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RUNNING POLL - ScenEdit requests

 
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[Poll]

RUNNING POLL - ScenEdit requests


See RPs and/or No nav zones and/or exclusion zones from all sides
  1% (4)
Local weather fronts (non-global weather)
  37% (85)
EE trigger: ID status change on contact
  0% (0)
AND / OR operators on event conditions
  23% (53)
Dynamic campaign (events on one scen affect the next)
  23% (52)
Add Magazine
  1% (3)
Lua: Join a unit to a group
  0% (2)
Lua: Compel a ship to UNREP
  0% (1)
UI windows for editing magazines and datalinks (like wpns / sensors)
  3% (8)
Add filter-options to the "Teleport_Unit" event action
  0% (0)
Make nav/exclusion zones optionally applicable to specific units
  1% (3)
Persist sprint and drift settings to .inst file
  0% (2)
Lua: Specify unit as escort on a mission
  1% (3)
Lua: Specify desired unit speed/throttle
  1% (3)
Option to scrub a No-Nav Zone if the side is human-played
  0% (0)
Wrecked ships
  3% (7)


Total Votes : 226


(last vote on : 11/1/2019 11:27:23 PM)
(Poll will run till: -- )
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RUNNING POLL - ScenEdit requests - 10/9/2013 4:06:53 PM   
Dimitris


Posts: 11422
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Please submit your current most burning feature/bugfix request _relevent to scenario editing only_. Once enough items are up, vote. If your voted item is resolved and removed from the list, re-cast your vote on another.

I'll start with a common request, the ability to bundle custom overlays with scenario files.

Let's see if we can use this.

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RE: RUNNING POLL - ScenEdit requests - 10/9/2013 4:22:59 PM   
Meroka37

 

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Add operators to Event Editor (conditions now disabled)

< Message edited by Meroka37 -- 10/9/2013 4:24:08 PM >


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Post #: 2
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 4:36:37 PM   
Primarchx


Posts: 2961
Joined: 1/20/2013
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Event Editor conditional operators would result in fantastic new opportunities for scenario creation. Custom overlays are nice but are only 'chrome' IMHO.

(in reply to Meroka37)
Post #: 3
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 4:39:26 PM   
Meroka37

 

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Very good idea by the way....

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RE: RUNNING POLL - ScenEdit requests - 10/9/2013 5:00:41 PM   
MikeGER

 

Posts: 379
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the first: i can do by hand and import picture layers that are stored in a zip file together with the scenario file by the author.

the second: need the Devs dedication and is the bigger improvement (and there is no DIY workaround)

Event Editor conditional operators

(in reply to Meroka37)
Post #: 5
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 5:09:48 PM   
snowburn


Posts: 188
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From: Bovril, Argentina
Status: offline
Event Editor conditional operators :)

and please add:

-Abort Mission/RTB action (i need it for a scenario im making: your forces must capture a facility and send RTB codes to a lot of bombers to prevent a nuclear strike)
-Change Postures action.

(in reply to MikeGER)
Post #: 6
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 5:10:57 PM   
Tomcat84

 

Posts: 1943
Joined: 7/10/2013
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For me definitely the second. Overlays I can include in zip and give instructions, conditions I need you guys to do :) And it'll give good possibilities!!! Where do we brainstorm on what functions the conditions etc should allow? :)

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Post #: 7
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 5:14:38 PM   
Meroka37

 

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Create an Action in Event Egine to assign or deassign a unit/s/group to/from a Mission

< Message edited by Meroka37 -- 10/9/2013 5:15:18 PM >


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RE: RUNNING POLL - ScenEdit requests - 10/9/2013 5:49:33 PM   
jesmi

 

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Event Editor conditional operators, please

(in reply to Meroka37)
Post #: 9
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 6:46:40 PM   
Blas de Lezo

 

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Post #: 10
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 7:07:53 PM   
Rudd

 

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What is "conditions", what options will this add?

(in reply to Blas de Lezo)
Post #: 11
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 7:21:54 PM   
chemkid

 

Posts: 1239
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 7:27:28 AM >


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Post #: 12
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 7:42:36 PM   
Dimitris


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quote:

ORIGINAL: Rudd
What is "conditions", what options will this add?


The event engine already has triggers ("if this happens") and actions ("do that"). Conditions are the "while...." part.

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Post #: 13
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 9:19:07 PM   
Tomcat84

 

Posts: 1943
Joined: 7/10/2013
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ah I missed the fact that this was still an opportunity to suggest options, I thought it was just between the first two lol

In that case I would like to change my vote from enabling conditions (although I still do think thats important!) to adding more actions. The most important one in my book is an "assign to mission" action, which will allow me to retask a unit to a different mission based on timing, units entering somewhere, etc.

