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RE: RUNNING POLL - ScenEdit requests

 
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All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Mods and Scenarios >> RE: RUNNING POLL - ScenEdit requests Page: <<   < prev  3 4 [5] 6 7   next >   >>
[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)
  36% (92)
EE trigger: ID status change on contact
  0% (0)
AND / OR operators on event conditions
  21% (54)
Dynamic campaign (events on one scen affect the next)
  24% (61)
Add Magazine
  1% (4)
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)
  4% (12)
Add filter-options to the "Teleport_Unit" event action
  0% (0)
Make nav/exclusion zones optionally applicable to specific units
  1% (4)
Persist sprint and drift settings to .inst file
  0% (2)
Lua: Specify unit as escort on a mission
  1% (4)
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% (8)


Total Votes : 251


(last vote on : 2/11/2022 6:45:03 AM)
(Poll will run till: -- )
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RE: RUNNING POLL - ScenEdit requests - 10/6/2015 9:46:18 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
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quote:

ORIGINAL: jmarso

Here's one: make navigation and exclusion zones optionally applicable to units versus whole categories like 'aircraft,' etc.

For example, if I use a navigation zone to put a standoff around something that I don't want, say, an MPA to fly into, other air units on the same side can't attack it.


Added.


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(in reply to jmarso)
Post #: 121
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 9:47:12 AM   
Dimitris

 

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Joined: 7/31/2005
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quote:

ORIGINAL: GaetVa

hello,

i have a request concerning the saving the select units/group to file :

will it be possible to have the sprint and drift saved too in the inst file
when you save a ship group ?

Thanks a lot !


Added.

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(in reply to figabo)
Post #: 122
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 9:48:08 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
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quote:

ORIGINAL: GaetVa

Hello

A request which could be interresting for lua scripting :

when using lua command assign unit to a mission, having some kind of parameter saying that you want the unit as escort for a strike mission. (as you can do it in the mission editor)




Added.


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(in reply to figabo)
Post #: 123
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 9:48:49 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
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quote:

ORIGINAL: DeSade

one LUA plea: speed field in Unit structure. Exposed to AddUnit, SetUnit and GetUnit functions.


Added.

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(in reply to DeSade)
Post #: 124
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 9:50:05 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
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quote:

ORIGINAL: Supreme 2.0

It would be very useful to have the option to scrub a No-Navigation Zone once the side is played by a human player. Just like you can do in the Mission Editor.

Thanks!


Added.


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(in reply to Vici Supreme)
Post #: 125
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 9:51:07 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
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quote:

ORIGINAL: snowburn

Im working on a script to generate downed pilots and rescue missions, but i need a function that allows me to know if a pair of coordinates are on land or water, something like:

function isWater(X, Y) return bool

thanks :)


Added.

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Post #: 126
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 9:51:38 AM   
Dimitris

 

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Joined: 7/31/2005
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quote:

ORIGINAL: ColonelMolerat

I don't own the game (yet), but was talking about potential scenarios. Someone a thread I was on suggested I post this to a request thread. (I don't know if this is the right place, I'm awful at navigating forums):

Wrecked ships/other units: In the editor, make it possible to designate a unit as 'wrecked'. This would allow for missions in which the player has to find shipwrecks (and possibly discover enemy subs in the process, or for false-positives to be added for sub-hunting missions (ie, a sub could lurk in a ship graveyard).



Added.

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(in reply to ColonelMolerat)
Post #: 127
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 2:51:04 PM   
Tomcat84

 

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Assuming those are all 1.10 adds? (Before anyone goes "whereeeee is ittttt?")

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(in reply to Dimitris)
Post #: 128
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 3:12:34 PM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
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reading the list made me happy to be a sim war geek

(in reply to Tomcat84)
Post #: 129
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 3:21:58 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
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"Added" <--- Item added to poll list.

When an item is actually implemented, you have a separate notification.

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Post #: 130
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 4:47:23 PM   
Tomcat84

 

Posts: 1952
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Ah yeah forgot about that. Sorry for the confusion :)

_____________________________

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

(in reply to Dimitris)
Post #: 131
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 6:08:52 PM   
ColonelMolerat

 

Posts: 479
Joined: 9/23/2015
Status: offline
Exciting! Really interesting to see this kind of development working with the community!

< Message edited by ColonelMolerat -- 10/7/2015 2:27:23 AM >

(in reply to Tomcat84)
Post #: 132
RE: RUNNING POLL - ScenEdit requests - 10/6/2015 6:22:52 PM   
Skjold

 

Posts: 240
Joined: 9/29/2015
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All of them would be solid additions to the title, i do like the prospect of dynamic campaigns however.

