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Hi guys! I do not manage in my missions to detect using a trigger the death of a unit or multiple units which have been randomly spawned using the DML script RND! I attached a test mission with 3 trucks and a flyable Mi24p. When you use a F10 command to kill all units (the one that spawned + the 2 others) it detects the death of the three unit, but when you destroy just the one that spawned, it is not detected. I tried a trigger with the condition "UNIT DEAD" with each of the 3 units, doesn't work, I think the the game thinks that the 3 units are here, even if just one is visible. I tried a "GROUP OUT OF ZONE" trigger , but as they spawn a millisecond after the mission starts, it is immediately triggered. And if I add a "ABSOLUTE TIME MORE" and sets 5 seconds for instance, it doesn't work as well. Do you have any idea? Thanks in advance and have a great night or day! test.miz
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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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I live in the editor and doing script, more then flying now a day working on the missions I work on, Daily, there is at least for me 5-6 crashes and if I need to test more, I would have more. It's random, often happen when I quit the mission and go back to the editor, it would take me there automatically. That is the idea anyway. This happened after the last patch, not the hotfix but the one before it. I hope @BIGNEWY or any of team can check this, sorry for the tag but I can't stand it anymore. dcs.logDxDiag.txt dcs.log-20250607-210652.zipdcs.log-20250607-202456.zipdcs.log-20250607-203821.zip Note : this happens in the loading screen.
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Can we please get a checkbox option to have uncontrolled or static aircraft have their maintenance panels open? To simulate aircraft being worked. People spent a lot of time modeling it but we rarely see the panels open. Have some static ground crew next to the open panels with m92 assets would sell it.
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All my ME templates are gone after the last update. The names are still there, but I cannot put them on the map. Any way to restore?
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I am trying to understand what is the logic happening behind AI Task Push and Triggered Actions. I created a mission with several triggers. Each trigger executes "AI Task Push" "Attack Ground Unit N". As far as I can see when AI Task Push happens, the unit executes exactly the task and if it a task was already in execution it just forgets it completely. Example: Trigger 1 happens, AI starts attacking group 1 Trigger 2 happens, AI forgets about group 1 and starts attacking group 2 When group 2 is dead, AI returns to its route and forgets about group 1 Can I make it not forget the task it was doing and return back to it?
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It would be nice if there were a menu to open that would show all jets parked on the carrier. Right now, if you place multiple jets on the carrier in the mission editor, they are on top of each other, and it is hard to select a specific one.
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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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I would really appreciate, if we had a option in the mission editor to toggle wheel chocks at the start of the mission for every aircraft or for individual aircraft, instead of only specific aircraft having wheel chocks defaulted set and some have them defaulted removed. Sorry for my bad grammer, if you have any questions of how I meant this to be implemented, just ask!
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In this version, It seems that the code 'OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP = True / False' in file [missioneditor.lua] responsible for displaying the cockpit id and command has been removed. Thus, how can I now restore the functionality to display the corresponding command numbers for clickable actions when hovering over the controls page? null
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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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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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Hi everyone, In the new (albeit non-functional) payload selection for the Arleigh Burke, the RGM-109C is called BGM_109B: The BGM-109B is the legacy designation (apart from the BGM-109G Gryphon, all BGM designations were designated to RGM (surface ship-launched) and UGM (submarine-launched) after 1986) for the TASM or Tomahawk Anti-Ship Missile. What we actually have in DCS is the RGM-109C Tomahawk Block II/III (should be III) TLAM-C, which is the conventional land-attack version. As such, this should be renamed to "RGM-109C Tomahawk Block III TLAM-C" as this is what the missile actually is/should be. See this for further reading.
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After the last update to DCS, in all eras, with all planes (modern, gold war, ww2), as a client, while you put them in the airports in the ROUTE tab in TYPE in any position that is "hot" and in single player it plays fine, in multiplayer games it always puts them "cold".
