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Mission Editor Top User Requested Features


NineLine

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Would love to see a type of "Hazard Zone" with a PK%.
 

Example:  Anti-Personnel, Anti-Tank, and/or Anti-Ship zone.

 

This would allow the creation of minefields without having to place dozens, if not hundreds, of unique objects.

By distinguishing between the zone types one can restrict movement by said type(s).

 

Bonus if you also create new units such as Engineers and Minesweepers to counter.  Countering doesn't have to be anything fancy.  If an engineer or minesweeper enters zone, reduce PK% by "X" amount. 

Edit:  A further bonus would be if engineers/ships can create these zones on the fly.  Example, a TACCOM orders an engineer to deploy mines, and a hazard zone of 25-50' (thinking the width of a roadway) is created and marked on map for friendly forces.


Edited by Baaz
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On 6/2/2021 at 3:00 PM, BlazeXI said:

Info Text for the Weapons.

(For what they are used, whats better about this variant etc)

So you dont have to google it 😄

Or just google it... 

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Please, if you will, drag and select multiple units. Year is 2021... a no drag and select in DCS.

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Did this already come up? : More granular control over ground unit accuracy. It's fine that a BMP can shoot something on the ground at 2km, but vs air targets it should spray & pray at the most. Dangerously accurate fire should (IMO) be the province of specialised units, like the ZSU.


Edited by schurem
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Drawing tools visible by coalition in F10 maps, ability to group drawn shapes and to make them work as a trigger zone.

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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Personally I would like to see a few things added/modified:

 

ME border lines color change/contrast with ALT view terrain color +

Ability to define zone(s) by country border (vs drawing polygon zones)

 

Dream:

Arrestor Cable (Wide for Land base runways + narrow for Road Side Base)

Sound source ie Speaker/PA with output volume/power settings vs sound to player/group/coalition

 

 

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  • 4 weeks later...

It would be pretty cool to have the ability to place small arms fire zones on the ground in which if you fly low enough through it, you'll take some sporadic fire/tracers from within that zone. This would simulate the wide dispersion of an alert infantry unit across a large area such as a defended treeline or occupied village. It would be much easier than having to place multiple infantry units in ME just to simulate this effect. Simply 7.62 ball/tracer would work, or even just an animation to simulate the effect.

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7 hours ago, ssgt_mac_0321 said:

It would be pretty cool to have the ability to place small arms fire zones on the ground in which if you fly low enough through it, you'll take some sporadic fire/tracers from within that zone. This would simulate the wide dispersion of an alert infantry unit across a large area such as a defended treeline or occupied village. It would be much easier than having to place multiple infantry units in ME just to simulate this effect. Simply 7.62 ball/tracer would work, or even just an animation to simulate the effect.

There are armed buildings with which you can liberally place in and around a village to simulate an occupied town.  

As for just random fire from a "tree line" or any other location... personally I don't like the idea of being shot at without being able to visually see a target to return fire on.


Edited by Baaz
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  • 2 months later...
On 6/26/2021 at 9:45 AM, STS.Chunky said:

Sound source ie Speaker/PA with output volume/power settings vs sound to player/group/coalition

+1

 

this would be super practical. many DLC campaigns use megaphone voiceovers on carriers or alarm sound on airfields. it is silly with Sound To because canopy makes no change.


Edited by dorianR666
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I have not read all proposition and may be already written but it would be nice to have possibility to create model with static objects by selection on map and copy paste where I want. Example: I made for any virtual airshows a scenery and when virtual airshow organizers change air force base I have to re-build scenery every time, this possibility is also nice when you build scenery with other objects like buildings, defensive walls ...... 

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FOX-2 2021_ED_1.PNG

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Am 26.6.2021 um 09:45 schrieb STS.Chunky:

Sound source ie Speaker/PA with output volume/power settings vs sound to player/group/coalition

Better solution would be a "sound from unit/zone" so we could place sounds in the environment or on a specific unit... am I the only one thinking of some "Ride of the Valkyrie" droning from a Huey at low level? 😇

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in scripting.
* allow table of point to be passed to trigger.action.markupToAll rather then specifying each and every points.
* Allow to get all the equipment loaded only a unit (incl. pods and fuel tanks) not just weapons.
* allow menu item to signal (somehow) which user clicked it. allow to target response per unit on say coalition menu.

* Add new Icon mark to scripting API


Edited by uri_ba
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On 10/18/2021 at 10:39 AM, shagrat said:

am I the only one thinking of some "Ride of the Valkyrie" droning from a Huey at low level?

What they don't show you in the movie is how dramatic the effect is due to the doppler shift 😄

(this is just replacing the minigun sounds with Wagner)

 

And to remain on topic:

- Undo

- Click and drag to select multiple units

- Pre-defined trigger zones based on country borders

- Ability to merge a mission made on map X with another mission on map Y, including trigger zones, trigger rules, etc


Edited by Eight Ball
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ED was used to define the merge of two distinct maps as "map clipping". Even they had this on their table some years ago, it was then forgotten for some reasons. We do already have Normandy and Channel maps which are somehow ready to be clipped.... but for some reasons (never exposed) this seems to not happen.  Also Syria and PG require just one single new map between them... It would be really awesome but we were never told why "map clipping" is not any more a "thing".

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2 hours ago, Abburo said:

Normandy and Channel maps which are somehow ready to be clipped.... but for some reasons (never exposed) this seems to not happen.

IIRC they don't want to mix third-party maps with their own. This is also one of the main reasons why ED created The Channel - to have their own WWII map.

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@Minsky It should not be "ME" and "THEY". DCS is a core platform offering core functions everyone have to adhere to (and improve in time). I think it would be mutual benefit for maps as there is for rest of modules.

I think though, it might be related to general performance of existing hardware we are running. For example, clouds and grass were missing for quite long time in the game, simply because it was too much computation required. Might be similar for map-clipping for now... but I would really appreciate a short statement on this matter from ED. Is not a critical feature, but i am sure that will open some new doors for content creators... and new content (maps/missions/assets/modules) is what they are focusing for revenue and keep their business working.

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