CORRECTIONS/ADDITIONS: (Ironwulf) MISSION START is a trigger type. 'ON EVENT' 'MISSION START I believe activates at the actual mission start before groups etc are loaded. Explosion is kg TNT. "Part of coalition in zone" can now be conditional on unit type (plane, helo, ground, ship, all). Clearview will remove the previous message so they dont stack up. Hold doesnt stop waypoint processing... just stops the unit from moving. You should have used a group triggered action with an AI Task Push Flags are off by default.(edited) Coalition has airdrome means literally what it says... tests if a particular coalition controls an airport A group is not alive if it is not activated, or at least one of its units are not dead(edited) LUA Predicate means run some lua script which returns true or false
Good to know.. The "Part of Coalition in zone" is very useful for what I'm creating.. I have recently started using Messages and Audio as well... Once again, cant thank you all enough for what you do folks..
This is great, thanks :) I have used it to create my 1st training mission for F14 (or any aircraft). Take off (Land or Carrier), head North for Easy Target, after its destroyed a slightly more difficult target Takes Off from a different airfield. Mission slowly increases difficulty as you destroy each target. Its really teaching me Air2Air and carrier operations on F14. Wouldn't have been able to do that without this video. Keep up the good work. Thanks again guys.
Something that would be _very_ useful in DCS would be the adoption of node-based trigger editing as an option. Node-based diagramming is basically using a flowchart to determine actions and logic. It's used a lot in special effects work. I'd also like the ability to specify generic weapons in a zone; rather than choose a specific type of bomb, just "bomb" would be nice. Even "weapon in zone" would be nice. Having to specify a specific weapon makes missions less unpredictable. If an enemy unit has to get an "ABC bomb" in a zone rather than an "XYZ bomb," that takes a level of decision away from the AI, and that in turn makes it easier to predict what's going to happen. I have a list a mile long of things I'd like to see in DCS, but I know it's not possible to incorporate them all.
It might already exist on your channel. If not, it would be great if you could make a video dedicated to enemy ground AI units and their activation. Pretty new to DCS in general, and just learning basic concepts in the mission editor. I feel fairly certain that it's something simple and obvious that I'm missing, but currently can't get anything like AAA and/or search lights to activate. Using WW2 era stuff at the moment, but I'm sure the same would apply for the rest. I create a trigger zone, set the condition for part of my coalition to enter the zone, set the triggered action to be the AI group's activation and specify the group, but nothing happens. Well, nothing but causing a headache at this point.
Hey, as usual another great video. You just get to the point. Skip the stuff you don't know, tell us the stuff you do, make something that works, and let us take it from there. I really like your style.
The best video to explain beginners and even experienced players how to set up missions that have a complexity level above the usual unconditional placing bad guys somewhere and shooting them down. REALLY helpful. I cant explain how much i needed this. Thanks alot :)
Hey Cap, I do believe the Group/Unit AI Off allows you to activate a unit at start up without it having the brains to do anything. I am thinking of using this with manpads to simulate that the soldier has to find, set up, load and then use the manpad but be susecptible to destruction in the meantime. Using late activation he could spawn in the middle of a bomb crater with all his mates dead. (Note: I'm still checking up on this, I may be wrong.)
Thanks for the trigger tutorial. I find though, you haven't named the triggers. For example the first one, I would call "Explosion start of mission." I would also not call a trigger a trigger. I would call it what is a Zone. Triggers and zones are very different. Zone is an area. Trigger are actions. So I would call "Bad guys Trigger", "Bad guys Cross." This way in a month or two when you go back, it is oblivious what you are doing and you don't have to figure out what it is. Other than that it was a great tutorial
Hi CAP! Tanks for the help with the ground crew ajs 37, I have just look at the trigger film, and I wonder? If I have a GC grouped ready to act for refueling and rearming, can I put a trigger zone over it, that say: regroup the unit to another place when the AJS 37 leaves the trigger zone? and put a new trigger Z over the new place that send a message "new lola " over the new place to the plane.....when they arrive . I'm a 70 year old man that use the DCS as a training for my brain, it force me to use it....LOL
@@grimreapers I cant seem to find Mission Editor tutorials playlist on your channel.Will you guys eventually make one,or am i just being blind? Edit:Never mind.I have just found it.Sorry ruclips.net/video/TU-fVArAapk/видео.html
Cool video Cap! I don't have anybody to play DCS with, so do you find it kind of pointless to make a really detailed mission only to play it alone, since you know of all the things that can happen? Does that ruin the surprise element of the mission? I'd like to try making some missions but I am stuck with this feeling lol.
