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Jade_Monkey
Posted

Similar to the New scripting functionality discussion, would it be possible to get a sampe JSON file for the UI dialog used to skip/relocate to the next waypoint?

It would be really cool to introduce this not only for relocating but to trigger virtually ANYTHING in a mission using the UI.

This is the path of the "Black Thursday" SP mission but i dont think its accessible.

nsdata\dialogs\reposition-from-target.json

image.png.5a01fb0816dec4de285e65709dab9d5c.png

  • Upvote 1

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Posted

Hi!

I've attached an example of a simple dialog and its English localization.
There are two files in this example:
test.json contains the dialog settings, it is the file you specify in a Media Translator and then use a target link from a timer (or any other trigger) to show it. There are comments for all currently available options in this file.
test.locale=eng.json is the localization for dialog text and buttons. "Eng" version is loaded by default if there are nothing else, but you can add separate files for other supported languages as well.
Each dialog must use its own localization, you cannot reuse it for other dialogs, but obviously you can reuse the same dialog in different missions.
Note that the localization is in json format in UTF-8 encoding, it is not the same format as mission localization.

Dialog files may be placed in any folder: we use nsdata\dialogs\ here, but you can also place in in Missions\ folder for example.
Currently these dialogs are intended to be used in singleplayer only. They may work in multiplayer, but will appear for all players and cause chaos 🙂

This is how the attached example should look in game:
image.png.aa25f0a39943887ecfe3d2da18b54764.png

dialog example.zip

  • Thanks 5
Jade_Monkey
Posted

Amazing, thank you!!

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AEthelraedUnraed
Posted

Tha

9 hours ago, AnKor said:

Hi!

I've attached an example of a simple dialog and its English localization.
There are two files in this example:
test.json contains the dialog settings, it is the file you specify in a Media Translator and then use a target link from a timer (or any other trigger) to show it. There are comments for all currently available options in this file.
test.locale=eng.json is the localization for dialog text and buttons. "Eng" version is loaded by default if there are nothing else, but you can add separate files for other supported languages as well.
Each dialog must use its own localization, you cannot reuse it for other dialogs, but obviously you can reuse the same dialog in different missions.
Note that the localization is in json format in UTF-8 encoding, it is not the same format as mission localization.

Dialog files may be placed in any folder: we use nsdata\dialogs\ here, but you can also place in in Missions\ folder for example.
Currently these dialogs are intended to be used in singleplayer only. They may work in multiplayer, but will appear for all players and cause chaos 🙂

This is how the attached example should look in game:
image.png.aa25f0a39943887ecfe3d2da18b54764.png

dialog example.zip 1.26 kB · 10 downloads

That's absolutely wonderful, thanks!

I don't suppose you have an example of a scripted trigger as well?:classic_ninja:

And while I'm at it, is unGTP-Korea.exe coming along?

Jade_Monkey
Posted
1 hour ago, AEthelraedUnraed said:

Tha

That's absolutely wonderful, thanks!

I don't suppose you have an example of a scripted trigger as well?:classic_ninja:

And while I'm at it, is unGTP-Korea.exe coming along?

Use the single mission black Friday and find the trigger for the reposition. You will find this.

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AEthelraedUnraed
Posted
13 minutes ago, Jade_Monkey said:

Use the single mission black Friday and find the trigger for the reposition. You will find this.

No, I'm looking for the contents of a scripted trigger, not how to use the UI dialog. But I can see where the misunderstanding comes from 🙂

Posted

I'm not actually an author of the original ungtp, I just got its source code long ago and made a few tweaks, but in either case it is not happening for Korea. Sorry.

Regarding the scripted trigger sources and support for custom ones, I'm not entirely sure how these will be handled. Will probably get to this topic later, after the full release.

Posted

@AnKor

Are you the Ankor who developed the recon script for Rise of flight ?

If yes, may you develop one for Korea please ?

Posted

Yes, it was me 🙂

The scripted trigger is exactly what should make such features easier to implement in Korea, but again I can't promise anything now and will get back to this later.

  • Like 4
Posted

Thank you for your answer. I hope you take time to develop the recon script for Korea.

 

And, thank you for your script on Rise of flight which gave us many hours of fun, and which provide us many recon missions.

