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Mission Editor Features Request Wishlist


Grimes

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Dear Santa @ ED...

 

I would like for the ME to have a new 'action' within the Triggers section called "audio time delay" which can be set in seconds. In this way I could set up a Trigger > Condition with Actions of:

 

1. Sound To All ('TargetHit.wav')

2. Audio Time Delay (2 secs)

3. Sound To All ('TargetDestroyed.wav')

4. Audio Time Delay (4 secs)

5. Sound To All ('Defensive.wav')

6. Audio Time Delay (3 secs)

7. Sound To All ('Abort.wav')

 

I want this so I can use the stock sounds in DCS and play them in series rather than at the same time. In this way I can make an immersive audio "backdrop" using the stock sounds that come with DCS (that all other users already have on their hard-drive) rather than having to create and upload new sounds etc. We could all then try to mimick the radio comms of ground units as they engage, so that us CAS pilots can "hear them" in action.

 

Might not be true to RL, but a damn sight less sterile of an environment.

 

Thanks for the consideration.

 

Brewber.

 

I was looking for this problem's solve. I realized that ED never did take care. A beautiful Mission Editor we have, but there's no a command that we can sequence the wav files. Obivously, I'll have to try to cheat sofware or struggle with flags or something else...

 

Why? Please don't angry me, but, if ED won't care this thread, why are we typing all these?

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I would love to have the ability in the mission editor to do this as well, however, there is a program that you can use to string multiple clips together to generate the desired effect. For example using the numbers or alpha bet you could do something like "Hawg 1-1, target destroyed." Its called audacity http://audacity.sourceforge.net/ Import multiple sound bites, then export the whole thing as one file. Only thing I have not quite figured out with it is how to record in it with or apply a filter to sound like a radio.

 

I would love to have the ability to play a sound localized on the map. Example would be flying past an air base as a siren is blaring or a police car or emergency vehicle driving down the ramp sirens blaring. It would add a new level of immersion to the game. Complicated I'm sure due to the Doppler effects.


Edited by BigfootMSR

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DCS: Blackshark 2 interactive training missions http://forums.eagle.ru/showthread.php?t=84612

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You can sequence any action by normal triggers, using a TIME since flag condition to create the time delay you want:

 

Es: sound 1, 2 and 3 are the wanted sequence. You will know the duration of any playback in second.

 

(type of trigger) -> condition to the event that trigger the sound -> FLAG TRUE (133)

 

(type of trigger) -> TIME SINCE FLAG (133), (1) -> sound 1

(type of trigger) -> TIME SINCE FLAG (133), (3+sound 1 duration) -> sound 2

(type of trigger) -> TIME SINCE FLAG (133), (5+sound 1 duration+sound 2 duration) -> sound 3...

 

 

obviously is less immediate to use, but I think that it's at least faster that compose a complete sound in audacity, now that we can clone the trigger :).

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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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  • 3 months later...
I was looking for this problem's solve. I realized that ED never did take care. A beautiful Mission Editor we have, but there's no a command that we can sequence the wav files. Obivously, I'll have to try to cheat sofware or struggle with flags or something else...

 

Why? Please don't angry me, but, if ED won't care this thread, why are we typing all these?

 

Sorry in advance for digging up this old post, but I have to disagree here.

 

Read back thru this whole thread and I think you will see a number of good ideas that HAVE been implemented into the latest version of the mission editor.

 

Does this mean that ED is reading this and paying attention? Maybe...

 

Ripcord

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  • 2 weeks later...
Originally Posted by igormk viewpost.gif

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.

Agree, i need an undo button as well. Just spent 20 extra minutes to get a mission back in order because I accidentally pressed delete.

 

Would also like to suggest the following

-An escort unit function so that you can set a group of planes to for example escort a bomber.

-Activatable client spawns, tried the group activate to do this but clients can spawn in the group even when It is not activated. Unactivated groups shouldnt be visible in the spawn selection screen anyway.

 

A good mission editor opens up a lot of MP functionality.

 

ps. maybe an idea to make a poll with the sugestions up till now so the programmers have the wishes prioritized.


Edited by degoe
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  • Quick "3D View" preview, to see how things will look in the game

 

  • Small Image of currently selected unit being displayed somewhere.

 

Oh please! add these! PLEASE!

