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Scenario Mission Editor Help - 12/2/2017 1:05:33 AM   
Jorm


Posts: 545
Joined: 6/25/2002
From: Melbourne
Status: offline
Hi team,
i seem to be making some rookie mistakes with the scenario editor

I have a PGM group that i want to keep its radars off until they reach a specific mission time ( and thus a patrol location)
Do i need to set a mission as ACTIVE or INACTIVE ?withan activation time say 2 hours into the scenario ?

If i set a mission time to say 2 hours into the scenario the PGM group never turns it radars on.
I see a tag to turn radars on ' only in patrol zones', is this the way to get them to turn them on ?


cheers
J
Post #: 1
RE: Scenario Mission Editor Help - 12/2/2017 2:00:53 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: Jorm
Hi team,
i seem to be making some rookie mistakes with the scenario editor
I have a PGM group that i want to keep its radars off until they reach a specific mission time ( and thus a patrol location)
Do i need to set a mission as ACTIVE or INACTIVE ?withan activation time say 2 hours into the scenario ?
If i set a mission time to say 2 hours into the scenario the PGM group never turns it radars on.
I see a tag to turn radars on ' only in patrol zones', is this the way to get them to turn them on ?

cheers
J


Hello Jorm!
Listen, I do not have an answer, but you may want to include a copy of the scenario so people can see what you are doing and help you!
God bless!


_____________________________

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 Jorm)
Post #: 2
RE: Scenario Mission Editor Help - 12/2/2017 3:32:08 AM   
Jorm


Posts: 545
Joined: 6/25/2002
From: Melbourne
Status: offline
Hi tjhkkr,

thanks for the reply,
i *think* i've worked it out, i had the "inherit from parent" option set incorrectly in the mission, so it would reset to passive radar as thats the 'parent' default for the scenario. Still it was a tad tedious to work out.

Is there a manual specifically for the scenario editor that i've perhaps missed ?
I note some extensive tutorials on youtube, but they will take a few hours to watch through, perhaps time well spent eh ?

cheers
J

(in reply to tjhkkr)
Post #: 3
RE: Scenario Mission Editor Help - 12/2/2017 7:17:50 AM   
butch4343

 

Posts: 327
Joined: 3/26/2015
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Jorm,

This might not be the answer you want,but this can be accomplished using LUA.

You create a time trigger for 2 hours into the mission.
You set your conditions.
Under actions use the LAU script, then click and paste the following
Name each PGM a differenct name (Example OSA1, OSA2 ect)

ScenEdit_SetEMCON('Unit', 'AdenSA6', 'Radar=Active')

Replace the 'AdenSA6' with the name of your first unit ie OSA1

Then click and paste the script and repeat for unit number 2 ie

ScenEdit_SetEMCON('Unit', 'OSA1', 'Radar=Active')
ScenEdit_SetEMCON('Unit', 'OSA2', 'Radar=Active')
ScenEdit_SetEMCON('Unit', 'OSA3', 'Radar=Active')

Be careful only not to include spaces between the ''s and the OSA1 LAU can be sensetive to this.

But dont fear theres loads of good people much more gifted than me on here who can help you sort LAU issues, they have helped me out loads!

Regards

Butch



< Message edited by butch4343 -- 12/2/2017 7:19:26 AM >

(in reply to Jorm)
Post #: 4
RE: Scenario Mission Editor Help - 12/2/2017 11:37:28 PM   
Jorm


Posts: 545
Joined: 6/25/2002
From: Melbourne
Status: offline
Hi Butch

thanks for the detailed answer :-), good one !

I was looking at using the in-game scenario editor to do this, rather than a LUA script,
I dont want to go down that path, i know people say its easy, but for me its not as i have zero programing skill and it seems the game engine should allow for this rather than having to make all new scenario editors learn LUA script.

thanks :-)
J

(in reply to butch4343)
Post #: 5
RE: Scenario Mission Editor Help - 12/2/2017 11:47:31 PM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
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Lua isn't necessary easy, on its own. I also try to avoid lua as much as possible. But sometimes a combination of a simple lua command and the event editor can be a good compromise. 90% of my lua forays are inserting one or two simple lua commands in an event.

