Jump to content

Limaro

Members
  • Posts

    266
  • Joined

  • Last visited

About Limaro

  • Birthday 10/03/1985

Personal Information

  • Flight Simulators
    DCS
  • Location
    Germany
  • Interests
    Computer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. From point of view of a developer, I know that a "simple" undo is often more complicated to realize than you think. It might be easy to safe the mission after every step. However, this might be an issue, when the missions get large. If you want to track the done actions, it's getting very tricky. Examples: If you delete a unit that is part of triggers, or there is another unit following this unit. and you delete it - all of these relations are removed as well. Undoing this, means to also redo all these actions. There a unimaginable ways of simple edits, that results in many actions done from ME. And like @Lau says, DCS is old and evolved a lot of changes. I guess it might just be too hard to realize a later undo/redo.
  2. Hi ED, On bigger missions, I create a lot of flags. Set by triggers, used by triggers, but also from Conditions in Units etc. This can get very messy. And using names, also syntax can make problems. It would be so great, to have a list of all used flags in any location of the mission edtor. Liks this: Example of flag list Name Location1 Location2 Location3 Read/Write Unit/Trigger EventStarted Trigger Actions Write StartMyEvent EventStarted Trigger Rules Read SendMessages EventStarted Unit WaypointAction 1. Follow (STOPP CONDITION) Read Colt-1 failedFlag Trigger Rules Read MissionFailed 1 Trigger Actions Write TestSet 1 Trigger Rules Read TestDo That would really help. When I open a mission some time later, or from someone else, the mess ia hard to handle. Edit: Being able to edit them,... wow . that'll be great too
  3. Check loudness of File and your audio settings. Sound are too quietly replayed IMHO.
  4. Please Please Please improve the map shading to get a better idea of the terrain. This would make designing mission much easier and more effective. Often it's even hard to distinguish between balley and mountaintop.
  5. Very funny, but strange. I guess this results when reducing smoke to only 1% or something like that. Maybe no smoke is better than soap bubbles Video.mp4
  6. Hi @Elphaba, I get the idea of your suggestions. But I believe that this wont work out for many missions. In my case, all missions are very strict to time, weather etc. especially with the designed workloads, briefings etc. I guess it would just be nice for some PVP missions. And even there, you might not want all possibilities of randomness. Imagine WW2 and getting darkest night and bad weather. I think it's just not enough use cases for that feature. But dont be sad, there is not much feedback in this forum section anyhow. Mine are also very lonely. You're invited to check them I still like writing them. It maybe gives ED an idea what and how people work with the ME.
  7. Problem: If you want to make larger rules, that applies to a unit or a group it works only for this one. If you add a new group or unit and want the same rules applied, you can clone the existing trigger, but will have to set for every ruile and action again the other group or unit. Idea: - Possiblity to assing a group or unit the trigger itself - At the rules then, there could then be a selection like "Trigger-Unit" and also for the actions. (optional, you can of course still chose another explicite unit name. - When now cloning a trigger, you'd only have to switch the unit of the trigger and it applies automatically to all conditions and actions. Attached a sketch of the GUI null
  8. Wow that easy if the text is being correct. the current translation into german is wrong. DE: Vorbedingung means "Precondition". I was always wondering, what this would do... @ED maybe a thing to fix I'd suggest something like "Geränderte Bedingung".
  9. To have a entering zone and leaving zone trigger rule would be a great help to make continuous triggers that only triggers once when unit just enters a zone. That would make the current process easier to work with activation and deactivation flags. And the another: Trigger actions that are only executed once, shall be able to be reactivated to listen again to the rules and execute the actions.
  10. Can you share some Screenshot? Logfile would also Help to verify all settings.
  11. As Trigger effect playing an external sound at the Location of Uni, static Objekt or Trigger Zone. That'll be cool for alarm sirene or car horn.
  12. Issue is with ingame X and Y coordinates, which appears as X and Z coordinates, when pressing Ctrl+Y or on the bottom the values for CSS. Moving the mouse up increases X, moving right increases Z. So far, so confusing. I can get used to it. However, this is inconsistent with help gates having X, Z, Y. which seams to behave like X = up down (same as CSS), and Y = left right (different). So I have to put X in X, Z in Y and height in Z. EDIT: If you fix it, could you add textbox for gates where the metric values can just be pasted from the coordinate window
  13. I see. Ill habe to make additional runs with that setup
  14. ..neither in Performance, nor in visual. Attached sample screenshots of my performance analysis application.
  15. Lol, fail from me. Or I forgot that Thanks
×
×
  • Create New...