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Mission Editor Request/Suggestions Thread.

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If you have any ideas to make suggest to the team about the ME post them here. I will prune this thread if it becomes more discussion than suggestions/request.

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for the Missions Edetor we need:

 

On Event properties:

OnEnemyDamaged(1,2,3,4,5,6,7,8,9,10)

OnEnemyDestroyed(1,2,3,4,5,6,7,8,9,10)

for Player or AI shoot down Enemy triggers

 

MCUs:

Command: follow (so a 2. group follow first one in (500,100,200m)

Command: fly to (the AI fly to a moving object)

 

Translator: Media, Image Background transparent (to fade in a small pictures in the screen)

 

Player tasks, so i can give the player order kill 3 enemies to trigger the next point (the BoS game need more gaming tools)

 

Surface Edit, so i can change the ground textures for battlefields...(the player find better the combat zone and it look nice)

 

playable Panzer ;)

  • Upvote 1

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Images shown by Translator:Media at mission start should be displayed in front of the "Game is paused. To unpause please press P" message to avoid obstructing the view on the images.

Addition of the missing animations for soldiers added by Command Play Animation/Translator Animation Operator. At the moment most of the animations for these soldiers listed in the Translator Animation Operator don't work when used in FMB.

It's not a suggestion for the FMB, but it would make creating missions much faster if x16 time acceleration would be added to 'Missions' mode. At the moment mission testing is extremely time-consuming with just x2 acceleration.

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On Event properties:

OnPlaneThrowBomb (first Bomb throw will trigger)

OnPlaneShootMG (first MG shoot will trigger)

 

AI: the AI need to long time for a ground combat, they fly around the target to begin the Bomb run.



Addition of the missing animations for soldiers added by Command Play Animation/Translator Animation Operator. At the moment most of the animations for these soldiers listed in the Translator Animation Operator don't work when used in FMB.

 

when i use this in my first Mission i call the defs for this "walk" problem, the answer was: this is no officially option for the soldiers animation operator.

The better way is: add soldiers as objects.

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Fuel trucks as movable vehicles, at the moment they are only available as static blocks.

Some objects in the Blocks section aren't available as single objects, only as part of larger object groups. All objects should also be available as single objects.

Additional option in the Damage section of Block Properties to damage an object by clicking on it and not just by adding its number. In large groups it takes ages to find the correct number of an object.

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Complex Trigger Evens like: OnObjectsFiredFlare or OnObjectsDroppedBombs do not work

 

My wish for better gameplay, Player can push a Button like Strg+F1 it activated a trigger in game

Command: Order = Order1 (Strg+F1) Order2 (Strg+F2) Order3 (Strg+F3)

So the player push Strg+F2: it will trigger a spawn friendly fighters that cover the player group

or it will switch on the airfield lights

 

 

or a spotting trigger, the player see a enemy fighter, boat or panzer  the spotting trigger switch on, a Bomber come and bombing the object

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How about the ability to link missions into a campaign through the editor ?

  • Upvote 2

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Trigger complex : object detected,           to know the aircraft present in the area

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MP proximity trigger (like the complex trigger except measures a zone around a moving object instead of around a fixed location).

 

[some important suggestions so far!  :good: ]

  • Upvote 1

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Flight Map clickable Ikons who can show a picture (Aerial view, big Text) or start a trigger in game

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more objects and effects like:

War dust, trench, soldiers, war mud ground patch, tents, aircraft field repair, ground crew

  • Upvote 1

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Bug fix:

 

Translator:Icon doesn't show the land and take-off symbols in a mission.

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Animation Operator: Sound config/ Command Play Sound do not play sound when it is a cfg file

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1. Allow to include hyperlinks in mission description text that when clicked will zoom/focus the map to given coordinates.

 

2. A "Follow" command (as suggested by veteran). Similar to "Protect", but not necessary for fighters. You could create two 3-plane formation kettes that share the same commands, but the second kette always follows (and copies) the first kette actions (they could also maintain their own V formation, instead of one huge 6 plane V formation).

