Mission Commander beta release
-
No normally this is not a problem.
However if this directory is in a place which Windows protects a lot like “Progam Files” this might cause some read/write issues. Its a windows thingFor MC and WDP just make sure NOT to have those in your BMS install. Just any other location will be fine.
Both mentioned above are very unlikely the cause of your issue btw
-
Added a couple of FAQs to the first post of this thread.
So if anybody ask… just point them to theseFAQs
Getting a error " Unable to load DLL ‘LzssNative.dll’" This DLL file should be in the same directory as MC. For some this files has a hard time to load. Reinstalling BMS , Windows or buying a new PC will NOT help. Just grab the file from WDP or any other previous version that did work for you. Is MC Compatible with 4.36U2, U3 or whatever. Yes, MC is always compatible with these versions as its being build for the latest code in the Dev team.
-
@Falcas Hi, just a quickie
Is there an explanation , why most of the times MC’s LZSS dll(s) works oob , and somewhere eg, requires copying from wdp … ? why ?I mean, if antivir… , for me is working from day0 , even without touching anything , eg. white-listing exe , exception dir … , and I really mean from day0, from winXP till today win10 … (I won’t go win11 never) .
Just strange …
Cheers and Thanks for all the fish
-
No don’t have any explanation. The DLLs are exactly the same. For some its the other way around.
-
New version release, latest version is now 0.5.22.714
Main
- Included Teams ID in to the doubleID check.
Map
- Added, If there are multiple Battalions or Brigades on one location its now possible to Move or Delete them.
(ALT and SHFT) - Added, Filter for to show only those battalions which are in a brigade. “In Brigade only”
- Fixed, a little bug drawing some icons.
- Added, Option to remove a Link between 2 Objectives. Use the ALT key and Left mouse button to select the 2 Objectives.
- Added, Option to remove all Links from one Objective. Use the SHIFT key and Left mouse button.
- Changed, If Fileversion is 106 or bigger, the “Show Nameid 0” is no longer shown.
- Added, For Objectives “No Links” filter. With this filter selected only the Objective which do not have a link are show on the map.
- Added, Filter to only show the ground units moving (moving flag set).
- Moved button info for Clone, Moving and Deleting under info button.
Objective
- Changed, Adding a new link between 2 Objectives, it is created in both direction.
- Improved, the Objective Flags got rearranged and extra info is give via ToolTips.
- Improved, the Advance Objects Options -> Clean Objective Flags added some extra flags.
- Expanded, In the Advance Obj Options the check for the Objective links has been expanded to show Objs having no links at all.
It does have a filter for those Objs which do not need links. Carries, Scenery, Navaids.
Units
- Added, Type filter to Add Battalion. Makes it easier to find your wanted Battalion type.
- For scenario files, if the Battalion/Brigade AssignedObj is at the same location as the Unit the name of the Objective is shown as “Home”
Battalions
- Fixed, in case you don’t have all teams included.
- Fixed, When adding a new battalion and the PT check fails, you get a messagebox showing you which Objective.
Stats
- More protections against database errors.
-
@Falcas thank you!
-
@Falcas Thanks for such a great program to go with Falcon BMS - I use it in every Campaign - Cheers
-
Our community happily receives another update of this wonderful MC tool.
Grateful for everything and we send you greetings from the Caribbean. -
Map => Units => Land
-
@Falcas said in Mission Commander beta release:
Map => Units => Land
Grateful Mr. FALCAS and thank you for your patience. Health and good flights.
-
Awesome program!
I’m a little confused about how to set or change the Campaign win conditions in Mission Commander. Actually I’m confused at how to see win conditions even in the Campaign screen in actual BMS.
There’s “Victory Conditions” in MC which seems to be some kind of short encoded piece I don’t understand, and there’s “POL\PAK” tab which seems to have a “Primary Objective List” but that’s way more detailed than “control X by day Y” in the campaign.
Also, how can I ‘enable’ a munition to a block that carries it? Ex. JSOW, it shows OUT in the loadout, and I can force give it supply, but it still won’t show in the Stores page for the aircraft in MC (also greyed out). The block (52) can carry it.
-
@ajthenoob You can force stores in MC to be able to carry them for a one-time deal. If you want it more permanently you have to make edits to the DB, but you will have to do it for every theater.
-
Ah, thank you! I will look into how to edit that… to get the fun stuff
Do you know about how to change a campaign’s Victory Conditions?
-
@ajthenoob it’s easy enough to do. Just be careful in that you may not be able to do multiplayer with any tweaks to the DB. Sorry I do not know how to change victory conditions.
-
@ajthenoob said in Mission Commander beta release:
Ah, thank you! I will look into how to edit that… to get the fun stuff
Do you know about how to change a campaign’s Victory Conditions?
Change the DB at your own risks.
SaveX.ini in campaign folder contains campaigns’ triggers and victory conditions.
-
@LorikEolmin I think I got it, it’s SaveX.tri, one each for master campaign. The save-day.ini or SaveX.ini just contains weapon steerpoints etc.
I assume modifying the TRI file also affects the save-day stuff?
(small snippet of your Papa Save3.tri)I’m able to map the IDs here and it makes sense - I wonder what “SET_TEMPO” does, though.
-
@LorikEolmin correct.
-
@ajthenoob said in Mission Commander beta release:
@LorikEolmin I think I got it, it’s SaveX.tri, one each for master campaign. The save-day.ini or SaveX.ini just contains weapon steerpoints etc.
I assume modifying the TRI file also affects the save-day stuff?
(small snippet of your Papa Save3.tri)I’m able to map the IDs here and it makes sense - I wonder what “SET_TEMPO” does, though.
Yep sorry, tri, not ini.
-
The editor reads the skinsets of squadrons after the start of the campaign, all values are set to 0. After saving in the editor with these values, all squadrons will continue to use standard skins. The values in the source files - save1.cam, save2.cam… show correctly. Is there a way to solve this, there used to be a camo.cfg file, but this MC build doesn’t use it anymore.
-
@ad02081985 said in Mission Commander beta release:
The editor reads the skinsets of squadrons after the start of the campaign, all values are set to 0. After saving in the editor with these values, all squadrons will continue to use standard skins. The values in the source files - save1.cam, save2.cam… show correctly. Is there a way to solve this, there used to be a camo.cfg file, but this MC build doesn’t use it anymore.
MC does not have the CAMO.cfg anymore as BMS doesn’t use it anymore.
Which skin is used by a squadron is stored directly in the mission file.
But it goes even a step further. You can set it for each aircraft in a flight. So you can have a 4 ship flight and each aircraft has a totally different skin.
All stored in the mission file.The editor reads the skinsets of squadrons after the start of the campaign, all values are set to 0. After saving in the editor with these values, all squadrons will continue to use standard skins
Not really clear what you mean here. What do you mean with values set at 0? Do you mean value you can see in MC
As long as you don’t change anything a squadron will always get the skin as it was set in the SaveX.cam file.
Don’t have time and need to check. Value 0 could mean pick random, but I need to double check that.