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RE: RUNNING POLL - ScenEdit requests

Posted: Fri Oct 16, 2015 2:52 pm
by orca
ORIGINAL: orca

a way to make it easier to add to magazine by:

-a way to directly add weapons to the units magazine when selecting the appropriate weapon in the weapons window for that unit (the same window that allows add/remove weapon mount). Maybe create another option at the bottom of that window to "add to magazine".

-similar feature to be used when readying an aircraft to add the displayed load out details to the magazine of the ship/facility that aircraft is located

Until a more sophisticated way of adding magazines is implemented, is there a generic empty magazine database entry that I could add using a config file? If so what is the name/unit id in the database? If there is no such generic empty magazine can I request that this be added to the database?

RE: RUNNING POLL - ScenEdit requests

Posted: Sun Oct 18, 2015 4:32 am
by Tomcat84
ORIGINAL: DeSade


I would love to be able to designate landed aircrafts as strike mission targets. Workaround (launching them, assigning and landing) is very cumbersome when scenario is in advanced stage. Maybe assigning targets for mission from OOB screen?

As an option/alternative, possibility to define targets for strike missions by type/subtype rather then actual units.


I like those ideas, especially the second one. Make an Air Intercept mission that targets "Bombers" or that targets "F-15Cs".

RE: RUNNING POLL - ScenEdit requests

Posted: Wed Oct 21, 2015 12:39 pm
by tjhkkr
How about a LUA command
Like:

EVERY (x) Hours
Then allow it to execute a LUA command.
I am thinking in terms of weather...lest of course weather is about to get a new change... but I have a couple of other ideas as well.

RE: RUNNING POLL - ScenEdit requests

Posted: Tue Oct 27, 2015 9:43 am
by figabo
Hello,

Another request that could be interesting :

possibility to create a group of ships directly by LUA script !

Thanks !

RE: RUNNING POLL - ScenEdit requests

Posted: Mon Nov 02, 2015 6:23 am
by figabo
Hello,

Another request :-)

possiblity with lua to put reference points relatives to a unit (or group)

Thanks !

RE: RUNNING POLL - ScenEdit requests

Posted: Fri Nov 20, 2015 1:44 pm
by figabo
Hello

i add this another request, as i have not found a way to do it :

possibility to write in an external file by using lua :-)

Regards
GaetVa

RE: RUNNING POLL - ScenEdit requests

Posted: Sun Feb 14, 2016 12:45 pm
by storm rider
I have three requests to my wishlist:

1- One thing that I´d like to be able to do is to edit the AI files. I assume that Command´s AI files are hardcoded and impossible to edit. It would be cool if they were ini files, the sorts of sonalysts´, like for example, Submarines_Defensive.ini, or Submarines_ASuW and so on.

2-To have chained missions assigned to waypoints and/or dependent on conditions, like the picture below:

Image

3- An option to turn on/off COMMs dependency on depth/altitude or other factors, between Sides. For example:

OOB:
Side 1 (Player), Side 2 (AI) and Side 3 (AI); are all Allieds.
Side 1 has 1 SSN
Side 2 has a Land bases (HQ), SAGs, Air Force, Army...
Side 3 has 1 SSBN

COMMS:
Side 1 can only communicate with Side 2 above Shallow. Side 1 can communicate with other Side 1 members freely.
Side 3 can only communicate with Side 2 above Periscope Depth. Side 3 can communicate with other Side 3 members freely.
Side 1 and 3 can trasmit comms when above their respective Comms´ depths, but will only receive when above the their assigned depths, that is, Side 3 is just above the layer, while Side 1 is just above it. At waypoint 3, Side 1 flies to Shallow, so it transmits its actual picture to Side 2 and Side 3. Side 2 receives it immediately while Side 3 will only receive it at its Waypoint 2, when it goes to Periscope.

This way I can set both Side 1 and 3 Doctrines to FREE ASW, instead of TIGHT, to prevent each side from engaging non-friendlies, that is, neutrals. This mechanics, allied to the suggestion #2, would make for a more flexible and complex submarines simulation.




