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Mission Editor Features Request Wishlist


Grimes

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Withdraw / add client flight in flight list in MP to reproduce ATO.

 

 

[Example for add]

 

"Once" "Unit (Enemy1) inside trigger zone (Grid A)" "Activate flight(ClientA) / Flag(1) True"

 

 

[Example for withdraw]

 

"Once" "Time 300sec since Flag(1) / Unit dead (ClientA)" "Withdraw Flight (ClientA) / Activate group(AI-A)"

 

 

So the outcome would be....

If enemy ground unit got inside the trigger zone placed for a grid, new client flightA gets activated (added) in the flight list in MP.

 

If the client fllight was activated but client didnt take the flight within 5 minutes, remove(withdraw) the flight from flight list and then activate AI flight instead.

 

 

Currently, if I put client flight in the mission, it stays in the flight list forever.

You cant either add or remove them from the list which I think should be changed sooner or later.

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Please add the ability to make templates from all static objects.

 

i.e make it possible to make groups from them.

 

Thanks

i5-3570K @ 4.5 Ghz, Asus P8Z77-V, 8 GB DDR3, 1.5GB GTX 480 (EVGA, superclocked), SSD, 2 x 1680x1050, x-fi extreme music.



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Wish: A trigger option for landing (FARPs and Airports)

Put a trigger around the Farp or Runway and in trigger rules

 

ONCE -> unit in Zone AND units Alt less than farp/rwy alt+2 -> ACTION whatever

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)

1 & 2. included in 1.2.1 with escort & follow actions

 

Object references!

 

(A unit sets off a trigger? -> give pointer to this specific unit)

-> DO SCRIPT Object.getPosition(unitID) gives unit position, not sure what you mean by pointer

Withdraw / add client flight in flight list in MP to reproduce ATO.

..

You can activate & deactivate client aircraft in MP at the moment, the problem is that they still apear in the Menu. Its in our request list.

With the Uh-1 inbound we need a "unit spawn inside moving zone" trigger. :)

 

yep, something that has been mentioned in the testers forum and requested. MIght happen through lua script first but let''s wait & see.

Please add the ability to make templates from all static objects.

Good idea, I'll suggest it. Although it is possible to sort of create a static template using lua Static.create(string shapeName, Vec3 pos, Azimuth course). Do this as many times as you wish, its then just a matter of copying and pasting into each mission and changing the Vec3 pos for each building.


Edited by Druid_

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Put a trigger around the Farp or Runway and in trigger rules

 

ONCE -> unit in Zone AND units Alt less than farp/rwy alt+2 -> ACTION whatever

 

 

I would also add speed is 0 and unit is still alive trigger rules otherwise you could just crash into the farp and it would be recaptured. Don't know if these triggers are possible though.

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I would also add speed is 0 and unit is still alive trigger rules otherwise you could just crash into the farp and it would be recaptured. Don't know if these triggers are possible though.

just use the conditions coalition has aerodrome or coalition has helipad for capturing.

i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q

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You can activate & deactivate client aircraft in MP at the moment, the problem is that they still apear in the Menu. Its in our request list.

 

Hi Druid.

Thank you for the reply and it is nice to hear it is on request list.

 

Thats interesting to know.. I believe I did try to suspend client flight with deactivating it but IIRC it didnt work before... I'll try again.

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  • Trigger Condition : Unit Altitude Higher/lower than X meters AGL

 

===> triggered low fly by in mountainous areas

 

 

  • Haze / Mist in large trigger zone like dynamic weather.

 

=> plains are clear, Tuapse and hills around are covered

 

 

  • Better Raining conditions, and poor view if you dont play with the wipers. (maybe it's not a ME feature)
  • More Pre-Destructed structures, like Airport tower, runway, bridges...
  • Triggers to repair things, simulating engineers hard work.

 

and the little thing that would change the whole campaign behavior, approaching a dynamic campaign even closer:

 

  • Go to "X" Mission.
    If i do that, i'll jump 2 missions and take the path C.

Handle with care, but definitely create a true campaign variety. (path A could have 5 mission, but path C could have 8 missions to win)


Edited by Erforce

TASK / ROLES acronyms guide

Black Shark A.I. datalink guide illustrated (v1.2.4 Available on Wiki)

DCS World Codex 1.1 : full units list (Speed/Weapons/Armor thickness/Threat zone/Weapon damage...) (Oct 2013)

BlackShark 2 1.2.x Bug and glitches thread (v1.2.7)

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Ability to influence AI engagement range, via a percentage.

 

Ability to influence AI engagement range, via a percentage.

 

If we could have a % value attached to engagement range for all AI. (maybe via Advanced waypoint actions.)

 

Where 100% = AI engage at maximum ranges. (the present default state)

 

50% = AI engage at 50% of max range. (i.e SAM has range of 10km, they only engage at 5 km.

 

And so on.

 

If every AI unit had this as an option it would help massively in mission design.


Edited by MadTommy

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Scrpts vs triggers

 

I think it is not a good practice to add more and more trigger conditions and actions on each request.

DCS: World has the Scripting System that can be used in mission development. The Scripting System allows to add new logic (condition + actions) without any modification of ME GUI.

Only simple and most used conditions and actions must be implemented in ME GUI.

Operation Flashpoint / ArmA is a good example in my opinion.

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  • 2 weeks later...

In multiplayer:

 

Let the "Fog of war" view available only for CA human slot, or lock "OFF" the F10 view for all modules except for CA slot.