Additional actions I'd like are:
- change of sensor status, giving me better control (with timing or reaching a location etc) of when to go radar active. Just mission control isnt enough, even on one mission I might want to change EMCON part way.
- ignore enemy units / react to enemy units, this prevents an airborne CAP intended to defend targets from chasing after my AWACS thats airborne on my side of the FLOT miles away alone before my strikers are launched etc. Then I can set them to start reacting again when time or units enter area. Additionally this could be an option not just to blindly ignore all units out there, but be more specific to a side, or ignore one specific unit too. Edit: of course awacs example also fixedable by improved mission editor patrol settings. Set not just points to patrol within or at, but also area to actually target in. Or do it text based. e.g. target max XX NM away (60 for example). could also work to force SAMs to fire late giving improved kinematics.
- as already in the poll, change side posture.
- and indeed abort/RTB action (with a potential to change base? but thats less important)
- hold fire toggle as an action for AI.


Additional scen edit requests I can think of right now:
- add ability to manually change a unit's fuel status while airborne
- ability to change callsign of units that are "parked" at an airfield (so no need to launch them all to rename, or delete and readd.)
- that the editor when adding A/C, numbers them incrementally callsign 01, 02, 03 rather than 1, 2, 3 as it does now.

This prevents my list from looking like
Archer #1
Archer #10
Archer #11
Archer #12
Archer #2
Archer #3
Archer #4
Archer #5
Archer #6
Archer #7
Archer #8
Archer #9

and just makes it

Archer #01
Archer #02
Archer #03 etc.


We'll talk about Conditions next time But those will add ability to get random events with certain chance and specify that if that 33% chance event A happens, then event B always happens but if A doesnt then B doesnt either. Making it nice to randomize opponents too (if A gets teleported in to act, then B doesnt, if A doesnt then B might. etc)


< Message edited by Tomcat84 -- 10/9/2013 9:25:34 PM >

(in reply to Dimitris)
Post #: 14
RE: RUNNING POLL - ScenEdit requests - 10/9/2013 10:03:24 PM   
Rudd

 

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Joined: 7/10/2013
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quote:

Additional scen edit requests I can think of right now:
- add ability to manually change a unit's fuel status while airborne
- ability to change callsign of units that are "parked" at an airfield (so no need to launch them all to rename, or delete and readd.)
- that the editor when adding A/C, numbers them incrementally callsign 01, 02, 03 rather than 1, 2, 3 as it does now.

+1 on these
also, ability to change sides on a unit that is already placed(in edit mode)
My number 1 is the ability to delay strike missions so the packages arrive at the target at same time.

(in reply to Tomcat84)
Post #: 15
RE: RUNNING POLL - ScenEdit requests - 10/10/2013 8:06:21 AM   
Tomcat84

 

Posts: 1943
Joined: 7/10/2013
Status: offline
While we're thinking up requests, another thing I'd like in the editor is a toggle to see RPs and/or No nav zones and/or exclusion zones from another/all sides.

I'm building a scenario where blue air has specific airspace restrictions, red air does not but i want to place red air's CAPs in a sensible spot. Now i have to switch back and forth to look at the airspace on blue side then quickly back to red, or remember coordinates. If i could toggle to show (not edit) another side's or all sides' points/zones that might help.

(in reply to Rudd)
Post #: 16
RE: RUNNING POLL - ScenEdit requests - 10/10/2013 4:01:01 PM   
snowburn


Posts: 188
Joined: 9/24/2013
From: Bovril, Argentina
Status: offline
another request:

allow to use coordinates to add facilities (like marker:city)

(in reply to Tomcat84)
Post #: 17
RE: RUNNING POLL - ScenEdit requests - 10/11/2013 8:19:59 AM   
jomni


Posts: 2827
Joined: 11/19/2007
Status: offline
Ability to have events that alter load out and targets.
This ways a squadron can be AA at one time then AG at another.

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Post #: 18
RE: RUNNING POLL - ScenEdit requests - 10/14/2013 9:50:20 PM   
Tomcat84

 

Posts: 1943
Joined: 7/10/2013
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The ability to event toggle a units "auto detectable" status on or off. Would help me in a scenario im bulding to facilitate Dynamic Targeting. I want the targeting instructions to be assigned at a certain time with a special message, and then ill teleport the unit in, but it'd be nice if it wasnt visible on the other side of the world before, but i also want it to be visible so i'd like to have it on the other side of the globe, not auto detectable, then teleport in at the right time and switch it to being auto detectable.

it's a minor cosmetic thing really but just asking :)

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Post #: 19
RE: RUNNING POLL - ScenEdit requests - 10/16/2013 8:46:45 AM   
Dimitris


Posts: 11422
Joined: 7/31/2005
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Conditions have been added on Event Engine beginning with Build 444; removed from poll.

