntax for random min-max between two numbers, so that airspeed, altitude, timed conditions, etc. could easily be randomized by typing in a range instead of single value All editor fields that accept numbers should also accept variables / flags as well as simple equations (f.e.: varA*varB-varC) Random placement circle option for every asset and waypoint (would choose position randomly on mission start within defined radius) Multiple possible routes per group within the UI, without scripting (f.e. option to create "dummy-objects" and make a route for them and allow proper units to switch to those routes by advanced "switch waypoint logic" with probability option to have multiple possible paths Nested mission files / smart dependencies Ability to open a mission file in another mission as "smart dependency" without hard merging. This would allows mission designers to make variations of missions based on template missions that could be edited later and thereby update all missions that use said template. A template could f.e. hold most AI and static objects, where the "active" files could hold setups for different player aircraft, friendly AI, additional AI for balancing or simply different weather and time of day... If users want to edit assets from the template file, the editor would load that file as active template If you like the proposed improvements, please rate this thread 5 stars: Thanks!
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I know maybe ED is going to further refine and tweak multi-select. But, this new feature is NICCCCEEEEE. It saves so much time in ME, especially since I use tons of statics to add depth. I love it! Thank you, ED!
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So right now any ground unit can be placed on a whip via directly editing the miz file and getting the coordinates right, or through spawning with a lua script, this is a painful process though if you just want to add a few manpads to a seemingly civilian ship etc. However once you get them placed they work fine, they stay on/with the ship and engage targets according to ROEs etc. So a pretty simple request, I would suggest that placement on ships be permitted for all ground units through the editor, don't bother trying to enforce size or weight limits just leave it up to the mission maker to decide what is reasonable to put on which ships.
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I made a mission for the Hind. When I first made it, I made a camp within a meadow, enveloped by trees on all sides. However I go to bed, wake up the next morning and boot up DCS to keep tinkering, and find that two areas of the forest have disappeared! A triangle section of forest was removed on the south side of the camp, and the strip of trees to the east have been cleared. No triggers or such have been used to clear terrain or obstacles. Screenshots I took on day 1 of making this mission: Note the south tent and container are hidden in the trees, and there is forest behind the parked Hind... And this is what I found this morning: Also of interest, within the ME it clearly shows in the altitude and satellite view that there should be trees where the voids are to the south and east But once you jump into the mission, the F10 map will display the trees as-rendered...missing: Perhaps also related, I noticed that the first time I boot up the ME from the menu, the trees won't render at all close up, but are barely visible when zoomed out in the ME: This^ however does not render completely treeless once you fly the mission, that's ME-specific only. So this last screenshot may be a separate issue. Attached is the mission I made Mi24 start.miz
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Dear Eagle Dynamics, is it pland, that FARPS, TENTS, TRUCKS, TANKS, ... get new skins for presets in the DCS-Editor? As a Missionplaner an Missionmaker i miss following TENT-SKINS: - Desert camo - Desert camo with medic cross - Desert camo with numbers (01, 02, 03, 04, ...) - Green camo with medic cross - Green camo with numbers (01, 02, 03, 04, ...) - White with Medic cross - White with blue UN - White with numbers (01, 02, 03, 04, ...) - Tents for Insurgents Different Tents with different sizes. TENTS as Units not as Building to get it in a group for better handling with Triggers. I miss wounded and civil Units at all. You have no civil units to embarc or for Missions like "Avoid civil victims" I miss single Helipads with medic cross. I miss TRUCKS and TANKS with white color and blue UN signs. I miss Medic-Trucks at all. I miss JATAC-Infantery-Unit with Laser, Smoke and IR. I know you can get this with mods, but this has to be in DCS without mods, i think. If you want to make good and realistic HELI-Missions this is absolutly necessary. Cause than yo can say: "Embarc troop from Marker and bring it to Farp XXX to the Tent number 01" Or yo can say:" Embarc the wounded and bring them to the Medic-Tent. Smoke as marker is unrealistic big an Flags ar not good to see. I know, making skins for PLANES, HELICOPTERS, TANKS, ... is hard work and costs a while, but I think, making skins for TENTS and bring them in DCS (basic) without mod is a work of 20 Hours or less. I know this is primarily for Heli Pilots/Player who want to make realistic Missions but it is worth it. So is this planed? How long will it take? If not, Why? Thank you.