 

3. Enable hint popups over icons (as in RoF) where additional/extended icon related info can be provided.

 

4. Don't show UI navigation markers on ground items that don't have "Engageable" flag enabled.

 

5. Implement missing Coop game mode support (as in RoF).

 

6. Add a new single-file (with compression) mission file format (instead of current multiple .msnbin, .list, .eng etc files). A relatively simple solution would be just to ZIP current files as part of an archive and call it .il2m file or something. This would simplify mission sharing.

 

7. Add a new command to trigger radio messages (that will use native radio UI control and is different from subtitle functionality). Additionally allow us to specify optional radio sound file that will play with radio text message.

 

8. Enable the post-mission briefing and action screen (that is currently available in campaign mode only) for user-created missions.

 

9. Not strictly Mission Editor related, but please improve AI taxi and ground handling logic. They rarely correctly check if there are any planes in front of them and create a lot of issues by crashing into the player/etc.

 

10. Fix and improve "Damage" command. Last time I tried it was a bit bugged and required multiple commands to damage the plane. Also, it would be great to be able to choose specified systems that get damaged (if that's somehow possible within the engine).

Edited by Sim

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1) Option to switch in some trigger (checkZone and proximity) form AI to Player for activation. Also we could select in wich form trigger work, with AI or with Player (it's correct that actually they're activated only by AI?).

 

2) Add OnEventObjectLand

 

3) in Command:Formation ...add Finger four.

 

4) possibility to turn in pause mission on server from Dserver interface and by "Translator: pause mission". 

Edited by 72sq_Savinio

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~S~ Everyone,

 

Absolutely my first suggestion, almost a necessity, as my Multiplayer Co-Op (Players .vs Ai) development continues.

 

Currently, I advise pilots in my Server to edit the Radio folder, renamed to -Radio, to squelch the 999 communiques when there are large® numbers of Ai fighting. 

 

It would be so much more peaceful, resource efficient, and easily handled in house, just by including this little chestnut from the good ole 1946 series.

 

"Radio Silence".

 

And it would give me just one more thing to forget to do while I'm on my 999th revision of said missions.

 

Thank you for your consideration.

 

Long may you fly,

 

S! -Jupp- :salute:

 

IL_2_1946_Radio_Silence.jpg

Edited by Jupp

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The ability to create Flak Barrages firing at a predetermined airspace/altitude in the same way we can now create artillery barrages to fire at a predetermined ground location.

  • Upvote 1

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~S~ Everyone,

 

Aside from the performance hit of Ai Radio Chatter, the biggest stumbling block to effective "Ai Present" Multiplayer Gameplay, and indeed, Single Player "Large Scope" missioning, would be the possibility of removing the "Puppets". That is, the modeled pilots, crewmembers, and ground crews of everything. I know for a fact this issue was raised, and to my knowledge, never addressed.

 

That is, if it is even possible to "unhook" ( a modeling term and technical practice) the puppets from their counterpart elements within the simulator, easily, without rewriting the entire code.

 

This occurred to me again last evening when I broke off my canopy at take off, and proceeded to watch my pilot from the external view as he breathed heavily, looked around (scanning), scratched his nose, coughed, hacked, and wheezed (just kidding), .etc. Since these things are happening in every multi-crewed aircraft and ground element... as was already related elsewhere, then that is most likely WHY such a performance hit occurs with the He-111's, and, when many, many, of anything, are present within the same frame .etc.

 

In Cliffs of Dover (sorry, but this discussion demands it being brought up) you could edit the conf file with a line. "SpawnHumans=0 (off) or =1 (on).

 

That alone, would satisfy both Onliners and Offliners (especially in the interest of movie makers and making).

 

If this "feature" is viable, that would indeed, be a "game changer".