(If you voted for this, you can now re-vote!)

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RE: RUNNING POLL - ScenEdit requests - 10/20/2013 12:30:13 AM   
brassem


Posts: 73
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From: NE of YMML
Status: offline
The ability to use uncompressed .scen files. So we can actually see and hand code the scenario if needed.

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RE: RUNNING POLL - ScenEdit requests - 11/3/2013 9:50:49 AM   
brassem


Posts: 73
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From: NE of YMML
Status: offline
quote:

ORIGINAL: Tomcat84

- that the editor when adding A/C, numbers them incrementally callsign 01, 02, 03 rather than 1, 2, 3 as it does now.

This prevents my list from looking like
Archer #1
Archer #10
Archer #11
Archer #12
Archer #2
Archer #3
Archer #4
Archer #5
Archer #6
Archer #7
Archer #8
Archer #9

and just makes it

Archer #01
Archer #02
Archer #03 etc.


This +1

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(in reply to Tomcat84)
Post #: 22
RE: RUNNING POLL - ScenEdit requests - 11/3/2013 10:25:50 AM   
Dimitris


Posts: 11422
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: brassem

quote:

ORIGINAL: Tomcat84

- that the editor when adding A/C, numbers them incrementally callsign 01, 02, 03 rather than 1, 2, 3 as it does now.

This prevents my list from looking like
Archer #1
Archer #10
Archer #11
Archer #12
Archer #2
Archer #3
Archer #4
Archer #5
Archer #6
Archer #7
Archer #8
Archer #9

and just makes it

Archer #01
Archer #02
Archer #03 etc.


This +1


Added in Build 455.


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Post #: 23
RE: RUNNING POLL - ScenEdit requests - 11/3/2013 11:10:16 AM   
Tomcat84

 

Posts: 1943
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Thanks!

Means I have a lot of work to do to "fix" my scenarios though lol

(in reply to Dimitris)
Post #: 24
RE: RUNNING POLL - ScenEdit requests - 11/3/2013 11:26:45 AM   
jomni


Posts: 2827
Joined: 11/19/2007
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My new request: Event that causes damage when there is a trigger.

I prefer this than teleporting the unit out of the area of operations.


< Message edited by jomni -- 11/3/2013 11:28:30 AM >


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RE: RUNNING POLL - ScenEdit requests - 11/3/2013 1:30:37 PM   
Tomcat84

 

Posts: 1943
Joined: 7/10/2013
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Btw speaking of this: any chance of getting one or both of the following:
- Ability to change names easily I'm edit AC window
And/or:
- ability to set what digit to start numbering with.

Cause in real life different flights often not only have a different name but also number e.g.
Archer 11 through 14, snake 21 through 24, poker 31 through 32 etc.



quote:

ORIGINAL: Sunburn

quote:

ORIGINAL: brassem

quote:

ORIGINAL: Tomcat84

- that the editor when adding A/C, numbers them incrementally callsign 01, 02, 03 rather than 1, 2, 3 as it does now.

This prevents my list from looking like
Archer #1
Archer #10
Archer #11
Archer #12
Archer #2
Archer #3
Archer #4
Archer #5
Archer #6
Archer #7
Archer #8
Archer #9

and just makes it

Archer #01
Archer #02
Archer #03 etc.


This +1


Added in Build 455.



(in reply to Dimitris)
Post #: 26
RE: RUNNING POLL - ScenEdit requests - 11/3/2013 7:30:13 PM   
Dimitris


Posts: 11422
Joined: 7/31/2005
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quote:

ORIGINAL: jomni

My new request: Event that causes damage when there is a trigger.

I prefer this than teleporting the unit out of the area of operations.



You mean a "please kill this unit" ?

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Post #: 27
RE: RUNNING POLL - ScenEdit requests - 11/3/2013 10:26:37 PM   
jomni


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Yes. For example, a terrorist unit enters an airbase and kill it along with all aircraft inside. Teleport would just move it elsewhere.

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Post #: 28
RE: RUNNING POLL - ScenEdit requests - 11/4/2013 12:03:41 AM   
brassem


Posts: 73
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From: NE of YMML
Status: offline
quote:

ORIGINAL: Sunburn

Added in Build 455.



It just keeps getting better and better! Many Thanks.

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Post #: 29
RE: RUNNING POLL - ScenEdit requests - 11/6/2013 4:50:44 AM   
navwarcol

 

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"Side changes Posture" as an event action.

(in reply to brassem)
Post #: 30
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