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AI Vehicle Transport Doesn't Include MANPADS or Mortars
BuxtonHouse posted a topic in Mission Editor
I have been making a mission with a Chinook transporting troops and noticed that since Stinger and Igla troops count as Air defence, they cannot board the vehicles. So I know its not a bug exactly but just making a suggestion to change that (unless I'm doing something wrong). There is a way around to make them spawn in after the vehicle arrives. This is the same for Mortars, as they are in the artillery category. Also as an idea, the mortars could have infantry model attached to them so they don't look like ghosts firing them. If this change is considered, the MANPAD and Mortar unit could take up 2 spaces in a vehicle as they take up more space. -
Hello, I have 2 questions here: One is if I can open 2 instances at the same time, different versions with a different Saved Games folder (this is what seems to cause the "one instance per write dir" but I may be wrong), I have 2 different save folders for each version separate, I rename them depending on which one I use. Having the 2 instances, it would be easier to replicate my mission, because it has more than 50 aircraft & triggers and I'd like it to be easier to "copy/paste" basically. Two is if the above is impossible or unlikely, I'd like to know if there's anything I can do to save the missions I have, deleting files, renaming, etc, which can be read below. For context, I am using 2.7 Steam Version and 2.5 Standalone and playing these missions on both (haven't seen issues with this before). However, most issues occur when editing names with 2.5. The Problem: I open a mission, edit a group name, click save, I go check and it's back to the old name. I open "Dictionary" and it's all over the place. I am aware it does not clean itself, but it is weird that it doesn't have entries shown on the mission editor. I also noticed that in the F10 menu, the button I have to stop all the sounds (includes a message) does not work for stopping and not for displaying the message, but the other buttons I set to play sounds do work fine with the corresponding message. What I Have Tried: For the missing entries in the "Dictionary", I have manually added the corresponding number, and it worked, but it's way too much to fix this way (50+ names). I deleted the "Dictionary" and renamed everything from scratch in 2.7, the file was created but without entries after saving. I have updated the names and used Save As..., same issue. Changing the "MissionEditor" folder to another name. This sounds far-fetched but I'm trying to consider everything: maybe the Config, NS430 & Scripts folders inside the .MIZ file exclusive to 2.7 conflict with 2.5, for whatever reason, and doesn't let it make editing changes, but allows new additions? Then again, the mission I edited in 2.7 with the renaming from scratch, also didn't save anything and seems to do what 2.5 does. It displays DictKey_sortie_5 (for example) instead of the text I had there. I saw someone explain here how to move triggers from file to file and I did that, worked for others but that might've messed up the dictionary names when I changed the trigger contents. I just can't understand why the editor does not create or update "DictKey...." entries unless I add something new instead of editing. I really apologize if this is super confusing. If anyone has any ideas, please let me know, I'd be interested in trying out stuff. I don't know if it's useful to attach anything (.MIZ file is above 100mb in songs but I can remove them if needed).
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- editor
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add setCoalition fuction to match getCoalition function
Drofseh posted a topic in DCS Core Wish List
There are a lot of requests already on this forum in support of the idea of having additional sides or coalitions beyond the existing Red, Blue, and Neutral, I fully support these requests, and they should also include functions to set the hostility of the different coalitions. In a similar vein adding a command that woud allow units or nations to have their coalition switched would be a welcome addition to DCS. My use case for this is that I am making a mission in which the players will be primarily operating inside one country (UAE on the Persian Gulf terrain). I would like to have AI air patrols in adjacent countries (Qatar, Oman, Saudi Arabia) that will only become hostile only if they players stray into the airspace of the adjacent countries. My current work around is to have the AI flights always as Opfor set to Late Activation, and then activate them with a triggers shaped to the airspace of the adjacent country. If I had a way to change their coalition I could have them set to Neutral and actually on patrol, then use a fuction like setCoalition to change them to hostile if the players stray into their country's airspace. Possible implementations of a setCoalition command could either change the coalition of the entire nation, or just of a specific unit, or add a command for each option. Examples: Change unit's side CoalitionObject.setCoalitionUnit(coalition.side) myPlane.setCoalitionUnit(RED) Change nation's side coalition.side.setCoalitionCountry(countryId) RED.setCoalitionCountry(73) -
Hi! I thought do a dogfight training mission and I want to respawn automatically when I die. Is this possible or not? Script or trigger way would be fine. Regards
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- respawn
- mission editor
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https://www.digitalcombatsimulator.com/upload/iblock/ed6/87v22jwd1xh51i3rgki944xsf503istq/DCS_User_Manual_EN_2020.pdf @BIGNEWY Can we pin this please?
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- mission editor
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Think it would be cool if we could spawn units in random position with in a designated zone. Something like Going to triggers, On Mission Start, Active Unit in Zone, Select the Zone and the Unit. This could help with mission replay ability. Take out SAM's at this town. Every time you play that mission the SAM's will be in a different place in that town.