 

Thank you for your consideration,

 

S! -Jupp- :salute: 

 

Bo_S_Blown_Canopy.jpg

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Ai Radio Chatter

will be good you can switch your radio frequency in the plane, all/ leader/ member/ tower/ music

so the player can hear what radio call he need

 

command AttackArea

need attack high: high/ middle/ low

This time my stukas with cannons first attack is low than the Stukas go to high 1300m and attack the ground, this is bad when i have over overcast clouds.

 

Weather in BoS: must have a hight option for the clouds 


Trees: we need Trees as single objects, so we can place it in the airfields.....

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Modification of the complex trigger. See screenshot. It could be very usefull for recon mission.

 

Do the check zone trigger work in MP.

 

A reset for Timer.

 

Undo button in the editor.

 

post-10212-0-67491900-1434656316_thumb.jpg

  • Upvote 2

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~S~ Habu,

 

The [Delete] key of the keyboard does work to Unlink targets and objects from each other, as well as actually deleting icons and groups.

 

I didn't realize that at first myself, with such limited documentation and examples out there for us, so I thought it's worth keying up about here.

 

The way to do it is to select the wrong, broken, or wanting to be changed item from the lists within their respective properties box, then hit Delete key.

 

As this bad example shows.

 

Good Hunting,

 

!S -Jupp- :salute:

 

Bo_S_Delete_Example.jpg

Edited by Jupp

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Thanks Jupp. I'll be sure to include that in the BoS Mission Editor Manual.

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A simple GUI thing - double-click on a "group" to make it "working". 

 

(Every single time I double-click on a group and then remember I have to dance the right-click-context-menu fandango. Grrr.)

  • Upvote 1

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The AI behaviour linked to the Command:Cover MCU needs a complete rework. In my missions I almost everytime have escort fighters crashing into each other because of the hectic flight maneuvers. Giving the fighters a safe or loose formation makes no difference.

Edited by Juri_JS

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will be nice to set the player plane skin, this time the player must set the skin self before mission start. 

 

A trigger "spawn to": a object group will spawn in the radius (1000m) in the proximity of the player. 

so a enemy fighter group or a flak group will spawn in the proximity of the player and will fight, or a friendly group will cover the player

 

BoS must get more gameplay

Gameplay:

 

1) the player can mark a Objekt with a mouse pointer like a Panzer or plane to give order, cover, attack, fly afterward

2) command trigger: the missions builder can set a command for a trigger, so the player can give a command with the "command menu" like "order 1", "order 2", "order 3"

the trigger start (a cover fighter group spawn and help the plyer)

  • Upvote 1

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To help with performance in MP and SP missions one has to use triggers (either Complex Trigger or Check Zone) to enable/disable and spawn/despawn certain objects based on a location and any players/AI aircraft present or not.

 

Currently, this is all possible, but is cumbersome with a Complex Trigger if you want to properly handle multiple aircraft entering and leaving the area (requires using a lot of timers and counter logic and still has possible issues with timing).

 

I suggest adding two new Complex Trigger events to simplify this functionality:

 

OnObjectPresent - fires when the trigger zone is empty and object enters (or spawns in) for the first time. Will not fire if any objects are already in the trigger zone and another object enters (or spawns in).

 

OnObjectAbsent - fires when the last object leaves (or finishes in) the trigger zone (hence, the zone becomes empty of objects).

 

Here is an example of the functionality (with the trigger zone being empty from the start):

 

aircraft A enters trigger zone -> OnObjectPresent

aircraft B enters trigger zone

aircraft A leaves trigger zone

aircraft C spawns in trigger zone

aircraft B finishes in trigger zone

aircraft C leaves trigger zone -> OnObjectAbsent

Edited by Sim
  • Upvote 1

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Please remove the hard-coded smoke effects in the urban area of Stalingrad! Such effects should only the added by mission builders in FMB and not be part of the map itself.

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Do that the Spawner trigger with group do that they act as a group and not as a single unit.

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anyone know if there are plans to make these requirements in the ME by developers?

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anyone know if there are plans to make these requirements in the ME by developers?

