Nephris Posted April 8, 2017 Report Share Posted April 8, 2017 Hi Paul, would it be possible to add a [Mods] Section within the generating mission files? Reason: Some mods use this section to edit variables. Like C&C Mod, that delivers Forward Air Controller or Ground Observer and Ground Control Radar. Example: [MAIN] MAP Crimea/load.ini TIME 13.000002 CloudType 0 CloudHeight 1000.0 player g0100 army 2 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS_Radar_ShipRadar_MaxRange 100 MDS_Radar_ShipRadar_MinHeight 100 MDS_Radar_ShipRadar_MaxHeight 5000 MDS_Radar_ShipSmallRadar_MaxRange 25 MDS_Radar_ShipSmallRadar_MinHeight 0 MDS_Radar_ShipSmallRadar_MaxHeight 2000 MDS_Radar_ScoutsAsRadar 0 MDS_Radar_ScoutRadar_MaxRange 2 MDS_Radar_ScoutRadar_DeltaHeight 1500 MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0 MDS_Radar_ScoutGroundObjects_Alpha 5 MDS_Radar_ScoutCompleteRecon 0 MDS_Misc_DisableAIRadioChatter 0 MDS_Misc_DespawnAIPlanesAfterLanding 1 MDS_Misc_HidePlayersCountOnHomeBase 0 MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0 [RespawnTime] Bigship 1800 Ship 1800 Aeroanchored 1800 Artillery 1800 Searchlight 1800 [Wing] g0100 r0100 [g0100] Planes 1 Skill 1 Class air.BF_109F4 Fuel 100 weapons default [g0100_Way] NORMFLY 114427.65 134876.54 500.00 300.00 &0 NORMFLY 166889.65 129925.49 500.00 300.00 &0 [r0100] Planes 1 Skill 1 Class air.A_20B Fuel 100 weapons default [r0100_Way] NORMFLY 107874.32 46524.40 500.00 300.00 &0 NORMFLY 104618.16 122523.62 500.00 300.00 &0 [Chiefs] 0_Chief Ships.Destroyer_USSR_Type7 1 0 2 1.0 1_Chief Armor.1-BT7 1 [0_Chief_Road] 144789.89 46035.34 120.00 0 2 6.94444465637207 141803.47 46211.88 120.00 [1_Chief_Road] 121697.31 70904.05 120.00 0 4 2.3611111640930176 121500.00 71100.00 20.00 120700.00 71900.00 20.00 120511.40 72084.97 120.00 [NStationary] 1_Static vehicles.stationary.CandC$FACUnit 2 120528.78 72066.14 360.00 0.0 0_Static vehicles.stationary.CandC$OBSUnit 1 138917.22 46946.91 360.00 0.0 2_Static vehicles.stationary.CandC$OBSUnit 2 108467.98 85987.67 360.00 0.0 [Buildings] [Bridge] [House] [Mods] FACDelay 15 GCIRange 150 GCIVarAlt 1 At the moment DCG, and the game itself, overwrite this entry as soon a mission is saved within the fmb or the mission gets DCGized. The entry needs to be added manually to each mission atm. Making DCG known a [MOD] section would automate this. The [MOD] Section is a custom set value, not created by the game in any means. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted April 8, 2017 Report Share Posted April 8, 2017 [MOD] or [Mods]...? Quote Link to comment Share on other sites More sharing options...
Nephris Posted April 9, 2017 Author Report Share Posted April 9, 2017 Well it is indeed [Mods] FACDelay 15 GCIRange 150 GCIVarAlt 1 Sorry. Just to point it out, I know of 3 Mods who use this section for custom variables. So it is a very special request and for sure no primary weighted but nice to have feature. At the moment I use a derivate of C&C Mod within DCG (the mod got own "hardcoded default values) for Blind bombing, Forward AIr Controller, Radar reports, Groud Observer (HSFX). Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted April 11, 2017 Report Share Posted April 11, 2017 Can you add it to the [MDS] file for each campaign? Just cut and paste it into that file. I don't think DCG manipulates the data in that file at all. It just copies it right over. Quote Link to comment Share on other sites More sharing options...
Nephris Posted April 18, 2017 Author Report Share Posted April 18, 2017 Doesnt work . However, dont mind too much, if it would be a snip fine, but not worth to invest real time.Thx. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted April 19, 2017 Report Share Posted April 19, 2017 Too bad. It would have been a quick fix. Adding it isn't a big deal. Remind me on Friday. Quote Link to comment Share on other sites More sharing options...
vonOben Posted July 4, 2017 Report Share Posted July 4, 2017 Are there any C&C Mod features that you can use in DCG at this point? I did a search over at SAS 1946 and I got the impression that some C&C feautures could be implemented...but I might have misunderstood.... Quote Link to comment Share on other sites More sharing options...
idefix44 Posted July 10, 2017 Report Share Posted July 10, 2017 http://forum.jg1.org/topic/3836-dcg-349-open-beta-test/page-4?do=findComment&comment=29862 Quote Link to comment Share on other sites More sharing options...
vonOben Posted July 12, 2017 Report Share Posted July 12, 2017 Thanks, but the [Mods] section is only needed to change the default variables: Quote from the C & C Readme file:[Mods] section at the end of the file. You may have to add this every time you make a change to the mission file, as the game may delete it each time you re-save. None of the objects require these variables to be present in a mission to work, they will simply use default values. So my question was related to how IL-2 DCG handles the Command & Control entries when creating the mis-files for the missions and from experience which features works with DCG. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted July 13, 2017 Report Share Posted July 13, 2017 Any entries in the [Mods] section will only impact the in-game missions and not anything outside of them (like DCG campaigns). Unfortunately, I don't know much (well, really, anything) about what that section does so hopefully someone else can chime in. Quote Link to comment Share on other sites More sharing options...
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