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Mission Editor Features Request Wishlist


Grimes

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Figured a thread was needed. Maybe others can chime in and something like this gets sticky'ed for all to add to when they get some random idea.

 

AI Respawning Capability.

-Eliminates the need to have several "copies" of the same aircraft and crazy amounts of triggers needed to accomplish the same thing.

-Controlled by specific rules. It can only respawn if dead or parked at airbase/farp.

-Requires the usage of a respawn timer allowing control over how often they can respawn. (If Dead wait x time to respawn)

-useful for training missions. Either A2G target practice or A2A guns training

 

 

Rectangular Trigger Zones / Vector Shape Based Zones

-Player can draw shapes to create a trigger zone

-Useful with Random Spawn in Zone

 

Random Spawn in Zone

-Units in group will randomly spawn different coordinates inside a trigger zone.

-Position can be randomized, rotation/direction of facing should be a set value and units will face within +/- 15% of said bearing

 

Trigger Organization

-Triggers can be moved up or down in the list to help organize them.

-Triggers can also be placed into groups to organize it even further. (Red Triggers, Blue Triggers, General Triggers)

 

Random Number Generator and Case Logic

-Generates a number from 0 to x

-Uses a Case Logic to decide which actions to execute

-Replaces the limited and complex logic needed for having more than 2 random conditions.

 

AND OR Comparison Values In the Editor

-Works like it does now, but AND groups requirements together, OR defines the different conditions.

-Functionally is currently present if you edit the mission via text. But this should be something we have in-game

 

Copy and Paste

-Duh

Set for Group/Instances

-For quick and easy multiplayer creation

-Implement in two possible ways.

1. Group several client aircraft together. Changes made to the flight path/payload of a single aircraft copies that info to the rest of them.

2. Create just a single client aircraft and set the number of flyable.

 

Trigger Export

-Export/import features for triggers.

-Acts like a template but for triggers.

 

In game LUA based Trigger export/firing

-Not sure if this is currently available, but to know if a trigger has been fired or to cause it to fire externally using a 3rd party app can bring much happiness to those with crazy ideas :smilewink:

 

Trigger Debugger

-Debug mode ran from editor

-Commands to "kill" units can be exucuted to see if appropriate triggers fire

-Time Based triggers can easily be tested

-Random based triggers could be assessed

 

Enhanced "Random" Ability Settings

-When AI Set to random, you must select a radius. Whenever a player moves outside of this radius it randomly selects a new ability setting.

-Makes "random" not a personality setting thats governed once at mission start.

 

Wow that list got long :D Hopefully most of this stuff was already on the official wishlist, but if not you have some more great features that would make life easier. I didn't mention a 3d view or "satellite" preview because that should be on this list already and if it isn't shame on you.


Edited by Grimes

The right man in the wrong place makes all the difference in the world.

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Good initiative. :thumbup:

I'll keep my post here so I can edited it when I more awake - looking forward to see if you forgot *anything* at all :D

 

EDIT:

"External Function". The ability to include "custom scripts" in your .MIZ file.

- This way you can use LUA logics to test and pass parameters to the mission.

- hook into the existing server-events already ingame such as "on_eject", "on_Crash" etc.

- reference objects in the mission.

- return variable / flags back into the mission.

Additional note: For MP security, this code may only execute on the MP-server side. (Clients wont execute or evaluate it).

For SP, the SP client is the server.


Edited by Panzertard

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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:thumbup:

...

 

Rectangular Trigger Zones / Vector Shape Based Zones

-Player can draw shapes to create a trigger zone

-Useful with Random Spawn in Zone

 

Trigger Organization

-Triggers can be moved up or down in the list to help organize them.

-Triggers can also be placed into groups to organize it even further. (Red Triggers, Blue Triggers, General Triggers)

 

AND OR Comparison Values In the Editor

-Works like it does now, but AND groups requirements together, OR defines the different conditions.

-Functionally is currently present if you edit the mission via text. But this should be something we have in-gameSet for Group/Instances

-For quick and easy multiplayer creation

-Implement in two possible ways.

1. Group several client aircraft together. Changes made to the flight path/payload of a single aircraft copies that info to the rest of them.

2. Create just a single client aircraft and set the number of flyable.

 

Trigger Export

-Export/import features for triggers.

-Acts like a template but for triggers.

Trigger Debugger

-Debug mode ran from editor

-Commands to "kill" units can be exucuted to see if appropriate triggers fire

-Time Based triggers can easily be tested

-Random based triggers could be assessed

 

..