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Currently, the Unit selection (which is the airfield selection) is in some unknown order. It would be much easier to select one if this could be in alphabetical order. Furthermore, there is the selection of dozens of "H" helipads which is pretty useless, since there is no indication which "H" is which. The picture is an example of the Syria map.
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Hey there, i was working on a mission and wanted to place a recovery tanker for my carrier group. But I noticed that the S3-B Tanker Unit is not in the drop down menu. I have added some screenshots, to show the S3 units not being shown. I am on DCS Standalone and have done the Full Repair, but the issue still remains. I have also noticed that there are no "Combined Arms Forces" for Red and Blue anymore However, in the Encyclopedia the missing Units can be Displayed. It seems like the S3-B Units are infact not the only ones not being selectable or shown. Hope this can be fixed soon. Best regards Ron
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Can Armenia be added as a country in the mission editor? Part of Armenia is the Caucasus map, and Armenia used many soviet weapons that are in-game.
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We are setting the waypoints as usual in the ME, but once the mission runs on op night, when someone joins a dynamic spawn slot, these do not show up in the kneeboard and are not programmed in at all. I am confused why there is no chatter about this. Are we doing something wrong?
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change camera limits on F10 map and in mission editor
WirtsLegs posted a topic in DCS Core Wish List
So this is I think a pretty minor thing, but would represent a pretty significant QoL improvement for many users Currently in the F10 map or in the editor you cant push any edges of your view past the edge of the map Seems reasonable, except it becomes a big issue with anyone that has a wider than typical aspect ratio. As this results in severely limiting how far they can zoom out, making navigating the larger maps especially something of a chore. Given that ultrawide (21:9) and superultrawide(32:9) are already quite common in the sim community and rapidly becoming more popular, I would suggest either removing that limitation or expanding it to give some buffer allowance outside the map boundaries, simply showing nothing or black or w/e in the areas past the boundaries is fine as the intent is not to use that space it is to allow zooming out far enough that you can see the whole map in the vertical axis -
In the view unit list can we get an additional option to see all of the radio freqs instead of manually clicking individual groups to search who has what freq. This would be a major time saver for those that run dedicated servers that get more complex over time as units activate later such as player units, AI units, etc. This would even be beneficial to just a single use missions to be able to quickly check what radio freq is being used since most aircraft have 2 radios that have 10+ channels. If not in the View units list maybe an additional menu just for radio stuff.
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Hey guys, I've tried everything to solve my replay problem. I'm hoping someone here has any insight into this issue. I enjoy playing DCS on multiplayer servers, and then editing the tracks via mission editor so that I can open up access to all the jets (blue and red). Then I replay the mission and can create some fun videos from different perspectives. After the last DCS update I can't even launch a simple replay "as-is", it just gives me a window that says, sorry DCS crashed can we collect your data and send it into no-mans land on the internet. I click sure, and sit there staring at my desktop after DCS shuts down. Any thoughts? I repaired, re-installed, removed mods (I just have the A-4e mod anyway), repaired windows, changed graphics settings... I mean, it worked before. What's changed now? This is my first post, hopefully it's in the right spot. Here are the last couple of lines from my DCS log after the most recent crash: 2024-01-12 