 

I really don't know. I think there are some pretty cool and important suggestions here. And they're mostly more like development tools than a "features wishlist", so hopefully are more constructive. Perhaps a friendly mod might eventually like to do a bit of editing and make a list and present it in the "Suggestions" forum or (maybe more effectively) in the General Discussions pit?

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Here's a few suggestions:

 

1. Add the ability to drag entries in the mission tree. This would allow you to:
    - Place related entries close to one another
    - Move entries between groups and out of groups
 
2. Highlight the entry in the mission tree corresponding to the currently selected icon. Make the highlight different than the bold highlight used for the working group.
 
3. Add a toolbar button to see only the input links of a selected icon. Currently, button MCU SEL lets you see only the output links of a selected icon. The new button would make it a lot easier to trace the inputs back to their source. Perhaps rename MCU SEL to MCU OP and add MCU IP.
 
4. Add a toolbar button to hide area circles (e.g., waypoint area). This would make it easier to figure out complex missions.
 
5. In the Plane Advanced Properties and Plane Settings dialogs, the initial location values "On Runway" and "On Parking" are confusing because they relate to engine on or engine off, not the location. Can you change these to "Ground-On" and "Ground-Off"?
 
Thanks!
 
Jim
Edited by JimTM
  • Upvote 2

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I would like the `formation` command to work on aircraft that are not in groups ( i.e. spawned ). Object links from formation -> aircraft would create the set to put into formation. 

 

 Also could help solve the "Cover" issue above as you could create different formations on the fly...

 

i.e. 3 pe2's and 4 laggs not originally in formation could be brought together by a formation command that had object links to all 7 aircraft getting triggered.  Perhaps like Attack and Cover there would be a

range of effect outside of which NoOp.

Edited by caryatid23

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Change the plane copy behaviour so that the copy of a "Player" plane (AI field = "Player") is not automatically set to "Player" but rather to the default, "Normal". The original should be left as "Player".

 

For example, say you copy a "Player" plane to create a formation. The copy is automatically set to "Player" and the original is set to "Normal". This change occurs because you cannot have two player planes in an SP mission. If you then set the copy to "Normal", or "Ace" etc., you end up with two AI planes and no player plane. A novice mission editor who is unaware of the automatic change will wonder why they can't enter a plane in an SP mission.

Edited by JimTM

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Weather zones: start in rain overcast, Target zone open cloudy.

 

+1

This would really add immersion.

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S!

 

A repost from the suggestions thread, moderate away if against the rules:

 

Type of improvement:  Full mission editor - Time control MCU component

 

Explanation of proposals:  Ability to control mission time with a time control MCU component: Setting, freezing and possibly even fast forwarding or slowing day's time flow, without affecting the speed of the simulation, just the time of day. For example, mission runs 24/7 with unlimited mission length, starting at dawn, day goes by, and when the night comes date-time trigger calls the time control component which sets the time back to dawn, rinse and repeat.

 

Benefits:  Makes possible running persistent and dynamic missions 24/7 with normal flow of time while skipping night times, or with time frozen to day-time.

 

Having time frozen at 12:00 (static time) was quite a normal thing to do in Il-2 1946 FMB. Having even that kind of simple feature would be nice.

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MP proximity trigger (like the complex trigger except measures a zone around a moving object instead of around a fixed location).

 

[some important suggestions so far!  :good: ]

 

This one you have now Swallow ;)

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This one you have now Swallow ;)

 

[impersonates impassioned posters opining on "certain other well-known flight-sim forums..."]  Arrogant devs... fanatical 'army' of devotees... never listen to simmers... only interested in a quick ruble... No user-made content/tools... never improve... gurgle-gurgle-fart-ploooft...

 

:P 

 

But hopefully, now for some of the other really interesting suggestions in this thread...!

 

[Hey Jacko - I hope to finally be back home inside a fortnight. More bug-ridden poorly designed "Tangmere-o-vision" missions will soon be arriving on an unreliable server near you.... Gotta get back to work on the Stalingrad obstacle course.  Can you get under that collapsed bridge in a P40? What about a 110?...]

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