YES YES YES :-) good ideas

 

# Select visible units by draw a rectangle.

 

# multi-select (per strg/ctrg + mouseclick) and edit of waypoints (speed, altitude)

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ehhh yes i like this idea...

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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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Hello, I created another thread, but Panzertard suggested me to merge it with this one. Some my suggestions are additions to Grimes' ones and some might be inspiration.

So here's my post:

-------

 

Hi, I fly online missions for few months, but I'm quite not satisfied with the way enemy forces are acting, in fact, they're not acting much. I would really like to have dynamic mission with a lot of moving ground units (not just positioned in one location or moving only from wpt1 to wpt2...) according to status of mission, position of players (e.g. detected by radars), number of players and lot more conditions, as in real battle. As I'm not fully aware of mission editor limitations, I have some questions for experienced mission creators or ED team. Is it possible to have such things like:

 

 

1) MOVING UNITS ACCORDING TO BATTLE SITUATION, BUT NOT ONCE(!) (e.g. players detected by radars, trigger zones...)

- think of this as the possibility to have enemy dynamicly reacting to your position

 

situation: groups of enemy ground units in the city around the target area (e.g. factory), 3 possible ingress ways (e.g. valleys)

 

a) player(s) detected in ingress area -> one group of ground units moving toward threat to eliminate it

b) player(s) out of ingress area for certain time (threat eliminated or attack canceled) -> group moving back to target area (target reinforcement)

 

- these 2 steps can repeat as many times as the group is not killed by player(s)

- more advanced would be, if many players are detected in one ingress area and for certain time not in other ingress areas, so more than one group would be sent toward them to eliminate threat ASAP and as far as possible from target - this could lead in weak point in defense (as in real situation) of other ingress areas

 

 

2) REPEATED REINFORCEMENT (in other words: respawn of units)

- this could be applied to many situations, i'll use one example

 

a) FARP is overran by player(s) (or our forces)

b) necesary units to use FARP for rearm and refuel are in FARP vicinity

c) some of necesary units are destroyed (player mistake, enemy forces killed them,...) -> cannot use FARP for rearm

 

- as long as the condition of using FARP for rearm is not met, repeatedly (e.g. every 15mins) send those missing units from our main base again

-> this would lead into possibility to have fully functional FARP repeatedly (and not only once until some units are destroyed)

 

Units respawning could also result in need to hold some strategic positions by constantly fighting enemy forces (as in real), which could be one of mission goals.

 

 

3) RANDOM POSITION OF UNITS (some lua scripting)

It's generally good idea to have units randomly positioned in battlefield. But I'm not talking about pre-making a lot of units in mission editor and activating them with trigger RANDOM(50%). I'm talking about pre-defining many spawn positions of one unit and randomly activating it in one of these positions. This would require some lua scripting (not a problem for me), but I'm not sure if this can be done within mission file. There is an array of mission objects and not even one function. Is it possible to define user functions there? It looks like regular lua file to me. User functions would really extend mission variability. Imagine that! It really depends on how this file is handled by the game engine...

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Can you tell us, Panzertard, how the mission file is executed by game engine? Does it process as standard lua file? If so, it wouldn't be problem to create user functions in it (outside mission array). But I'm not sure, how each property of object is parsed, if the engine expects some variable type (string, integer,...) or could be a function (this would solve my randomizing problem ;)). But I'm also pretty sure there is variable validation, so if engine doesn't allow function there ... we're out of luck.

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Can you tell us, Panzertard, how the mission file is executed by game engine? Does it process as standard lua file? If so, it wouldn't be problem to create user functions in it (outside mission array). But I'm not sure, how each property of object is parsed, if the engine expects some variable type (string, integer,...) or could be a function (this would solve my randomizing problem ;)). But I'm also pretty sure there is variable validation, so if engine doesn't allow function there ... we're out of luck.

 

I haven't analyzed that part - but my guess would be "no", so the engine can prevent possible-exploits in MP, gamebreaking mechanisms in MP/SP etc. I would assume it looks for specific keywords (arrays) and treat those a bit more individual.

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  • 3 weeks later...

  • Multiple Waypoint-Routes, switchable by Trigger/Rule
  • Stop/Continue Waypoint-Travel Rule
  • Quick "3D View" preview, to see how things will look in the game

  • Tool for measuring angle's / like the distance-tool.
  • Small Image of currently selected unit being displayed somewhere.

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  • Group in/out of zone trigger
  • Human Player or Client in/out of zone
  • Option to change units of measurement in ME from metric to imperial - please:notworthy:
  • Player activated trigger - i.e. via radio menu
  • Ability to have AI ground units hold position on route without deactivating
  • Ability to set Rules of Engagement for AI units - i.e. ground units would only engage opposite coalition if fired upon.