RE: RUNNING POLL - ScenEdit requests

Posted: Sat Feb 20, 2016 1:03 pm
by Rory Noonan
I would like to see a Lua function that enables a sides awareness to be set; it would be useful to improve performance on large scens; e.g. have neighbouring country blind until involved in conflict, at which point Lua event activates "Normal" awareness.

RE: RUNNING POLL - ScenEdit requests

Posted: Sat Feb 20, 2016 1:28 pm
by mikmykWS
ORIGINAL: tjhkkr

How about a LUA command
Like:

EVERY (x) Hours
Then allow it to execute a LUA command.
I am thinking in terms of weather...lest of course weather is about to get a new change... but I have a couple of other ideas as well.

This might be solvable. Check with the Lua guys on this.

Mike

RE: RUNNING POLL - ScenEdit requests

Posted: Sat Feb 20, 2016 1:28 pm
by mikmykWS
ORIGINAL: stormridersp

I have three requests to my wishlist:

1- One thing that I´d like to be able to do is to edit the AI files. I assume that Command´s AI files are hardcoded and impossible to edit. It would be cool if they were ini files, the sorts of sonalysts´, like for example, Submarines_Defensive.ini, or Submarines_ASuW and so on.

2-To have chained missions assigned to waypoints and/or dependent on conditions, like the picture below:

Image

3- An option to turn on/off COMMs dependency on depth/altitude or other factors, between Sides. For example:

OOB:
Side 1 (Player), Side 2 (AI) and Side 3 (AI); are all Allieds.
Side 1 has 1 SSN
Side 2 has a Land bases (HQ), SAGs, Air Force, Army...
Side 3 has 1 SSBN

COMMS:
Side 1 can only communicate with Side 2 above Shallow. Side 1 can communicate with other Side 1 members freely.
Side 3 can only communicate with Side 2 above Periscope Depth. Side 3 can communicate with other Side 3 members freely.
Side 1 and 3 can trasmit comms when above their respective Comms´ depths, but will only receive when above the their assigned depths, that is, Side 3 is just above the layer, while Side 1 is just above it. At waypoint 3, Side 1 flies to Shallow, so it transmits its actual picture to Side 2 and Side 3. Side 2 receives it immediately while Side 3 will only receive it at its Waypoint 2, when it goes to Periscope.

This way I can set both Side 1 and 3 Doctrines to FREE ASW, instead of TIGHT, to prevent each side from engaging non-friendlies, that is, neutrals. This mechanics, allied to the suggestion #2, would make for a more flexible and complex submarines simulation.




Have you tried using lua with any of this?

Mike

RE: RUNNING POLL - ScenEdit requests

Posted: Sat Feb 20, 2016 1:31 pm
by mikmykWS
ORIGINAL: DeSade


I would love to be able to designate landed aircrafts as strike mission targets. Workaround (launching them, assigning and landing) is very cumbersome when scenario is in advanced stage. Maybe assigning targets for mission from OOB screen?

As an option/alternative, possibility to define targets for strike missions by type/subtype rather then actual units.

This is a work in progress

RE: RUNNING POLL - ScenEdit requests

Posted: Thu Feb 25, 2016 6:38 pm
by iborg
I voted for AND/OR operators for triggers in the Event Editor.
I have another suggestion : being able to specify a set number of units in "unit enters zone/ is destroyed/damaged" triggers. For example, setting a trigger so that when X number of a unit type are destroyed, stuff happens. The most obvious use would be to tailor AI side behavior according to losses.

RE: RUNNING POLL - ScenEdit requests

Posted: Thu Mar 10, 2016 1:57 am
by dsatya
hello..

will it be possible to change damage status of the unit through lua? As an example, giving status "destroyed" or "damaged" to some sensors of a ship, while overall damage of the ship itself is only 20 or 30 %.
I think these would be a good addition to the scenedit scripts, lets say when you want to have "controlled" damage status of a ship caused by some explosions (nuclear maybe) in the middle of running scenario.

Thanks !

