Search the Community
Showing results for tags 'mission editor'.
-
It should also be able to render the map/units in the Mission Editor in a live way in the Game Engine (mission not running) just like has been able to be achieved by the 3rd party Web Designer, until it can be rendered in full 3D within the mission editor alone. We need to be able to view all the states of the triggers, conditions and flags LIVE as a mission is being played out (even a replay by track) and we need to, in the event of being attached to a 'live' mission, be able to inject or change any of these 'on-the-fly'. Forcing the ME to be either / or with the game is massively limiting and slows down mission/campaign creation by a huge factor; this has not be the way with proper game engines for over 20 years.
- 2 replies
-
- 3
-
- mission editor
- dcs engine
-
(and 2 more)
Tagged with:
-
As title says. Too many times interesting and dynamic missions are impossible to create because key events, or architecture is crippled, especially for Multiplayer. Multiplayer Paid Campaigns would be a wonderful addition to DCS but until the architecture is unified and expanded such things are virtually impossible. We need to be able to have better (or any) debugging tools for individual mission/campaign creators to be able to build complex multiplayer missions on their own and know that everything - from detecting radio frequency settings PER UNIT is shared from all clients to the server - to knowing when a client joins as a backseater and to what unit etc.
-
https://www.digitalcombatsimulator.com/upload/iblock/ed6/87v22jwd1xh51i3rgki944xsf503istq/DCS_User_Manual_EN_2020.pdf
- 4 replies
-
- 2
-
- mission editor
- manual
-
(and 2 more)
Tagged with:
-
To save multiple duplications of conditions all with an OR (for each unit in each group), two new CONDITIONS for GROUP HEIGHT checks would be much simpler and quicker. ALSO, in the back-end, these GROUP checks, MUST test ALL of the units in the specified group(s) for busting an altitude (High or Low) before the CONDITION is true - it must NOT require that ALL of entire group(s) units collectively bust the altitude limits!
-
- mission editor
- conditions
-
(and 2 more)
Tagged with:
-
Too many times I want to SEE the drawing but I don't want it to be selectable in the Mission Editor. The only way I know to prevent accidental mouse grabs (and the obvious lack of UNDO here rears it's head again) is to turn that drawing OFF, but then, I can't see it. This is especially annoying when drawing areas of enemy detection or patrol areas, but still wanting to draw borders or other information inside of the area. A miss hit with the mouse 'grab' will grab the area and move it. Meaning aligned things are now misaligned. A simple 'lock layer' or padlock either in the 'Figures' table or in the Draw Panel for that drawing would suffice.
-
- mission editor
- drawing
-
(and 3 more)
Tagged with:
-
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.
-
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
-
- mission editor
- missions
-
(and 3 more)
Tagged with:
-
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.
-
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
-
- mission editor
- lotatc
-
(and 1 more)
Tagged with:
-
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
-
- mission editor
- sound
- (and 4 more)
-
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
- 8 replies
-
- mission editor
- go to waypoint
-
(and 3 more)
Tagged with:
-
save mission file DSMC (the new "DAWS")
chromium posted a topic in Utility/Program Mods for DCS World
Dynamic Sequential Mission Campaign (DSMC) is a tool for mission designers, supporting versions of DCS World 2.5.6 and above. This tool adds persistence to any DCS World mission, done by allowing the user to save the scenario at any moment and generate a new mission file based on the situation at the time of saving, that can be loaded, or edited, using the DCS mission editor. DSMC is required to be installed on the host/server only and has configuration settings available for both Dedicated servers, or Player as Host, via the special options GUI in DCS World. DSMC creates a new .miz file that includes: All original triggers, scripts, and embedded files as the original .miz Updated unit positions and states (alive, dead) Scenery object states, like bridges, houses, and structures Updated airbases, Oil/Gas facilities & FARP ownership Updated warehouse contents of fuel, aircraft & ammo many many more things! DSMC also includes improved features and functions for dedicated server mode, and for servers with desanitized missionscripting.lua settings. It's strongly recommended checking the manual before using the mod, at least to understand what it does and how to use it To download the mod, check this site: https://dsmcfordcs.wordpress.com/ For bug reports & suggestion, or simply to share your experience, there's a dedicated discord channel: https://discord.gg/T7NhsaxXBB DSMC is created from the ashes of "DAWS" and "DAWS Package", rewritten almost from scratch to enhance capability & stability... there will be others, for sure: as you know, every time 1 bug is fixed there's the chance for a couple of them to kick in.. but I hope that this will work ok for most of you, and for the others I'll do my best to support properly Have fun!- 90 replies
-
- 11
-
- save scenery
- save
- (and 6 more)
-
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.
-
- mission editor
- ux
- (and 4 more)
-
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
-
- world.event
- mission editor
-
(and 2 more)
Tagged with:
-
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
- 2 replies
-
- mission editor
- bug
-
(and 1 more)
Tagged with:
-
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.
-
@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
-
- mission editor
- trigger zones
-
(and 1 more)
Tagged with:
-
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
-
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.
-
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.
- 1 reply
-
- 1
-
- control points
- polygon
-
(and 3 more)
Tagged with:
-
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.
-
- bug
- mission editor
-
(and 3 more)
Tagged with:
-
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
- 8 replies
-
- 1
-
- multiplayer
- crash
-
(and 6 more)
Tagged with:
-
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
-
- mission editor
- scripting engine
-
(and 3 more)
Tagged with:
-
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.
- 9 replies
-
- 1
-
- description.lua
- ships
-
(and 3 more)
Tagged with:
-
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.