Jump to content

Recommended Posts

Posted

Remember the good old operation flashpoint game? It had a great mission editor and i'd really love to see two things adapted from it.

 

1 - probability for a spawn for a.i units in percents

2 - spawn radius as in circle diameter for a.i. units. (Units would spawn randomly into this circle)

 

Easy way to add randomness to the missions.

Posted

First part is (was ?) there & was implemented not long after the trigger system (because it's essentially just implementing the existing trigger function from that part of the ME).

 

Second part would take a bit of work, as at the moment the ME relies on the Mission Creator to make sure units don't spawn on top of buildings or in rivers/lakes/the ocean, so you might end up with units on top of buildings or in rivers/lakes/the ocean

Cheers.

Posted

Something i would really love to see in DCS is something like the EDEN editor from ArmA3 and Zeus expansion. Basically a 3D editor (EDEN) that got "pushed" into real-time gameplay with a game master slot that has the ability to use such 3D interface to spawn/delete/manage units or simply control them like any other RTS game. I understand it would be a HUGE undertaking for ED though it would make the game master's life super-cool and the mission creators' job super easy

[sIGPIC][/sIGPIC]

Simming since 2005

My Rig: Gigabyte X470 Aorus Ultra Gaming, AMD Ryzen7 2700X, G.Skill RipJaws 32GB DDR4-3200, EVGA RTX 2070 Super Black Gaming, Corsair HX850

Posted (edited)
Remember the good old operation flashpoint game? It had a great mission editor and i'd really love to see two things adapted from it.

 

1 - probability for a spawn for a.i units in percents

2 - spawn radius as in circle diameter for a.i. units. (Units would spawn randomly into this circle)

 

Easy way to add randomness to the missions.

 

No 2 is solvable with trigger zones and MiST scripting library, there are functions that does specifically this. What is lacking though in the DCS Scripting Environment is a way to determine if a spot on the ground is in a forest or on top of a building. It can determine road/land/runway/water, but not forest or building.

So the way I usually do it is set up a rather large amount of possible spawn zones that does not contain forest or buildings, and then have the script randomly pick one of the spawn zones and then randomly spawn a unit group within that zone.

Edited by chrisofsweden

GPU: PALIT NVIDIA RTX 3080 10GB | CPU: Intel Core i7-9700K 4,9GHz | RAM: 64GB DDR4 3000MHz
VR: HP Reverb G2 | HOTAS: TM Warthog Throttle and Stick
OS: Windows 10 22H2

Posted

So just for completeness' sake if I were to want to add some randomness to my training scenario's, how would I go about spawning stuff on a percentage chance, or picking one out of four units to spawn?

 

Say I want a chance of about 33% of a MiG appearing over the target, and the SA-2 site being placed either north or south of the target, how would I do that?

I5 9600KF, 32GB, 3080ti, G2, PointCTRL

Posted
Something i would really love to see in DCS is something like the EDEN editor from ArmA3 and Zeus expansion. Basically a 3D editor (EDEN) that got "pushed" into real-time gameplay with a game master slot that has the ability to use such 3D interface to spawn/delete/manage units or simply control them like any other RTS game. I understand it would be a HUGE undertaking for ED though it would make the game master's life super-cool and the mission creators' job super easy

 

Yes indeed. I think even the original OFP had pretty good and intuitive mission editor, much more so than the one in DCS. I also feel (from a novice-standpoint) that Mission editor, while decent, should have had more love overtime. I've been DCS flyer since 2012 and from my point of view, the editor has not evolved that much.

 

After all, DCS gameplay is very heavily based on mission editor, more so than many other games.

Posted

"... and the SA-2 site being placed either north or south of the target, how would I do that? "

 

The simplest way (no scripting necessary) is to set 3 triggers.

Mission start, random trigger '1' with 50% likelihood.

Trigger '2' - if trigger '1' true activate group x

Trigger '3' - if trigger '1' false activate group y

 

Or you could set the individual units to have some % likelihood of spawning, but you might get one or the other, or none, or both...

Cheers.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...