 

That to let the ground command have a more complete SA of the theatre, while flying units only have access of onboard system and coordinate with ground command.

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

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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I think it is not a good practice to add more and more trigger conditions and actions on each request.

 

(Thank you Quote because i wouldn't be able to type his name :) )

 

Let's make a deal : stop any ME upgrade ==>

 

- We will brainstorms on how the Scripting Lua works, for dummies like me, if we want complexes triggers

- You will (should already be ! ) work on a great multi-thread code that WILL support our complexes triggers ;) ;) ;)

 

Deal?

 

Something utterly better than Hide-ALL / Show ALL units... the simple multiple selection.

Shift-click or Crtl-click in the unit list select them... but won't show the info dialog. just check a box in any corner.

What do you think about it ?

TASK / ROLES acronyms guide

Black Shark A.I. datalink guide illustrated (v1.2.4 Available on Wiki)

DCS World Codex 1.1 : full units list (Speed/Weapons/Armor thickness/Threat zone/Weapon damage...) (Oct 2013)

BlackShark 2 1.2.x Bug and glitches thread (v1.2.7)

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A visual representation of the heading vector of an object on the map. Example, place static object and a little arrow points from the icon to the direction it's facing. This would allow for more exact position of objects (especially in relationship to things like roads and runways).

Awaiting: DCS F-15C

Win 10 i5-9600KF 4.6 GHz 64 GB RAM RTX2080Ti 11GB -- Win 7 64 i5-6600K 3.6 GHz 32 GB RAM GTX970 4GB -- A-10C, F-5E, Su-27, F-15C, F-14B, F-16C missions in User Files

 

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  • 2 weeks later...

Clients in the same Flight

 

I'm a long time fan (since Flanker 1.2 DOS :thumbup: ), but one thing has bugged me since multiplayer became a staple. The fact that we cannot put players in the same flight is a pet peeve of mine.

 

Right now, AFAIK we have to create separate "flights" of single aircraft, match up the steerpoints and all associated data (e.g. loadouts, speeds, times), and then hope the right amount of people show up to fly. Allowing clients in the same flight would add two big things:

 

  • We could create a single flight with a single set of steerpoints and data, and any changes to the mission would only require a single edit.
  • If we don't get all of the clients to fill the spots in the flight, this would allow the flight leader to at least command the AI in their absence.

 

As it stands now, we need to individually create each aircraft, and then make edits to each individual aircraft when changes need to be made. Also, since AFAIK there is no "clone" feature, this increases the possibility of making mistakes between the steerpoints and data of each aircraft.

 

If adding clients to the same flight is infeasible due to netcode, then at the very least could you add a feature to clone an existing flight, or ideally slave additional flights to a single flight which could then be edited as required?

 

Thanks for your consideration.


Edited by Home Fries
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As it stands now, we need to individually create each aircraft, and then make edits to each individual aircraft when changes need to be made. Also, since AFAIK there is no "clone" feature, this increases the possibility of making mistakes between the steerpoints and data of each aircraft.

 

Ctrl+C, Ctrl+V (Copy, Paste) works in the editor.

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

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Ctrl+C, Ctrl+V (Copy, Paste) works in the editor.

 

and also work between different mission files. you press CTRL-C in mission 1, close mission, load mission 2, press CTRL-V and the units are copied :)

  • Like 1

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

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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I'm a long time fan (since Flanker 1.2 DOS :thumbup: ), but one thing has bugged me since multiplayer became a staple. The fact that we cannot put players in the same flight is a pet peeve of mine.

 

Right now, AFAIK we have to create separate "flights" of single aircraft, match up the steerpoints and all associated data (e.g. loadouts, speeds, times), and then hope the right amount of people show up to fly. Allowing clients in the same flight would add two big things:

 

  • We could create a single flight with a single set of steerpoints and data, and any changes to the mission would only require a single edit.
  • If we don't get all of the clients to fill the spots in the flight, this would allow the flight leader to at least command the AI in their absence.

 

As it stands now, we need to individually create each aircraft, and then make edits to each individual aircraft when changes need to be made. Also, since AFAIK there is no "clone" feature, this increases the possibility of making mistakes between the steerpoints and data of each aircraft.

 

If adding clients to the same flight is infeasible due to netcode, then at the very least could you add a feature to clone an existing flight, or ideally slave additional flights to a single flight which could then be edited as required?

 

Thanks for your consideration.

 

This^^

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Hello, a few requests.

 

 

  • Ctrl-C / Ctrl-V support for trigger editor.
  • Folders for trigger editor. (Folders elsewhere also welcome!)
  • Trigger Action for repairing units. (Or respawning them)
  • Pick a trigger action randomly from a list.

 

Also, more of a bug fix request:

Proper enumeration for parking spaces on the ramp, when copy&pasting aircraft. I have a minor issue where you need to select each unit individually and set them to "Take Off From Ramp" to be able to see parking spaces after pasting a copy of another ramp start aircraft.

 

Hopefully not too much to ask, cheers for everything so far. :smilewink:


Edited by Sephki
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  • Ctrl-C / Ctrl-V support for trigger editor.
  • Folders for trigger editor. (Folders elsewhere also welcome!)
  • Trigger Action for repairing units. (Or respawning them)
  • Pick a trigger action randomly from a list.

 

+1 (or 2, or 3, or howmuchyouwant :smilewink:)

 

really interesting features, most if the first point will work from mission 1 to mission 2 as the group C&P.

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

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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