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Showing results for tags 'missioneditor'.
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With the update on the 21.05.25 we got AAW and Hospital Markers on the map. While a neat idea this leads to two issues: Firstly it can lead ot confusion for players as they see SAM or EWR markers even if the mission has nothing there. Secondly and more important it causes issues for mission editor, as the markers are very big, do not scale very well and most importantly are not see through. So the only options are to either hide the "building" layer (which will also hide all buildings) or work exclusively in satellite mode. While fully removing them might not be in the interest of the developer I would suggest taking inspiration by the Sinai map as it already has a very similar feature. Scaling better with zoomlevel and being partially see through. .
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Recently I have been working alot with static templates and one issue i keep running into is that if you want to export only part of your mission as static template you have to save, delete everything else, export as static template and then reload the mission from save. Giving the ability to quick export a multiselect as a static template would be a great addition for mission makers. I made a quick mockup of this below. This could possibly even include drawings and zones.
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Hello, i wish two (i think minor) things to add to the ME. 1st could you make all flyable Modules more visible. We have yellow colored for Modules that are owned. can we make also the modules colered (maybe just white than grey) that are flyable but not owned. 2nd when editing dynamic spawns you have the option "hide not flyable", then it shows only the flyable modules you own. it would be nice to see every flyable Module.
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I would like to have a checkbox for not scaling the text boxes with zoom, it kinda maxes them very hard to use in some cases, I will add screenshots with an example. Thanks
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We need the option in ME to fill client planes with AI pilots, if they´re not occupied at mission start. That would make a huge improvement in gameplay. We could build one (big) mission with different roles and different planes i.e. Hornets, A10s, Apaches... where every group does its thing - SEAD, CAS, Attack... In this case you could build only one mission and choose which plane to ride. The others would then be set to AI and performed their tasks. Therefore you could play one mission from different angles of view. Once as a fast Hornet, the second time as a slow A10, the third time in a complete different feeling in a chopper... It also would clean up the missions window which is often redundant. It also would make mission design easier.
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as title says. There are times when debugging or just getting rid of mods when you need to open a mission and no longer have that mod anymore. Being unable to open them, even if it just flags those units as 'invalid' and wont allow the ME to save the mission until you've addressed each of the conflicting units/groups, means you're preventing us from fixing old missions or from correcting current missions when taking out certain mods.
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Hello everyone! I was thinking of an idea for multiplayer, including slot and plane selection. Currently, when you log on a server, you select an aircraft, which is placed by the mission editor in a parking space. In fact, if for example the server is a zone conquest mode, it is also necessary to put planes on the unlocked airports, etc etc... Wouldn't it be an idea to add a layer to simplify not only aircraft selection, but also mission editing. Let me explain. What if we just select an airport, which gives us access to a parking space, or a hangar, whatever, and then we have a drop-down menu of available planes? This would remove the limitation of only being able to put three Viggens, twenty seven Hornets, and two MiG21s on an airport. If four players want to play together, and there are three A10As on an airport one above the other... In short, you see the interest I think. And for mission editors, it potentially saves them a lot of modifications. It is "just" to add in an overlay which planes can be used. Like a loadout editor, but for airports. So, with that, you just select a slot, then a plane or helo, spawn, you will respawn at this same place, so no limits to what aircraft you want to use unless the mission's editor disable them. It would be so cool, because having to change your plane's choice because your friend can't select the same because there are not enough places on the airport to put 20 planes of each reference on each airport is really sad in my opinion. Have a nice day! Ashayar EDIT: typo and precisions
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Hi folks I wanted to load an audio file into a mission, however when I try to click "Open" nothing happens here's my dcs log files dcs.log
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Hey guys, I'm trying to set up a mission with a simple EW simulation: Send a prowler (using S3B) in the air, link a moving zone to it with a radius of 2nm. Any unit inside this moving zone will be undetected to an hostile SAM radar. Or in another method, a SAM won't shoot at an unit unless the unit moves outside the safe moving zone. Is there a way to achieve this? I'm so struggling to get this work. Thanks a lot!
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Are the hydraulic failures simulated on the jet? I tried forcing them on in the mission editor, even all the systems at once (1A,1B,2A,2B), but it doesn't seem to make any difference on the plane. I tried forcing other different failures, and all they work. But I cannot simulate any hydraulic failure.
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Grüß Euch, habe ein Problem eine Nachricht im Cockpit erscheinen zu lassen. Es soll eine Nachricht angezeigt werden nachdem ein Infanterist in meinen Huey eingestiegen ist. Habe schon alles mögliche versucht, mit Flags, mit beweglichen Zonen, die Nachricht wird einfach nicht angezeigt. Hoffe auf Hilfe. LG, Günther
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Squadron name: Nemesis squadron - Timezone/OPS: We are a primarily UK based Squadron and as such we run ops roughly in the evening around 1930 GMT(BST if its summer). We also host additional ops at different times in the week so all nationalities are welcome! - Realism rating: 3/5. We try to be semi-realistic - Roles needed: We are currently recruiting for F18/16/14 and all helicopters. Other jets will be considered on contact. We are also looking for Mission designers, Opfor commanders and LotATC controllers to help make our missions be more in-depth and interesting. - Squadron Requirements: SRS is a hard requirement. Pilots to have HOTAS. RIO, CPG, WSO keyboards accepted. Some form of headtracking/VR. Recommended DLC: Supercarrier – F14/18. Maps PG/Syria. - Basic notes: We are a relatively new squadron that has enjoyed rapid growth since opening our ranks in December 2022. We have no required level of proficiency to fly with us. Flight Training Officers will run specific trainings for your airframe and missions weekly. We have an ‘Advanced Pilot Program’, who have progressed through the relevant qualifications to become our top pilots, who enjoy our advanced missions. If you are at all interested in us, come check us out, or shoot either me (@Armuax#2804 ) or @PRQ2021#6764 a DM, and we will try and answer any questions you may have! - Squadron discord:https://discord.gg/kEJsrhaPwp
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I put a FARP in Normandy2.0 and it's in blue coalition. It remained neutral after entering the game, even though I placed a blue MBT on it. When it's placed within range of the airport, it changes back into the blue coalition. I tested FARP on other maps and it all worked.
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