Capn kamikaze Posted September 21, 2017 Posted September 21, 2017 At the moment they're all circular, all we can define is the radius.
EntropySG Posted September 21, 2017 Posted September 21, 2017 check out the MOOSE framework. With MOOSE and just 1 line of code you can define any shape of a zone simply using an AI aircraft set to late activation, its waypoints will define the shape of the zone, its super cool [sIGPIC][/sIGPIC]
Northstar98 Posted September 21, 2017 Posted September 21, 2017 +1 This would be very useful to define the precise shape of trigger zones. The Moose system while sounding effective is still only a stop-gap solution (no disrespect to any guys involved with the Moose framework). Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk. Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas. System: GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV. Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.
MikeMikeJuliet Posted September 22, 2017 Posted September 22, 2017 I agree. This should be a stock feature in the core game. DCS Finland | SF squadron
Fri13 Posted September 22, 2017 Posted September 22, 2017 Trigger zones that are dynamic as well more detailed, as well custom shaped. - Circular - Square/rectangle/line - Polygonal tool (like the waypoint thing) - Polygonal with rounding (like waypoint with "follow the path" without fly-over) - Arc (not triangle) And then add all the scripting/functions to an unit commands in the command map in CA module and mission editor. So a user can select a group/squad/platoon and then just command them to specific position on the map in some manner (like defend), set a shape, direction and width of the defensive line and then insert ROE commands (distance, type etc). As that is the dynamic trigger adjustments that should have very nice simple GUI to do in mission editors as in commanding units. i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S. i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.
Pikey Posted September 22, 2017 Posted September 22, 2017 This is a tricky topic. The ME is one of those dark arts that only a few people really invest in. Of that small segment of people who do, a smaller segment overcome the obstacles by using the Scripting Engine. The current ME does have some general inadequacies, but when you line up the features of what it provides, you find that it can still provide enough flexibility for DLC paid campaigns. This was something i've seen mentioned a few times, that it's possible to create "enough" without complex scripting and I've seen some light push back towards going in depth here with the ME functions. Of course, I subscribe to the "I want all the things" group, if someone asked me what I would like the ME to do I wouldnt stop talking for a week. Much of it would be 'under the hood' and game changing type effects. So not to diminsh the request, it might be easily fullfilled and it's a sound request that bothered me some years back when I couldnt script my way out of a paper bag, I have to think, if I were taking ED's time up, would I not put 1001 things before this, if all i wanted was simply acheived with one or two lines? Mist: local polyzone = mist.getGroupPoints('polyzone') MOOSE: MyPolygonZone = GROUP:FindByName("this is the name of a group in the ME") Zone = ZONE_POLYGON:New( "polyzone1", MyPolygonZone ) ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
Capn kamikaze Posted September 22, 2017 Author Posted September 22, 2017 Another thing is setting map borders to act as trigger zones, you can approximate this with multiple circular trigger zones, but it is cumbersome.
Buzzles Posted September 22, 2017 Posted September 22, 2017 It's definitely a feature which would be quite handy. Even just the ability to use boxes as well as circles would be a nice step forward. Fancy trying Star Citizen? Click here!
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