I've played around a little with setting random trigger. ie. I'm escorting Airforce One. An enemy aircraft intercepts us. We enter a trigger zone whereby a random trigger value is set and, depending on random trigger value, enemy goes weapons free or stays weapons hold. Gotta say I often spend as much or more time setting scenarios than I do playing them!
Brad Davidson wow that sounds cool! I love the idea of having Air Force One xD haha I’ll have to look at that. I also want to make my own missions, but since I’m a full time student, the only time I have to play, I try to spend flying you know? Plus, I don’t know a whole lot yet about the mission editor. I’ll have to try the random triggers! Thanks
You can also set probabilities for groups to appear, so it can make the missions more dynamic that way. For instance, you could set a trigger for three groups with a 50% chance for each of them to activate. This would mean all three could appear, maybe one or two appear, or maybe none appear at all.
So I’m trying to make a multiplayer mission that’s sort of like a race, and I don’t know how to make the triggers where it shows the finishing order after a race. Any tips?
Dude I'm starting to make missions for my AC_'s = AirCav Group, And I've been all over YT trying to find the right tutorial on ground pick up and drop off. Preferably on SAR's topic. I can pick them up, and I can drop them off, just not able to bring back. So setting the Altitude, then Speed, and then the Zone where it takes place, allows for pick up & drop of troops Actions. With that I can set a map up a couple different ways, but I cannot seem to bring any of the units/groups back after drop/deactivating them. Example: I made a couple videos on how to do this for those who want a straight to the point tutorial on that alone. But I need to bring them back to do again for repetition. i need input and I can't find it. HELP!!!! LoL :-)
Could do with some updates, info at 16:40 is wrong. Flags are off by default, you don't have to initialise their value, flags take an integer value (0=False, else true), and the 'FLAG' box in the actions column is the name of the flag, not the value. You created a flag called '1', not set the 'flag' to 1.
Ok... Figured it out.... The Event "On Mission Start" - - For some reason wont let anything happen.. So I have to use "No Event"... Very odd, I'm sure its me...Great Video By the Way....
@@grimreapers Thanks for the reply... I have a lots of questions, I do however understand that you have a billion things to do etc... So I wont bother you with basic stuff...; Thanks again M8, keep up the terrific work.... I'm building a campaign very slowly, and this editor is fascinating ..... TTFN.
@@Ironwulf2000 Thanks M8, just love messing with this Mission editor... Just found out about the re-sup stuff also from Cap n the Gang... Building a HUGE campaign on the Syria Map... I have mapped the Nuclear Power Plant issue as close as I can according to maps and news articles at the time etc... Made it much bigger etc, lots of period correct Sam systems etc etc, lots of - well Everything to be honest.... Waiting on the addition of Cyprus so I can include the folks over there also... Lots of Fun.... Thanks again folks !!!!! Your the Best !!!!!
Before you start creating a more complicated mission, why did you not simply run the initial trigger tutorial, so we can see how the thing you started works. Going into a more complicated set of tools before showing the initial settings mutes your earlier set of instructions. You are way too deep in the weeds when you don't have to be. Keep it simple. Especially for a tutorial intended for noobies. Like me. Or maybe this is a master class. If so, I am out of line.
CORRECTIONS/ADDITIONS:
(Ironwulf)
MISSION START is a trigger type. 'ON EVENT' 'MISSION START I believe activates at the actual mission start before groups etc are loaded.
Explosion is kg TNT.
"Part of coalition in zone" can now be conditional on unit type (plane, helo, ground, ship, all).
Clearview will remove the previous message so they dont stack up.
Hold doesnt stop waypoint processing... just stops the unit from moving. You should have used a group triggered action with an AI Task Push
Flags are off by default.(edited)
Coalition has airdrome means literally what it says... tests if a particular coalition controls an airport
A group is not alive if it is not activated, or at least one of its units are not dead(edited)
LUA Predicate means run some lua script which returns true or false
Good to know.. The "Part of Coalition in zone" is very useful for what I'm creating.. I have recently started using Messages and Audio as well... Once again, cant thank you all enough for what you do folks..