RE: RUNNING POLL - ScenEdit requests

Posted: Thu Mar 10, 2016 5:17 am
by ComDev
We've added "Doctrine option: Ignore Bingo fuel." in v1.11 so removed from list [8D]

RE: RUNNING POLL - ScenEdit requests

Posted: Thu Mar 10, 2016 1:42 pm
by Primarchx
ORIGINAL: emsoy

We've added "Doctrine option: Ignore Bingo fuel." in v1.11 so removed from list [8D]

Wow! With the tanker mission improvements this will do a lot to deconflict long-range air operations (if config'd correctly by the scen editor and/or player). Nothing worse than rolling onto a target at the bleeding edge of Bingo to have your a/c RTB because of fuel state (especially when you have tankers waiting for them on egress). This is awesome!

RE: RUNNING POLL - ScenEdit requests

Posted: Thu Mar 31, 2016 10:06 am
by Dysta
ORIGINAL: Primarchx

ORIGINAL: emsoy

We've added "Doctrine option: Ignore Bingo fuel." in v1.11 so removed from list [8D]

Wow! With the tanker mission improvements this will do a lot to deconflict long-range air operations (if config'd correctly by the scen editor and/or player). Nothing worse than rolling onto a target at the bleeding edge of Bingo to have your a/c RTB because of fuel state (especially when you have tankers waiting for them on egress). This is awesome!
Or replicating the 3-minutes-war by forcing the jet to gone afterburner full-time and kill as many as it can, before runs out and crash.

RE: RUNNING POLL - ScenEdit requests

Posted: Tue Apr 12, 2016 10:54 pm
by orca
It would be very helpful if no-nav and exclusion zones could be made to apply to specific unit target type, subtype, class and specific unit (similar to event trigger options) instead of just aircraft, ships, subs, or land units. This would allow me to keep certain units (ie MPA) out of a certain area but allow other units (ie strike aircraft, subs, etc) to not be effected.

Unless maybe there is a way to currently easily do this. The way I do it is to create a separate friendly side containing only the units I want to keep out of certain areas and create no-nav zones for that side. Not ideal but a workaround. Do others know of different ways to keep specific but not all units our of certain areas?

RE: RUNNING POLL - ScenEdit requests

Posted: Sun May 08, 2016 4:50 am
by ExNusquam
Can the interlock on adding facilities to water be removed when importing from an installation file? I'm trying to reimport some SCS insts I built and it looks like it will only load the ones that are on land masses (very few). I don't see big issues with this, since I don't think the elevation/terrain model is going to change soon, and if it's in an installation file, the author wanted the facility there for some reason.

RE: RUNNING POLL - ScenEdit requests

Posted: Fri May 27, 2016 4:23 pm
by Mgellis
An idea...

Would it be possible to update the Event Editor so that some of the more common lua actions are now automated/menu-based (e.g., the way teleporting a unit is) rather than code-based? Things like changing the weather, adding units, having an explosion go off at a certain location, deleting units, killing units, and anything else where it might make sense to set things up this way. You could still use the lua code if you wanted, but there would also be separate items in the Action menu that would let people do it without coding. It would just make things a little easier for scenario designers who, like myself, are a little on the coding-impaired side. [:)]

Thanks for considering this.

RE: RUNNING POLL - ScenEdit requests

Posted: Fri May 27, 2016 10:16 pm
by mikmykWS
ORIGINAL: Mgellis

An idea...

Would it be possible to update the Event Editor so that some of the more common lua actions are now automated/menu-based (e.g., the way teleporting a unit is) rather than code-based? Things like changing the weather, adding units, having an explosion go off at a certain location, deleting units, killing units, and anything else where it might make sense to set things up this way. You could still use the lua code if you wanted, but there would also be separate items in the Action menu that would let people do it without coding. It would just make things a little easier for scenario designers who, like myself, are a little on the coding-impaired side. [:)]

Thanks for considering this.

The lua console has buttons. You just pick the script from the drop down, add it and then fill in the blanks.

Adding a complete module to help you write this would be a large task and would defeat the point.

If you need help ask on the q and a site. Lot of guys that like a coding challenge there.

Mike