Edited by Eddie

 

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  • 2 weeks later...

Troop/unit load/un-load capability or some way to cheat it in a dynamic way. What i'd like to have is a harmless looking moving truck that would stop and a guy with MANPADS would jump out of it when flying near it. After engagement, the missile man would get back in the truck and the truck would leave.

 

More dynamic radio traffic. There could be an additional comms sub-menu for custom mission based radio messages for responding trigger based radio broadcasts. The different messages could be hidden or revealed through triggers based on mission progress. This way you could ask FAC to repeat his last transmission or tell the ground troops to start attack or whatever. Basically they would be triggers activated through comms. menu. There might be need to have some kind of limit for who can use those radio messages in multi-player.

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  • 3 weeks later...

Hold-Proceed

 

For ground units they simply travel to the waypoint until they are given the commanded trigger to proceed. Trigger must be a specific condition to be met in order for them to continue on their route.

 

For aircraft you could use the flight path loop/end loop forcing them to fly in a specific area until they are given "orders" to attack a target. Each trigger could be unique to their target area. So if a B-52 armed with cruise missiles is flying around they can be given multiple orders to attack multiple targets at unique times in the game which are dependent on player interaction.

The right man in the wrong place makes all the difference in the world.

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Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

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Hold-Proceed

 

For ground units they simply travel to the waypoint until they are given the commanded trigger to proceed. Trigger must be a specific condition to be met in order for them to continue on their route

 

or by Radio-Command from Player (a simple stop & go)

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All these quoted posts were originally posted in the mission editor wishlist thread I tried to start last October.

 

 

While the mission editor in Black Shark is still better in most aspects than that of some other games, like Falcon 4, it is still actually behind a couple mission editors I have worked with. If memory serves me correctly, Janes F-15 had a better mission editor, and that was 12 years ago!

 

I searched the forums, and didn't find a ME wish list thread. I think is important try to make our voices heard, especially since DCS is an ongoing project with the goal being steadily improved over the years. Since there is much that could be done to the ME to make it better, please post here any suggestions you have. I'll start:

 

 

3D Viewer: allow us to view the outside world without having to go into the game and try to use external views!

 

 

Time lapse viewer: allow us to increment the clock and watch how units move on the map.

 

 

Neutral units: allow sides to be NEUTRAL! In addition, add civilians as a side and allow us to place their units.

 

 

Allow any type of ground unit to be assigned to any side: basically, I would like to have, for example, Georgian military forces use NATO equipment, or insurgents hijack a T-80.

 

 

New Trigger- switch sides: Self explanatory. With this trigger, you could, for example, place a civilian vehicle on the road, and have it suddenly switch to insurgents side at the last moment and slam into a friendly convoy in a suicide car bombing attack. Many other uses for this trigger can be envisioned.

 

Frequency-specific triggers: Have a flag be set to true or false depending on frequency of the player's radio.

 

 

MORE UNITS: There are, for example, almost no crew-served weapons in DCS currently, which is ridiculous! We need mortors, machine guns, Javelins, working RPGs- without them, infantry is basically impotent.

 

 

Interactive radio: we need the ability to communicate in some form with the AI! For example, your mission is to clear the LZ for an Mi-8 which wants to insert special ops. We want to have the ability to tell the Mi-8 that the LZ is clear and to come on in. Well, first of all, we need a trigger that governs AI behavior (one of my next items on my wish list). But we most importantly need a way to talk to the Mi-8! The next paragraph tells how it could be done.

New feature added to game- radio communications list

The mission creator is able to define communication options that appear on the list, and when and under what conditions those options appear on the list. A player simply must select the radio option from the list, which sets a flag in the game, and then governs actions of the AI. For example, for the Mi-8 hip case, the mission creator enables the radio communications list for the player when the player is tuned to the right frequency are tuned to the right frequency. The mission creator further defines that if the Mi-8 has not dropped off its spec ops team and is alive, the options on the list are:

1) LZ is clear

2) Hold position

3) Abort mission

 

 

Advanced AI-related triggers: The following is a list of AI related behavior triggers that would be nice to have:

 

-Set waypoint route: When trigger conditions are met, have the AI follow a specific set of waypoints. If trigger conditions are not met, the AI might follow a different set of waypoints. This would be useful, for example, if the player is escorting a convoy and fails to stop the insurgents setting charges under the bridge ahead. Once the bridge is blown, the convoy will need to turn around, but if the player manages to save the bridge, the convoy can continue forward.