When i saw the editor for the first time i knew it was the best editor i've ever seen in my life...lol
I’d just about given up on creating a mission until I saw this video. Thx!
ruclips.net/p/PL3kOAM2N1YJdFQl4vNo5CMcv7PrSHpreS
This is great, thanks :) I have used it to create my 1st training mission for F14 (or any aircraft). Take off (Land or Carrier), head North for Easy Target, after its destroyed a slightly more difficult target Takes Off from a different airfield. Mission slowly increases difficulty as you destroy each target. Its really teaching me Air2Air and carrier operations on F14. Wouldn't have been able to do that without this video. Keep up the good work. Thanks again guys.
Something that would be _very_ useful in DCS would be the adoption of node-based trigger editing as an option. Node-based diagramming is basically using a flowchart to determine actions and logic. It's used a lot in special effects work.
I'd also like the ability to specify generic weapons in a zone; rather than choose a specific type of bomb, just "bomb" would be nice. Even "weapon in zone" would be nice. Having to specify a specific weapon makes missions less unpredictable. If an enemy unit has to get an "ABC bomb" in a zone rather than an "XYZ bomb," that takes a level of decision away from the AI, and that in turn makes it easier to predict what's going to happen.
I have a list a mile long of things I'd like to see in DCS, but I know it's not possible to incorporate them all.
Thank you for these tutorials. This is a massive simulator with so many functions.
This video is awesome. So many things in a single video, tells us some base ideas to make a lot more things with these tools. Thanks, really!!
It might already exist on your channel. If not, it would be great if you could make a video dedicated to enemy ground AI units and their activation. Pretty new to DCS in general, and just learning basic concepts in the mission editor. I feel fairly certain that it's something simple and obvious that I'm missing, but currently can't get anything like AAA and/or search lights to activate. Using WW2 era stuff at the moment, but I'm sure the same would apply for the rest. I create a trigger zone, set the condition for part of my coalition to enter the zone, set the triggered action to be the AI group's activation and specify the group, but nothing happens. Well, nothing but causing a headache at this point.
great tutorial Cap.....i'm just getting familiar with this as well and this helped bigtime... Cheerz!
Hey, as usual another great video. You just get to the point. Skip the stuff you don't know, tell us the stuff you do, make something that works, and let us take it from there. I really like your style.
So glad i hit the notification bell
The best video to explain beginners and even experienced players how to set up missions that have a complexity level above the usual unconditional placing bad guys somewhere and shooting them down. REALLY helpful. I cant explain how much i needed this. Thanks alot :)
Thank you for the tutorial, great effort.
Hey Cap, I do believe the Group/Unit AI Off allows you to activate a unit at start up without it having the brains to do anything. I am thinking of using this with manpads to simulate that the soldier has to find, set up, load and then use the manpad but be susecptible to destruction in the meantime. Using late activation he could spawn in the middle of a bomb crater with all his mates dead. (Note: I'm still checking up on this, I may be wrong.)
Very valuable, thanks!
This is a mine field i could easily spent weeks trying to play with this :D
Can we make a FEBA or a no fly zone or a border to apear in the map or on the F-16 HSD?
Thanks for the trigger tutorial. I find though, you haven't named the triggers. For example the first one, I would call "Explosion start of mission." I would also not call a trigger a trigger. I would call it what is a Zone. Triggers and zones are very different. Zone is an area. Trigger are actions. So I would call "Bad guys Trigger", "Bad guys Cross." This way in a month or two when you go back, it is oblivious what you are doing and you don't have to figure out what it is. Other than that it was a great tutorial
Hi CAP! Tanks for the help with the ground crew ajs 37, I have just look at the trigger film, and I wonder? If I have a GC grouped ready to act for refueling and rearming, can I put a trigger zone over it, that say: regroup the unit to another place when the AJS 37 leaves the trigger zone? and put a new trigger Z over the new place that send a message "new lola " over the new place to the plane.....when they arrive . I'm a 70 year old man that use the DCS as a training for my brain, it force me to use it....LOL
Logic sounds good Per. Give it a go and let me know :)
@@grimreapers I cant seem to find Mission Editor tutorials playlist on your channel.Will you guys eventually make one,or am i just being blind?