 

 

Also:

 

 

  • informative (mouse over) tool tips for every option/function/button/vehicle in the editor

 

  • organize the the encyclopedia into the same groups found within the mission editor (IE) Unarmed Vehicles, Armored Vehicles, Anti-Air, etc.

 

  • ability to have the encyclopedia open within the editor (moveable + re-sizable window)

 

  • "undo" button

 

  • add a "skip to time" function so rather than starting a mission and accelerating to the desired time, you can start the mission at your desired time


Edited by theBLACK77

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I would really like the ability to make default buildings at a dead state like the same you can do while adding a static object so that at a start of a mission the default map object would be rubble. At the moment, I think the only way to accomplish a default map object/building/vehicle at a dead state is to have a triggered explosion over the object you want dead at mission start. This doesn't work well if you don't want the sound, explosion, fire and smoke to be a part of the dead object.

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Hi, I would like to contribute to this thread with my ideas, based on 1000+ hour of mission editing. (since Flanker 2.5) By the way I really enjoy the new mission editor and it's abilities!

 

ME Base:

 

- Probability of present % -> Unit will randomly apperear in mission start (default 100%). Like in OFP/ARMA a little slider for each unit or group. I understand that this function is available via triggering but, it will be way faster.

 

- Cargo -> Set cargo like you can set payload. You can add various things like certain type and ammount of ammo, fuel (will be great for the resource system). Also you can add vehicles like BMD-1

 

- Frontline/Influence -> You can add certain influence points on the map to get a frontline, much like in the IL-2 1946. Also you can attach this points to vehicles.

 

- Ability to set parking area for landing aircraft such as for ramp take off.

 

- Link ability -> You can link units together to share information. Like A Dog Ear radar linked with 3 different groups of Sa-13 launchers to obtain its informations and prepare for incoming aircrafts. Or to link air defences for EWRs and the air defence will stay in green mode until an enemy is in its kill zone. In the other hand if the EWR gets killed the SAMs linked to it will have to get their own target aquisition.

 

Triggers:

 

- TYPE IN ZONE -> Activated by a certain type of vehicle, like Su-25A, or M1A2. Also you can choose coalition like red, blue, both

 

- CLASS IN ZONE - > Activated by a certain class, like Attack aircraft or SAM. Also you can choose coalition like red, blue, both

 

- PLAY ARGUMENT on non static unit -> It would be cool to open the ramp of a hovering helicopter.

 

- LINK -> Link a group to another. -> For the link ability mentioned above, you can link a unit to another one, like you can repleace a KUB STR with another if its get killed.

 

- LAND IN ZONE -> Special helicopter feature. Land in a trigger zone center. You can set time and Shut of engine (Yes/No). After the time ellapsed it will continue the mission.

 

Advance waypoint actions:

 

Air:

 

- RTB on Winchester (out of ammo) -> To ensure your SEAD group doesn't want to attack a Tunguska with guns. You can set the ammo type in general, like ATGM, Bombs and such, and the amount left before RTB. Say for instance [bombs 0%]. This group will return when they have no bombs left, guided or unguided.

 

- Reinitialise mission -> When an airplane landed succesfully and on the parking zone, it will refly it's whole mission and reload and refuel to the starting quantity. Usefull in long missions especially for CAP and SEAD roles.

 

- Set minimum height -> Set a height that an airplane group cannot pass, unless it is landing. Good for CAP missions with enemy SHORADS below the AI.

 

- Set maximum height -> same as above, but with maximum. Good for low penetrating SEAD or strike missions.

 

- Escort -> follows and supports a certain group.

 

- Return to Homeplate -> For the Frontline/Influence system mentioned above. Unit will vector to nearest homeplate, and resume mission, or loiter if wanted (checkbox).

 

- Paradrop/Unload -> for the cargo function mentioned above. Would be also awesome for Cargo/Landing Ships.

 

Ground:

 

- Switch to waypoint for ground units. -> With this we would able to create patrol routes. Or multiple routes for same convoy.

 

- Rounds on target -> Artillery fires an exact number of rounds then the firemission is finished and can relocate if further waypoints are set.

 

Hope some of them will be thought usefull and come alive in further releases :thumbup:


Edited by Mechanist

"Fighters make movies, bombers make history."