(in reply to navwarcol)
Post #: 133
RE: RUNNING POLL - ScenEdit requests - 10/7/2015 10:42:10 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Removed "Clone Triggers/Events/Conditions/Actions" from list, as it has now been implemented in Build 758.

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Post #: 134
RE: RUNNING POLL - ScenEdit requests - 10/7/2015 10:48:05 AM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
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That is actually very cool...thanks. Will save some time.

(in reply to Dimitris)
Post #: 135
RE: RUNNING POLL - ScenEdit requests - 10/7/2015 2:22:52 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Removed "Event Action: Abort Mission/RTB" from list as it was added in Build 758. If you voted for this you can now vote again.

_____________________________


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Post #: 136
RE: RUNNING POLL - ScenEdit requests - 10/8/2015 7:59:20 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Removed "Lua: Get elevation at lat-lon point" as this has been added in B758.

_____________________________


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Post #: 137
RE: RUNNING POLL - ScenEdit requests - 10/11/2015 11:44:52 PM   
temkc5

 

Posts: 97
Joined: 10/11/2015
Status: offline
Hi all first off
and Baloogan videos are amazing

My requests are as follows having only played it once:
(I did a search and I couldn't find it so I'm mentioning it)

Naval mission (ASUW): Anti piracy ship Boarding

(in reply to Dimitris)
Post #: 138
RE: RUNNING POLL - ScenEdit requests - 10/12/2015 12:50:23 AM   
Mgellis


Posts: 2054
Joined: 8/18/2007
Status: offline

quote:

ORIGINAL: temkc5

Hi all first off
and Baloogan videos are amazing

My requests are as follows having only played it once:
(I did a search and I couldn't find it so I'm mentioning it)

Naval mission (ASUW): Anti piracy ship Boarding



+1

I might just call it Strike (Boarding)

(after all, it might be the pirates boarding an innocent merchant!)

I suspect it may be a while before we see this one...I suspect the coding required to make it work will be a major pain in the neck. Yes, they did it in Harpoon, but that does not mean it is easy.


(in reply to temkc5)
Post #: 139
RE: RUNNING POLL - ScenEdit requests - 10/15/2015 9:23:06 PM   
DeSade

 

Posts: 156
Joined: 3/1/2004
Status: offline

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.

(in reply to Mgellis)
Post #: 140
RE: RUNNING POLL - ScenEdit requests - 10/16/2015 5:52:25 PM   
orca

 

Posts: 501
Joined: 11/6/2013
Status: offline

quote:

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?

(in reply to orca)
Post #: 141
RE: RUNNING POLL - ScenEdit requests - 10/18/2015 7:32:26 AM   
Tomcat84

 

Posts: 1952
Joined: 7/10/2013
Status: offline

quote:

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".

_____________________________

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

(in reply to DeSade)
Post #: 142
RE: RUNNING POLL - ScenEdit requests - 10/21/2015 3:39:01 PM   
tjhkkr


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Joined: 6/3/2010
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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.

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Tomcat84)
Post #: 143
RE: RUNNING POLL - ScenEdit requests - 10/27/2015 12:43:01 PM   
figabo

 

Posts: 58
Joined: 11/2/2004
Status: offline
Hello,

Another request that could be interesting :

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

Thanks !

(in reply to tjhkkr)
Post #: 144
RE: RUNNING POLL - ScenEdit requests - 11/2/2015 8:23:38 AM   
figabo

 

Posts: 58
Joined: 11/2/2004
Status: offline
Hello,

Another request :-)

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

Thanks !

(in reply to figabo)
Post #: 145
RE: RUNNING POLL - ScenEdit requests - 11/20/2015 3:44:14 PM   
figabo

 

Posts: 58
Joined: 11/2/2004
Status: offline
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

(in reply to figabo)
Post #: 146
RE: RUNNING POLL - ScenEdit requests - 2/14/2016 2:45:51 PM   
storm rider


Posts: 217
Joined: 3/13/2013
Status: offline
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:




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.





Attachment (1)

< Message edited by stormridersp -- 2/14/2016 3:49:26 PM >

(in reply to navwarcol)
Post #: 147
RE: RUNNING POLL - ScenEdit requests - 2/20/2016 3:03:02 PM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
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.

(in reply to storm rider)
Post #: 148
RE: RUNNING POLL - ScenEdit requests - 2/20/2016 3:28:14 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

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

_____________________________


(in reply to tjhkkr)
Post #: 149
RE: RUNNING POLL - ScenEdit requests - 2/20/2016 3:28:58 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

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:




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


_____________________________


(in reply to storm rider)
Post #: 150
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