There is a decent-sized section on the editor in the original manual. The addendum and FAQ also have quite a bit. But the best schooling for scenario editing, once you've familiarized yourself with the docs, is opening up an existing scenario and looking at how the author did the things they did.

(in reply to Jorm)
Post #: 6
RE: Scenario Mission Editor Help - 12/4/2017 12:06:50 PM   
butch4343

 

Posts: 327
Joined: 3/26/2015
Status: offline
Jorm,

Mate, Ill be the first to tell you LUA is anything but easy, its finicky and unforgiving to the least little syntax error.

However it seems to be the way the developers have decided to go and to be fair it gives designers a huge amount of options.

My own technique is to find a script for what I want to do and then save it, modify it for the next scenario and then ask for help if it doesnt work

But I understand your point mate.


Regards

Butch


< Message edited by butch4343 -- 12/4/2017 12:07:58 PM >

(in reply to Jorm)
Post #: 7
RE: Scenario Mission Editor Help - 12/4/2017 5:18:03 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
Jorm

I only use Lua when I need to which is normally to do some very specific things.

I think in the case you describe it is not needed. I think you can achieve what you need as follows:

1. Set a strike mission (radar is normally active for strike missions when needed)
2. Have the mission Inactive as you suggest
3. Assign the PGM group to that mission
4. Do a time and space calculation, give the PGM group a course and speed to match the time you want their radars OFF
5. Activate the mission at the time of your choosing and about the time the PGM group is coming to the end of their plotted course
6. What should happen is that the PGM group will a) run out the end of their plotted course, b) once that happens will turn towards the strike mission if you have targets selected OR start looking for targets which should imply turning their radars on

I am away from the game so cannot test this but from memory it should work.

B

(in reply to Jorm)
Post #: 8
RE: Scenario Mission Editor Help - 12/4/2017 9:26:19 PM   
Jorm


Posts: 545
Joined: 6/25/2002
From: Melbourne
Status: offline

quote:

ORIGINAL: Gunner98

Jorm

I only use Lua when I need to which is normally to do some very specific things.

I think in the case you describe it is not needed. I think you can achieve what you need as follows:

1. Set a strike mission (radar is normally active for strike missions when needed)
2. Have the mission Inactive as you suggest
3. Assign the PGM group to that mission
4. Do a time and space calculation, give the PGM group a course and speed to match the time you want their radars OFF
5. Activate the mission at the time of your choosing and about the time the PGM group is coming to the end of their plotted course
6. What should happen is that the PGM group will a) run out the end of their plotted course, b) once that happens will turn towards the strike mission if you have targets selected OR start looking for targets which should imply turning their radars on

I am away from the game so cannot test this but from memory it should work.

B



Hey Gunner,
yes thats the way to do it, i got it to work , i had set the 'inhert EMCOM from parent' incorrectly.

thanks for the solid tips

(in reply to Gunner98)
Post #: 9
RE: Scenario Mission Editor Help - 12/4/2017 9:28:22 PM   
Jorm


Posts: 545
Joined: 6/25/2002
From: Melbourne
Status: offline

quote:

ORIGINAL: butch4343

Jorm,

Mate, Ill be the first to tell you LUA is anything but easy, its finicky and unforgiving to the least little syntax error.

However it seems to be the way the developers have decided to go and to be fair it gives designers a huge amount of options.

My own technique is to find a script for what I want to do and then save it, modify it for the next scenario and then ask for help if it doesnt work

But I understand your point mate.


Regards

Butch



yeah
I see that LUA scripting is the way to go for some of the tings i think i want to set up in some scenarios, thewood1 suggestion is a pretty good one, ill take some time to check out other designers scenarios and see how they got it to work and try just cut/paste

cheers
J

(in reply to butch4343)
Post #: 10
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