 

-Set detection/engagement rules: I'm a little fuzzy about how this would work. Basically, this is used to determine whether or not a unit is engaged by AI. You could make it so that at night, you are not engaged by enemies without night vision unless you come within a certain distance of them (closer than normal), or an air defense unit would prioritize engaging a ground unit near it over engaging a transport helicopter flying overhead (by setting some sort of engagement priority list). Yes, these are not well defined, but something like this is needed for realistic AI behavior! Setting this up could be as simple as setting a trigger that "unit X is undetectable by unit Y IF conditions Z are met".

 

-Stop/Start/Hover triggers- make a unit stop, start, or hover in the middle of executing its waypoints based on trigger conditions.

 

 

Debriefing screen: DCS really has a bad, bad, BAD debriefing system, ESPECIALLY in multiplayer. What is needed is better debriefing screen, and among the mission editor options should be options to define the text seen by the player during debriefing based on mission outcomes.

 

 

Finally, to address the objection that a bunch of complicated triggers like what I proposed would make the Mission Editor too hard to use and learn for beginners, I propose that the Mission Editor have two modes: Simple and Advanced. In simple mode, the capabilities of the mission editor will be pretty much the same as its current incarnation, but in advanced mode, all the new capabilities will be available.

 

Anyway, that's all I can think of right now, but I'm sure I'll think of more. Please, if you have any contribution, post away!

.
Edited by Speed

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Brilliant idea for a thread - a sticky i suggest!

 

 

My wish list -

 

Number 1 - 3D misison editor.

 

Number 2 - As above, the start/stop/hover triggers, but with an inbuilt landing function- eg chinook lands at waypoint 2 for a set time etc

 

 

Number 3 to be able to set trigger zones as simple lines - i.e when player crosses this line trigger... etc. This is good when building missions and allows for players not passing through the exact area of the trigger zone to still cause actions.

 

Number 4 - Interactive comms ( as above). Just a simple trigger thingy would be fantastic, and completely enhance DCS for me.

 

Thanks for listening ED!!! :D

 

.

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New condition: Unit of type X owned by side Y inside zone/moving zone Z: Bascially, the condition would read like:

"If unit of type (drop down menu with options of different unit types, NOT unit types, and an option of ANY type) owned by side (drop down menu of sides, NOT sides, and finally, any side) is inside zone (or moving zone) (drop down menu of zones)"

 

 

New Action- Spawn group of type or template type at zone or moving zone: Bascially like activating groups, except endless. Under template type, you would define the group's waypoints and composition beforehand. This might make it hard to reference these groups or units in triggers, but with ANY UNIT trigger conditions, it would be easier.

 

 

New options: AI behavior

Basically, sorta like the AI behavior triggers I suggested, except its a new submenu in the AI. Allows you to set overall AI behavior, like detection conditions or engagement priorites.

 

 

Unit engagable/not engagable- basically, a new flag or unit condition that makes it so that AI or specific AI units/groups will not engage a specific unit, but that unit is still able to move around, be active, or even engage itself. This is great for putting the factor of surprise into missions- for example, you could make YOURSELF not engagable to specific enemy units until a specific amount of time has passed after you first engaged, or you exceed a specific altitude, etc.

 

 

New condition: Unit is firing/not firing- Basically, a condition to detect whether or not an enemy unit is firing ordinance. You could have it so that this condition evaluates true if a specific unit has fired any ordinance within the last 10 seconds. To make this trigger even better, you would be able to specify the TYPE of ordinance too, and the amount of time after that ordinance was fired that the condition evaluates to true.

 

.

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I have couple:

- UNDO option – how many times did it happen to you that by accident you move or delete something, and you have to spend extra time to get it back in order,

- satellite view of the map in the mission editor – I think this would also be good option, because often I want to place a unit on a specific place, and I doesn’t always manage to do it in my first try,

- GROUP IN ZONE – a good addition to UNIT IN ZONE,

- % OF GROUP ALIVE – then you can set for example a mission success to be 70% of group to survive as a mission goal, and if you combine it with GROUP IN ZONE would be very useful,

- MISSILE IN MOVING ZONE or AAA ROUNDS IN MOVING ZONE – you can attach your chopper as unit and create zone around you in which if a missile or AAA rounds enter, a sound and message can be triggered (for example a message from a FAC “501, SAM launch, break, break, break!!!!”).

 

Anyway, Speed_2, very good idea to start this wish list, since I think that there is A LOT of place for improvements in ME, and we are all witnessing that ED is listening to our wishes.