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Please expand the functionality of waypoints for the fleet. There is a severe shortage of beacons on "Red ships". There is also a shortage of formations. 1) No function to set the formation of the fleet. When the ships turn around, they ram each other. 2) There is no direct way to put a radio beacon on the "Red" Fleet. Each time we have to find a workaround for the radio beacon (R-828; R-852). This can only be done by using "moving zone" and "unit on deck". Upgrade fleet waypoint functions. Thanks in advance
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If you place a single FARP pad, complete it with the necessary facilities (electricity, command post, etc.), the lights do not work when landing at night. If, with all the same facilities, a FARP with 4 parking places is placed, the lights are lit FARP x4 lights work.trk lights doesnt work.trkBroken lights.miz
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There is not one good official description of how exactly SAM sites need to be set up, how they communicate with other groups (if they do at all) what types of groups they can communicate with. What do the skill levels in SAM systems actually do. I've been setting them up for a while now and understand how to make most systems work but there just isn't information on what the game is actually capable of doing with SAM sites. I don't know how much of the real world capabilities DCS actually models and based on my struggles trying to research this for the past years, I'm not so sure that anyone else really knows either. Most videos on explaining how the mission editor works give of the vibe of "Well I do it this way and it seems to work" This is also true with the logistics system, I would love to make use of this, but how the hell does it work? It's not in your manual which looks like it goes back like 10 years when the only aircraft was the Black Shark. There are also not any videos that describe the whole system. If you don't want to update the actual manual then maybe wags needs to do a series on like, actually using the editor, like a big series, that explains every part of what DCS is capable of from a mission editor point of view. I think a lack of good and accessible documentation on the game generally is a contributing factor to the game being hard for new players to get into.
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Hello, I'm trying to buid a training mission for the hornet about the Targeting Pod. But I can not find the cockpit parameter which says that the right DDI is SOI. Another solution would be to activate a trigger when the Sensor Select Switch right is pushed but I can not find the corresponding parameter too. just tried to use the DCS-Bios Hub to get a list of parameters, but no joy there, it does not connect to my DCS. I already tried something like X:COCKPIT PARAM EQUAL TO("COMM1_FREQ", "121") which is doing the job. Now I'm only looking for the right parameters for either the DDI set to SOI( when the diamond appears) or the Sensor Select switch is pressed, the last beeing my prefered Method since I'd push it several times during the mission. Has anyone an idea how I can have these parameters ? Or Maybe a workaround ? Fly safe Twan
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- f/a18
- targetin pod
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Hi everybody. Is there a way to order to AI platforms to attack JUST a target instead to engage whatever enemy things they see? I see planes ordered to attack a single cargo vessel (mission type: anti ship strike, advanced waypoint actions->attack group->name of the group... and a small blue triangle is placed on the ship to be engage) engage another cargo placed miles away that is a target of another flight. Please note that in advanced waypoint actions i select to expend ALL the ammo's on this target. I saw this behaviour also on ground mission where an apache flight was attaccking my targets rather than their. Thanks a lot in advance and please excuse if this subject was already discussed. I wasn't able to find anything about it.
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Can't select aircraft in ME after save, exit then return to edit mission. It's only showing bottom half of the aircraft properties box. And, it has ground vehicle formation options in the formations list. Have to delete object, which deletes all associated triggers if you have any for that object. Only does it with non-static aircraft.
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Currently the view in the editor is bound by the defined map edge. This it turns out creates a lot of weird behaviour and annoyance when using a wider aspect ratio display, commonly jerking the view around when working at certain zoom levels or near the edge of the map, especially when opening/closing other panels. I would like to request a removal or significant increase of the map pan/zoom limits, would simply suggest that off-map space that would end up being in view as a result at times simply be blank (black, green, white, whatever) space.
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The temperature settings on the Kola map are very limited. In the coldest period in Kola you can set it to -21. I lived in Murmansk and now my relatives live there, they have a normal winter temperature of -27 with jumps to -40 (Celsius) for a few days or a week
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Hello Here are 25 invites for the DCS Web Viewer Open BETA https://discord.gg/ay5GWFgfrf, you should get acces to the #open-beta-testers channel where you can download the latest releases. DCS Web Viewer is primarily a free, browser based mission planning tool. But it may be helpful for mission creators for creating briefings, charts, flight plans, checking real world locations etc. DCS Web Editor is an open source, browser based DCS mission editor - but currently not released yet. Both tools are community made, not affiliated with ED. Please share your bugs and feedback
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I saved a .miz file with a mission, the editor is permanently frozen (it's on the notebook), well restarted the notebook and DCS and continued, it's been like this for weeks. Now all of a sudden the file is no longer displayed in the Open window of the Mission Editor, despite the folder content. Likewise, if I move the file to a different path, it is no longer displayed. However, when I create a new mission and click save as, the missing file is displayed so that I can overwrite it. Does anyone have a solution? I've already tried to open the file with 7zip, but then I get the message "cannot open as archive". A newly created file works. DCS OpenBeta, latest version
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Hi Drivers and Developers, Would there be a potential feature of allowing a click-and-drag field over a wide area on the map to select AI and Static Objects simultaneously? Figured we could use it to mark off units to hide or remove easily, change nationalities/coalitions, move forces in any direction like desktop shortcuts, and even add tasks to units that use the same ordinance towards a single area. What do y'all think? - Toffee