Edit:Never mind.I have just found it.Sorry
ruclips.net/video/TU-fVArAapk/видео.html
Cool video Cap! I don't have anybody to play DCS with, so do you find it kind of pointless to make a really detailed mission only to play it alone, since you know of all the things that can happen? Does that ruin the surprise element of the mission? I'd like to try making some missions but I am stuck with this feeling lol.
If u want a surprise then there are 1000's of missions available from the ED website to download
Oh shit, really? Lol I’ll have to check it out!
I've played around a little with setting random trigger. ie. I'm escorting Airforce One. An enemy aircraft intercepts us. We enter a trigger zone whereby a random trigger value is set and, depending on random trigger value, enemy goes weapons free or stays weapons hold. Gotta say I often spend as much or more time setting scenarios than I do playing them!
Brad Davidson wow that sounds cool! I love the idea of having Air Force One xD haha I’ll have to look at that. I also want to make my own missions, but since I’m a full time student, the only time I have to play, I try to spend flying you know? Plus, I don’t know a whole lot yet about the mission editor. I’ll have to try the random triggers! Thanks
You can also set probabilities for groups to appear, so it can make the missions more dynamic that way. For instance, you could set a trigger for three groups with a 50% chance for each of them to activate. This would mean all three could appear, maybe one or two appear, or maybe none appear at all.
@9:17 Northeast is one word. LOL
38:00 i literally lol'd
So I’m trying to make a multiplayer mission that’s sort of like a race, and I don’t know how to make the triggers where it shows the finishing order after a race. Any tips?
Dude I'm starting to make missions for my AC_'s = AirCav Group, And I've been all over YT trying to find the right tutorial on ground pick up and drop off. Preferably on SAR's topic. I can pick them up, and I can drop them off, just not able to bring back.
So setting the Altitude, then Speed, and then the Zone where it takes place, allows for pick up & drop of troops Actions. With that I can set a map up a couple different ways, but I cannot seem to bring any of the units/groups back after drop/deactivating them. Example: I made a couple videos on how to do this for those who want a straight to the point tutorial on that alone. But I need to bring them back to do again for repetition. i need input and I can't find it. HELP!!!! LoL :-)
Could do with some updates, info at 16:40 is wrong. Flags are off by default, you don't have to initialise their value, flags take an integer value (0=False, else true), and the 'FLAG' box in the actions column is the name of the flag, not the value. You created a flag called '1', not set the 'flag' to 1.
Hey Cap, Ive not even hit my trigger zone and the AI have already spawned?
I figured it out. For any AI, delay the start time by a couple of hours. Thus you would use the 'Group Activation' on the Trigger.
@@fearthesmeag thank you so much. Helped me greatly
Its really weird. When you do it things work. When I do it nothing works, lol. Mission editor is breaking my brain.
Hey cap, any way you can update this ??? I have just tried this and nothing works for me... Im on the latest version of Beta 2.5.6.59625
Ok... Figured it out.... The Event "On Mission Start" - - For some reason wont let anything happen.. So I have to use "No Event"... Very odd, I'm sure its me...Great Video By the Way....
Good man
@@grimreapers Thanks for the reply... I have a lots of questions, I do however understand that you have a billion things to do etc... So I wont bother you with basic stuff...; Thanks again M8, keep up the terrific work.... I'm building a campaign very slowly, and this editor is fascinating ..... TTFN.
@@markfowler9692 You want to use MISSION START in the trigger type, not the event.
@@Ironwulf2000 Thanks M8, just love messing with this Mission editor... Just found out about the re-sup stuff also from Cap n the Gang... Building a HUGE campaign on the Syria Map... I have mapped the Nuclear Power Plant issue as close as I can according to maps and news articles at the time etc... Made it much bigger etc, lots of period correct Sam systems etc etc, lots of - well Everything to be honest.... Waiting on the addition of Cyprus so I can include the folks over there also... Lots of Fun.... Thanks again folks !!!!! Your the Best !!!!!
...if this, then that >.
29:00
Before you start creating a more complicated mission, why did you not simply run the initial trigger tutorial, so we can see how the thing you started works. Going into a more complicated set of tools before showing the initial settings mutes your earlier set of instructions. You are way too deep in the weeds when you don't have to be. Keep it simple. Especially for a tutorial intended for noobies. Like me. Or maybe this is a master class. If so, I am out of line.