It would be great to implement some of Speed_2 and Warbird_242’s notes.

.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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  • 3 weeks later...

  • Instances

Similar to copy and paste, but retains properties of the original. Simply put, you just place one aircraft, the aircraft's waypoint, triggers, and payload are copied and applied to instances. The names, tailnumbers, and associated triggers all have adjusted values to make each object unique.

 

 

  • Counter

Counts units or triggers based on rules.

 

 

  • Independent side

A 3rd coalition option to be in the theater of war. Could add some interesting levels to the game. Afterall on the modern battlefield it always isn't clear who the enemy is. A 3rd side could offer some unique SP and MP scenarios but events like the 51st Crimean Incident and Red Flag could benefit most from it.

 

 

  • No Flag limit or up it to 1000

I was slightly angry when I noticed this. I had a mission that could have used hundreds of flags that is not impossible to create with the limit at 100.

 

 

Good to see that this is a sticky!


Edited by Grimes

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

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Preset Time Era's

 

Mission Designer selects a year from a drop down list. This will automatically restrict weapons, aircraft, and vehicles to adhere with history. If a weapon wasn't in service at that time it simply isn't available.

The right man in the wrong place makes all the difference in the world.

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 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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  • 4 weeks later...

Hello there. This is my personal little wishlist for the current mission editor as I find it quite difficult to use quickly now.

 

> Hotkeys assignable to functions such as Hidden/Dead. Currently the editor is very very mouse orientated, which is quite slow to use.

 

> Ability to select multiple objects, such as with the copy and paste hotkeys, Cntrl C/V. Especially static objects as once placed these are an absolute bugger to move around.

 

> More standard scripts available or some documented way of adding more to the list of events a trigger can activate. I.E. Add/Remove weapons/fuel/damage to a unit dynamically, change weather dynamically, change time of day dynamically, add customisable screen dialogues/effects/text to help transition the player smoothly through different stages of a mission i.e. fade in/out.

 

> Ability to add user drawn symbols/lines to the theatre map / ability to replace the theatre map with an image file. So perhaps instead of the theatre map, you get a scribbled set of coordinates/directions/frequencies or sketch map.

 

> Ability to change coalitions dynamically or implement a rules of engagement change i.e. War/Peacetime/Ceasefire. In complicated territorial disputes such as Abkhazia/South Ossetia the need for a more complex ROE is essential in my opinion, determinable by events even more so.

 

> Modulated way to change terrain/theatre without overriding the default map. DCS is a great series however as we saw in 2008 the most the Americans are going to do in Georgia is offer their 'Deepest Sympathy' that they are getting stomped on by the Russians. There are modders making custom terrain and it would be nice to see some variety available in a module format for when DCS A10 arrives.

 

> Finally and unrealistically (but if you don't ask you'll never get) a realtime 3D preview mode when placing units in the editor. I know we have the multiplayer/singleplayer combine to allow fairly quick viewing but I demand perfection! :D

 

If there is anything I have mentioned that is possible with the some magickry.lua I do apologise and could you please explain it to me in short ... slow .. sentences :)

 

Thanks, Jay

 

Edit: Sorry, I created a new thread about this because I thought I was all original and all :(

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change time of day dynamically

 

In complicated territorial disputes such as Abkhazia/South Ossetia the need for a more complex ROE is essential in my opinion, determinable by events even more so.

 

 

Dynamic time of day is modeled=> http://forums.eagle.ru/showpost.php?p=872354&postcount=39

Example: Time "10:00:00 #001" is 02.06.xxxx, 10:00am with daylight,twilight,nighttime, sunset,sunrise etc. (there are slight differences with real sunrise/sunsets-data)

 

What do you mean with "ROE"?


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  • 2 weeks later...

I donno if this has been stated anywhere but....

 

"Write Flags to Log" action with a corresponding "load flag log" action.

 

or "Send Flags" action which just sends the status of selected flags to the next mission.

 

The idea is simple. For a SP or MP mission they are all based around the same basic mission and triggers. Each mission has a trigger for units to be alive or dead. Major units like sam sites and who controls what airbase.

 

So in the A-10 campaign on FC2 where a Buk site is in the same location every mission, if it gets killed it sets a flag to true. Then when the next mission loads it checks to see if it should be alive or not, if its alive Spawn it, if not do nothing or set a series of events off by triggers where said buk system becomes replaced.

 

Its not the best solution to a persistent/dynamic missions people want, but it brings the capability there.

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The right man in the wrong place makes all the difference in the world.

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