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The option to turn on and off the LL and MGRS in the ME like in the F10 view. I find it to be anoing having all thoes lines wile zoomed in on the map placing objects.

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When you are in the mission editor and set an object 'hidden' on map, it would help if it was not only available as visualy removed, but perhaps an option or function to only fade it out in the editor to get a better overview of the tactical situation. Editing will also be somewhat less of a search.

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  • 2 weeks later...

Many good items in this list.

 

Need DAMAGE TRACKING for certain kinds of units, such as structures and SAM sites, EW sites, and ships. Something that will enable a campaign mission to recognize that a structure/ship/unit was destroyed in the previous mission. Not necessary for every possible type of ground unit.

 

Need ability to EXPORT DATA/VARIABLES from missions, to write to some database file or lua file, etc that can be referenced again later by another mission. This is HUGE for a good semi-dynamic campaign structure. Imagine being able to write the lat-long of your units to this file upon mission end -- that would change the sim completely. Even better, imagine that it would write the alive/dead status of each unit within the group...

 

Several mentioned the mini-FARP or helipad. Can't agree more, we need this. Could even be an invisible flat area, just some place where an AI helo can start/stop.

 

Need AIR MOBILE capability -- for ground infantry units to be able to get into an AI helo and get out of an AI helo. Particularly JTAC capable ground units... huge. In similar fashion, need PARADROP capability for ground units -- to drop in from a C-130 or something and then be functional/operational once they hit the ground.

 

Need AI SAR helos as well, a feature where AI helps can perform a SAR function and go pick up a downed pilot that has ejected. Many have mentioned this in other threads, and in fact, Janes FA-18 kinda modelled this at least a little bit (Wags was the producer of that sim as well).

 

This is an easy one -- give us BRIDGES as structures in the ME. Something that we can place and destroy within the context of our mission.

 

Need ability to use CAPTURE STRUCTURE in ME the same way that we can use CAPTURE AIRBASE or CAPTURE FARP. Will make it easier in ME to score one side reaching an offensive objective, vs simply checking to see that specific enemy units are dead or removed from zone. Instead we just place an Armed House, or Ammo Dump, or Checkpoint/BlockPost, or Command Center or Comms Relay Site.... the list goes on. Go capture that objective and award victory points. Plop a basic garage in the middle of a village, and then you have a way to track that you have captured a village. This could really be cool if we could use this with bridges.

 

Need MORE SHIPS!! ...particularly amphib capable.


Edited by Ripcord

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Dynamic Weather: Ability to click and drag the pressure sytems around the map to be able to manipulate the wind direction etc..

 

Also be able to directly set the pressure on the Low/High systems.

 

This would allow us to create dynamic weather close to current real world weather. Speaking of which:

Real world weather would be a fantastic addition. i.e. downloadable from the interent like FSX/X-plane

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How about we put all our ideas into a website like this www.uservoice.com/

It tracks all ideas and allows people to vote on good ideas.

This way the producers know which ideas to focus on and can keep the customers update on the status of each idea.

The current way good ideas could go unnoticed.

Works pretty well for a application I use (waze)

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  • 2 weeks later...

Satellite View in Mission Editor

 

Is there any way to get the satellite view in the ME? I've searched the menus but can't seem to find the option.

 

 

Rich

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

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No, no way to do that Ironhand.

Ahhh...that's too bad. Would have made some aspects of mission construction a bit easier.

 

 

 

Rich

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

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Yes, there is a thread somewhere with a long discussion on why implementing a 3D map to place units. I remember someone at ED development mentioned that it would take too much rendering and slowing down the mission designer. I think someone in that discussion also mentioned using a digitized map as an alternative. As always there is no information up front from ED regarding features added or not. We just need to keep up wishing I guess.

 

(HJ)

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Wish:

1. Aircraft Groups with multiple Aircrafts, Bombers and Jets and more as 4 Units. (Or a Escortfunction)

2. More Formation settings, z.b. for Eskort a Bomber or Transportflight. (Or a Escortfunction with Formation select)

3. A Orbit(Cycle) Waypointfunktion for Vehicles.

 

!!!!!!!!!!!

4. Variable Waypoints controlled by Trigger for Vehicles AND Aircrafts


Edited by Traxx
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