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 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.
Posts: 4
Joined: 2/28/2016 From: Indonesia Status: offline
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.
We've added "Doctrine option: Ignore Bingo fuel." in v1.11 so removed from list
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!
We've added "Doctrine option: Ignore Bingo fuel." in v1.11 so removed from list
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.
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?
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.
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.
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.
I'm not sure if this is the correct thread for this request, but I would like to see an option to "Scrub Event if Side is Human", similar to the "Scrub Mission if Side is Human" setting currently in the game for missions. This would keep some or all AI-Side Event Firings from showing up in the Message Log. I realize this can be done by Players by turning off Events in the Game Options area, but I think it's handy for scenarios where players might forget to do this.
Would it be possible to make the "ScenEdit_SetLoadout" function able to change a loadout even if the aircraft is still in the process of being readied? At present it comes back with "Aircraft is not parked, cannot change loadout!" This would make it easier to simulate maintenance periods or aircraft breaking down.
Would it be possible to make the "ScenEdit_SetLoadout" function able to change a loadout even if the aircraft is still in the process of being readied? At present it comes back with "Aircraft is not parked, cannot change loadout!" This would make it easier to simulate maintenance periods or aircraft breaking down.
Can the option for unlimited ammo at bases be either: yes, no, or yes but only at selected bases.
This allows more options for scenarios when base ammo details are important in some locations but would be much easier for scenario designer to have unlimited ammo at others.
Can the map be updated to include the reclaimed SCS islands? This has been discussed before but am reposting as it's extremely important in any SCS scenario. There is a work around by placing units on land somewhere else and the moving to the appropriate position on "water". But it's not ideal for several reasons including normally mobile land units can't move correctly on "water" which limits mobile radars and missiles.
There is much information now on these islands. Google maps shows many of these including the airfields on Woody, Subi, Mischief, and Fiery Cross. When you look you realize how big they are. You can even see Flankers parked on Woody and many large ships docked at all.
Can the map be updated to include the reclaimed SCS islands? This has been discussed before but am reposting as it's extremely important in any SCS scenario. There is a work around by placing units on land somewhere else and the moving to the appropriate position on "water". But it's not ideal for several reasons including normally mobile land units can't move correctly on "water" which limits mobile radars and missiles.
There is much information now on these islands. Google maps shows many of these including the airfields on Woody, Subi, Mischief, and Fiery Cross. When you look you realize how big they are. You can even see Flankers parked on Woody and many large ships docked at all.
Is on our list. Probably best to see what things look like after all the terraforming going on in real life. This is a very complex task so unfortunately its not a quick add. Its on the list though already.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: Supreme 2.0
quote:
ORIGINAL: USSInchon
Would it be possible to make the "ScenEdit_SetLoadout" function able to change a loadout even if the aircraft is still in the process of being readied? At present it comes back with "Aircraft is not parked, cannot change loadout!" This would make it easier to simulate maintenance periods or aircraft breaking down.
+1
1.11.SR7 - ScenEdit_SetLoadout() allows READYING a/c to be updated also
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: Kitchens Sink
I'm not sure if this is the correct thread for this request, but I would like to see an option to "Scrub Event if Side is Human", similar to the "Scrub Mission if Side is Human" setting currently in the game for missions. This would keep some or all AI-Side Event Firings from showing up in the Message Log. I realize this can be done by Players by turning off Events in the Game Options area, but I think it's handy for scenarios where players might forget to do this.
Thanks!
In 1.11.SR7: Added option on Event that can controls logging to the game log; on by default, but useful for an event that fires quite often
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: 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 !
In 1.11.SR7: added new function ScenEdit_SetUnitDamage(table)
Also is it possible to make the text size in the event editor stay changed every time I reopen it? Currently it always defaults to 8 which is small on my monitor.
thanks
< Message edited by orca -- 2/26/2017 6:35:23 PM >
This is a very small request - can the "Change Database" menu be rearanged so that the most current builds of DB3k and CWDB (and soon WW2DB) are at the top of the list? There are now so many versions of DB3K you have to click at the bottom to scroll down.
I vote for local weather fronts (non-global weather).
Defined with points, like Missions for example.
quote:
ORIGINAL: ExNusquam
This is a very small request - can the "Change Database" menu be rearanged so that the most current builds of DB3k and CWDB (and soon WW2DB) are at the top of the list? There are now so many versions of DB3K you have to click at the bottom to scroll down.
I agree.
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Kids think about Iran and Amateurs think about Russia, but professionals think about China
Please add a more advanced or at least more realistic ground combat model so ground forces cannot drive through each others area of control and have a realistic attrition rate.
Although I would vote for above first I would like to second SAR mentioned earlier. If a ship or plane goes down a number of rescuable targets may be left to recover.
Posts: 18
Joined: 4/8/2009 From: Washington DC Status: offline
Please oh please add a countdown timer. Both at the lua level, as Acidtekno mentioned earlier, a "wait(duration)" function that doesn't jam up other processes (I'd vote for that!), and at the "basic" level too, a [Time Elapsed] trigger selectable in the "create new trigger" dropdown menu. Hope that makes sense