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Posted

I really want to know what types of triggers that will be available in the ME.

Will there be area triggers, of course there will... right?

And will we be able to set AI in different modes, i.e. war time mode and peace time mode... maybe a few others?

 

With area triggers and the ability to set different modes on the AI you could have air space protection missions or airspace penetration missions to discover weaknesses in the enemy defences.

 

It could work like this, set enemy aircraft to "peace-mode" "relaxed" or whatever it may be called, that way they won't shoot you as soon as they can but will instead try to intercept and escort you out of their airspace, now put an area trigger over the airspace that they should protect and set them to activate as soon as your side enters the triggers area.

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Posted

very interesting ЎЎЎЎ

 

I always dream with one feature involving SAM units. In a real enviroment SAM crews dont know about you until you are detected by surveillance systems ( Radar, IR, MK1 Eyeball ) or when you flyby over they.

 

In this situation one nice effect could be time response delay from detection to aiming and firing reaction by SAM units. i dont know anything about real time reaction of different SAM systems but i think this could be a nice touch if ED could add this to triggers or ME options.

 

Maybe a coupple of minutes ( or seconds if the crew are in excelent ) from detection to firing could put ME and missions with SAM units to a high level of realism and fun.

 

In the actual situation is IMPOSSIBLE to attack a SAM units using terrain masking an EWO tactics to hide your aproach because SAM units SEE EVERYTHING and KNOW everything about you firing almost inmediatly.

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Posted

I can't wait to find out more about the ME.... too bad I'll have to :cry:

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Posted

Ah, triggers and events... something very near and dear to my heart for a proper editor. The DCS ME will certainly have these but the exact make up of them is still VERY much in flux. In fact, just today the team got the first test build with initial items. From these initial sets of triggers and actions, we'll build upon them. Once this gets finalized, I will write up a little report about them on the DCS site.

 

If there are specific triggers and actions you'd like to see, go ahead and list them here. We're listening.

Posted
Ah, triggers and events... something very near and dear to my heart for a proper editor. The DCS ME will certainly have these but the exact make up of them is still VERY much in flux. In fact, just today the team got the first test build with initial items. From these initial sets of triggers and actions, we'll build upon them. Once this gets finalized, I will write up a little report about them on the DCS site.

 

If there are specific triggers and actions you'd like to see, go ahead and list them here. We're listening.

Sounds great, thanks Wags! :)

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Posted

This is my brief list.

 

1.- Delay reaction time trigger for ground units from discovering you to firing.

 

2.- Triggers for different behaviours of ground units.

 

- SAM sites could attack inmediatly after detecting you or other AI or stay turned off awaiting your aproach for a better chance to shoot you ( relation between distance to SAM or experience of the unit )

- Heavy Armoured Units could move to make a defensive screen when in escort duty of soft vehicules or move to attack directly to the enemy line of movement( ground or aerial ), or if a Heli is detected run for terrain cover masking or launch a fog screen.

-Soft vehicules moving for cover using near buildings, terrain, when superior air/ ground enemies detected.

 

3.- Triggers for initial behaviour of ground units like SAFE-AWARE-DANGER-COMBAT in relation with firing time delay and movement deffensive-offensive time.

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Posted

LOL Kusch :D

"See, to me that's a stupid instrument. It tells what your angle of attack is. If you don't know you shouldn't be flying." - Chuck Yeager, from the back seat of F-15D at age 89.

=RvE=

Posted

possible triggers:

 

object: destroyed, destroyes, "injured - injures", disabled, disables, stopped, hit by, hits (but no damage)... (bullets, bombs, missiles from plane xxx, plane/helo xxx)

 

object: detects explosion - radius xxx, , discovers destroyed object, overflown by plane xxx, overflown at altitude >,< xxx, radius xxx,

 

more to come ....

:pilotfly:

NotiA10

 

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Posted

Random triggers that won't fire every time the mission is flown.

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Posted

You guys dream too much ;)

This is first ED project with triggers and you already want us to make a candy :)

BS will have triggers but not so many and so complex as you just desribed. Details to be revealed later.

"There are five dangerous faults which may affect a general: recklessness, which leads to destruction; cowardice, which leads to capture; a hasty temper, which can be provoked by insults; a delicacy of honor which is sensitive to shame; over-solicitude for his men, which exposes him to worry and trouble." Sun Tzu

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Posted

BS will have triggers but not so many and so complex as you just desribed. Details to be revealed later.

 

Even if it will be only simple "area triggers" (if you fly over area X, something nasty scrambles your way ;) ) it will be a step forward. Better this way than synchronizing everything by time in mission editor. I'm sure the missions will be more dynamic and exciting because of this feature. :thumbsup:

Posted
You guys dream too much ;)

This is first ED project with triggers and you already want us to make a candy :)

BS will have triggers but not so many and so complex as you just desribed. Details to be revealed later.

 

DMUT - Wags mentioned to post what we would like to see so what has been put there is to be considered as ideas. :smilewink: may give you a headstart when doing a brainstorming workshop re the mission editor.