06:26:10.663 INFO APP (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\edterrainExtra4.dll, 372736 bytes, created 28:12:2023-17.40.5, written 28:12:2023-17.40.5, accessed 12:1:2024-6.26.10 2024-01-12 06:26:10.664 INFO APP (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\edterrainGraphics41.dll, 1562112 bytes, created 28:12:2023-17.40.7, written 28:12:2023-17.40.7, accessed 12:1:2024-6.26.10 2024-01-12 06:26:10.664 INFO APP (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F-16C\bin\F16C.dll, 10692960 bytes, created 28:12:2023-17.40.8, written 28:12:2023-17.40.8, accessed 12:1:2024-6.26.10 2024-01-12 06:26:10.664 INFO APP (Main): try to write track file 2024-01-12 06:26:11.260 INFO APP (Main): 'C:\Users\wp1900\Saved Games\DCS.openbeta\Logs\dcs.20240112-062610.crash' deleted successfully 2024-01-12 06:26:11.380 INFO APP (Main): 'C:\Users\wp1900\Saved Games\DCS.openbeta\Logs\dcs.20240112-062610.dmp' deleted successfully 2024-01-12 06:26:13.794 INFO APP (Main): failed to open 'C:\Users\wp1900\Saved Games\DCS.openbeta\Logs\voice_chat.log' for reading and here's a piece from the log further up that I'm sure someone will find more interesting.... 2024-01-12 06:26:01.755 INFO EDTERRAINGRAPHICS41 (12496): surface5 gc() 2.301700 ms 2024-01-12 06:26:01.900 INFO LUA (Main): Lua: States: 710, CPU load: 4.6%, Mem: 644.7 MB 2024-01-12 06:26:01.901 INFO ASYNCNET (Main): track: onClientRun 2024-01-12 06:26:10.057 ALERT EDCORE (Main): Out of memory in ed_malloc for 194426774672 bytes. 2024-01-12 06:26:10.062 INFO EDCORE (Main): try to write dump information 2024-01-12 06:26:10.108 INFO EDCORE (Main): # -------------- 20240112-062610 -------------- 2024-01-12 06:26:10.108 INFO EDCORE (Main): DCS/2.9.2.49940 (x86_64; MT; Windows NT 10.0.22631) 2024-01-12 06:26:10.109 INFO EDCORE (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\edCore.dll 2024-01-12 06:26:10.109 INFO EDCORE (Main): # 80000003 BREAKPOINT at 00007ff85f227adb 00:00000000 2024-01-12 06:26:10.110 INFO EDCORE (Main): SymInit: Symbol-SearchPath: 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt;', symOptions: 532, UserName: 'wp1900' 2024-01-12 06:26:10.110 INFO EDCORE (Main): OS-Version: 10.0.22631 () 0x100-0x1 2024-01-12 06:26:10.114 INFO EDCORE (Main): 0x0000000000027adb (edCore): ed::fatal_out_of_memory + 0x3B 2024-01-12 06:26:10.118 INFO EDCORE (Main): 0x000000000007359d (wRadio): CommandDialogsPanel::regLua + 0x26FD 2024-01-12 06:26:10.118 INFO EDCORE (Main): 0x00000000000752ee (wRadio): IMissionCommandAction::~IMissionCommandAction + 0x87E 2024-01-12 06:26:10.119 INFO EDCORE (Main): 0x000000000007550b (wRadio): IMissionCommandAction::~IMissionCommandAction + 0xA9B 2024-01-12 06:26:10.119 WARNING LOG (12184): 1 duplicate message(s) skipped. 2024-01-12 06:26:10.119 INFO EDCORE (Main): 0x0000000000075069 (wRadio): IMissionCommandAction::~IMissionCommandAction + 0x5F9 2024-01-12 06:26:10.119 INFO EDCORE (Main): 0x0000000000077dd4 (wRadio): MissionCommandManager::doAction + 0x534 2024-01-12 06:26:10.119 INFO EDCORE (Main): 0x0000000000086a84 (edCore): Mail::Reader::stream + 0x1414 2024-01-12 06:26:10.120 INFO EDCORE (Main): 0x0000000000b286b7 (DCS): SW + 0x667C17 2024-01-12 06:26:10.122 INFO EDCORE (Main): 0x00000000000fbfa0 (WorldGeneral): TrackController::feedEvents + 0x110 2024-01-12 06:26:10.123 INFO EDCORE (Main): 0x00000000000043cd (World): wSimTrace::CommandsTraceDiscreteIsOn + 0x1ED 2024-01-12 06:26:10.123 INFO EDCORE (Main): 0x0000000000004be2 (World): wSimCalendar::DoActionsUntil + 0x262 2024-01-12 06:26:10.123 INFO EDCORE (Main): 0x00000000008a30db (DCS): SW + 0x3E263B 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000008a2a12 (DCS): SW + 0x3E1F72 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000b2912c (DCS): SW + 0x66868C 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000b289eb (DCS): SW + 0x667F4B 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000086a84 (edCore): Mail::Reader::stream + 0x1414 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000b286b7 (DCS): SW + 0x667C17 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000000fbfa0 (WorldGeneral): TrackController::feedEvents + 0x110 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000004a6a (World): wSimCalendar::DoActionsUntil + 0xEA 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000008baa39 (DCS): SW + 0x3F9F99 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000008ba711 (DCS): SW + 0x3F9C71 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000008dcd22 (DCS): SW + 0x41C282 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x000000000089a364 (DCS): SW + 0x3D98C4 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x000000000089baa3 (DCS): SW + 0x3DB003 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000004a1920 (DCS): (function-name not available) + 0x0 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000002829262 (DCS): AmdPowerXpressRequestHighPerformance + 0x13D425E 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000ce45ee (DCS): SW + 0x823B4E 2024-01-12 06:26:10.127 INFO EDCORE (Main): 0x000000000001257d (KERNEL32): BaseThreadInitThunk + 0x1D 2024-01-12 06:26:10.616 INFO EDCORE (Main): Minidump created. 2024-01-12 06:26:10.616 INFO Lua::Config (Main): stack traceback: 2024-01-12 06:26:10.628 WARNING LOG (12184): 3 duplicate message(s) skipped. 2024-01-12 06:26:10.628 INFO APP (Main): enumerating loaded modules 2024-01-12 06:26:10.629 INFO APP (Main): C:\Program Files\Eagle Dyn
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Infantry Equipped with JTAC Do Not Move or Embark Created a test mission which involves transporting a FAC team by helicopter. The FAC team consists of 2 dismounted infantry soldiers, 1 armed with an M4 one with the default JTAC loadout. The M4 soldier moves to waypoints and embarks Huey as tasked. The JTAC equipped soldier will not move to any waypoints nor embark on the Huey with its team. I also tried a single JTAC equipped infantry soldier in its own ground unit, same issues. Anyone come across this issue and have a fix? JTAC Test.miz
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Hi everyone, Would it be possible to change the 'START' time at waypoint 0 for aircraft to be desired takeoff time, for aircraft either starting from cold or hot starting from parking. Right now its function is identical to late activation, triggering 'group activate' at the time specified - which is already easily achieved (though involving a few more steps) via the triggers menu, making it redundant. Personally, it would be better if this time was the desired takeoff time, which would allow us to consider the time required to start-up and taxi (or just taxi for aircraft hot-started from the ramp). Right now, the ETA displayed only considers distance from the previous waypoint and airspeed. Of course, you can 'fix' the time and the ME will calculate the ground speed required to reach the waypoint, but if I factor in the start-up and takeoff time, it may set the speed outside of whatever the valid range is for whatever aircraft. This doesn't seem to be an issue (the ME doesn't flag an error, though it will draw a red border around the time and speed) though in aircraft like the Viggen, which has an automatically generated kneeboard containing the list of waypoints and waypoint parameters, you'll see an incorrectly calculated speed, which will conflict with HUD indications, which is obviously undesireable. This would also allow us to better define TOS directly from the mission editor, and use that to inform aircraft settings (this more applies to DTC improvements, but right now the Viggen will use the time set in the mission editor for TOS, though the problem is that it doesn't consider the time required to startup and takeoff, which leads to the above problem). This would also allow us to define a schedule for ATC to follow, which when/if it's improved should then manage aircraft such that they takeoff at the desired time (or as near to). Ideally AI aircraft would spawn at mission start (unless late activation is desired), then start-up (which should take a realistic time) at a time such that they will takeoff at (or as close to) the desired takeoff time.
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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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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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