 

:pilotfly:

:pilotfly:

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Posted

If there are specific triggers and actions you'd like to see, go ahead and list them here. We're listening.

 

-Area trigger. A specific unit/any unit/no unit is within trigger area. Trigger area can have various forms like circles and squares, trigger area can be attached to a moving unit.

 

-Time trigger. Trigger at at time X, random between time X and Y.

 

-Destroy trigger. Unit gets destroyed/group is X% destroyed

 

-Detection trigger. Unit X/any hostile unit is detected by unit Y/any unit of side Z.

 

-Mark trigger. Unit X/area Y is locked with sensor/distributed by data link.

 

-"Firepower trigger". X amount of explosive power within timespan Y in area Z. Can be used for example to trigger a mission success of a artillery strike or bomb strike against a specified area. Or can be used to create suppressive fire events. Like 500 "units" of firepower within 200m of Firepower_Trigger1 will start the following action: switch the ROE of all units within area X to hold fire for 30 secs. Voila, shoot some rockets in the right area and all enemy infantry will keep their heads down for half a minute.

 

-Defensive trigger. Unit/group X is engaged defensive. Lets say a flight of F-15 is engaged by SAM. The moment the F-15 them self realize they are under attack, the trigger is activated. A suitable action could then be for example the release of a SEAD flight from their holding position etc.

 

 

Actions I would like to see:

 

-Play custom .wav file.

 

-Display custom text.

 

-Switch ROE. Fire at will, fire in self defense only, hold fire.

 

-Switch side. Indefinite amount of sides, all with unique relations to each others. Hostile, neutral, allied.

 

-Change unit/group X to secondary flightplan/route.

 

-Create unit/group

 

-Remove unit/group

 

-Unit/group leave holding waypoint.

 

 

 

Thats all I can come up on the quick. But considering you expertise with JF-18 I am sure you already thought about most of that Matt. Looking forward to the final product, I am sure DCS will be awesome.

 

Btw, are you planing to do some mission for BS yourselfe? I played your Valhalla campaign for JF-18 and this was by far the best campaign I ever flew in any sim.

Posted

TRIGGER HAPPY - TRIGGER

 

Fresh idea!

 

Trigger Happy, trigger :)

 

This trigger will let us to set the chance in % of IFF failure.

 

This settings will allow for friendly fire incidents between AIvsAI; and between AIvsHUMAN. Set for each unit independenty, and independent of firing skills. By default it would stay at 1%...let's say

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Posted

I got one more.

 

-"Custom Radio Menu" trigger. Basically there is a sub-menu in the radio commands tree that contains triggers that can be player activated in the same manner as he would select a usual radio command. The list of comms-menu triggers can be freely named and expanded by the mission designer. These triggers can be used to set off any event, including custom text and custom .wav files, thus creating true custom radio commands.

 

See Operation Flashpoint/Armed Assault for the incredible amount of possibilities such player activated triggers offer.

Posted

I'm thinking something along the lines of basic AI decision making.

 

-Having them hold at a WP until x number or type of enemies get destroyed or player reaches a certain waypoint.

- Have basic command structure similar to AI pilots in LO. Player hits a key brings up the command menu. Then has choices to select x pre-defined command able group, then the player could have very basic commands such as hold position, next waypoint, search and destroy, retreat.

- Some form of randomizable function. Could be truely random within set parameters or just allow the user to set 4 or so different possible configurations of selected units.

 

Come to think of it, a random group function would provide for the quickest and easiest way to set up random unit locations. Think of it like this, you select "Create new random group" you are prompted to draw on the map the area you wish them to be located. (Think of line drawing with an 2d vector software) Once the area is selected the user can then choose different possible groupings to be randomly placed in that given area and if there is more than one unit could have options on how they get placed. Player might want a tank column in a specific formation or to set a minimum and maximum distance they could be located from one another. Upon loading the mission the game chooses the group and places them ignoring bodies of water, railroads, and buildings.

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Posted

This:

-"Custom Radio Menu" trigger. Basically there is a sub-menu in the radio commands tree that contains triggers that can be player activated in the same manner as he would select a usual radio command. The list of comms-menu triggers can be freely named and expanded by the mission designer. These triggers can be used to set off any event, including custom text and custom .wav files, thus creating true custom radio commands.

Sounds like a bloody good idea.

Cheers.

Posted
This:

 

Sounds like a bloody good idea.

agreed. triggers should be possible to activate via radiocomms menu.

"There are five dangerous faults which may affect a general: recklessness, which leads to destruction; cowardice, which leads to capture; a hasty temper, which can be provoked by insults; a delicacy of honor which is sensitive to shame; over-solicitude for his men, which exposes him to worry and trouble." Sun Tzu

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Posted

The problem that missions face is the variablility needed to REplay a mission

Allow the designer to vary the start time +/- xx minutes for the AI's - Even down to Zero

Vary each waypoint by +/- xx minutes

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