 

AEthelraedUnraed
Posted
On 7/10/2026 at 2:34 PM, AnKor said:

I'm not actually an author of the original ungtp, I just got its source code long ago and made a few tweaks, but in either case it is not happening for Korea. Sorry.

Meaning that unlike with RoF and GB, 1CGS opposes the unpacking of the encrypted files? The .gtp format is easy enough to read otherwise.

(PS should anyone read this, the old unGTP-IL2.exe still works for the majority of (unencrypted) files.)

On 7/10/2026 at 2:34 PM, AnKor said:

Regarding the scripted trigger sources and support for custom ones, I'm not entirely sure how these will be handled. Will probably get to this topic later, after the full release.

Understood, thanks. Even without support, an example file would be appreciated 🙂

Juri_JS
Posted (edited)

For those who want to use the time skip feature, I've extracted the data in \nsdata\dialogs, because otherwise you won't be able to find the different UI dialog options.

The following options are available for the skip feature:

reposition-after-interception.json 

reposition-from-home.json 

reposition-from-target.json 

reposition-to-interception.json

reposition-to-rendezvous.json

reposition-to-target.json

Of course you need to adjust the events triggered by the actions of the Translator Media when using different UI dialogs.

The json files are encrypted, this means at the moment we can't edit the waypoint numbers in the UI dialogs. That's of course a problem if you don't always want to jump to waypoints 2 or 4. I hope the devs will release unencrypted files in the future.

Edited by Juri_JS
Jade_Monkey
Posted (edited)

Edit: attachments updated on Jul 19th 2026, there were a couple of issues with original

 

You can make your own, which is amazing!  Here sharing a few I made: 2 for target, another 2 for RTB.

The ones with the number 2 come with no "ask me later" option, so you can use it as chained to the first one with a timer OR a further waypoint

 

I fed a sample to Claude and created a skill. Now I can just tell Claude to make me a dialog with these options and creates a custom one. 

Also attached the skill for anyone interested.

il2-korea-dialog-builder.zip

 

SkipAhead.zip

Edited by Jade_Monkey
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Juri_JS
Posted

Great, will test it soon.

  • Like 1
Juri_JS
Posted
3 hours ago, Jade_Monkey said:

You can make your own, which is amazing!  Here sharing a few I made: 2 for target, another 2 for RTB.

The ones with the number 2 come with no "ask me later" option, so you can use it as chained to the first one with a timer OR a further waypoint

I've tested SkipAhead2, but no text appears in the UI.

Jade_Monkey
Posted
22 minutes ago, Juri_JS said:

I've tested SkipAhead2, but no text appears in the UI.

Is your game install in English?

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Juri_JS
Posted
50 minutes ago, Jade_Monkey said:

Is your game install in English?

Yes, language is set to English. When clicking on the green button the skipping to the waypoint works, despite the missing text.

2026_7_18__19_46_45.jpg.8027fca1ec2c0654678b535e477077ec.jpg

Jade_Monkey
Posted (edited)

Hmm, ok let me review when I get home. That is the number of  columns setting in the Json file. Should be 2 in the file. Maybe it says something else? If you change it to 2 and save, you should be all set.

 

Edit: It said 31 instead of replacing 3 for 1, it was a typo. here is the correct one (also replaced the other post).

 

SkipAhead.zip

Edited by Jade_Monkey
  • Thanks 1

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Jaegermeister
Posted
13 hours ago, Jade_Monkey said:

You can make your own, which is amazing!  Here sharing a few I made: 2 for target, another 2 for RTB.

The ones with the number 2 come with no "ask me later" option, so you can use it as chained to the first one with a timer OR a further waypoint

 

I fed a sample to Claude and created a skill. Now I can just tell Claude to make me a dialog with these options and creates a custom one. 

Also attached the skill for anyone interested.

SkipAhead.zip 4.88 kB · 3 downloads il2-korea-dialog-builder.zip 7.39 kB · 2 downloads

Thanks for doing the research. I have not had time to look into the files that close yet, but I will soon. It looks like you have already made some nice progress.

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Juri_JS
Posted
9 hours ago, Jade_Monkey said:

Hmm, ok let me review when I get home. That is the number of  columns setting in the Json file. Should be 2 in the file. Maybe it says something else? If you change it to 2 and save, you should be all set.

Now text appears for SkipAhead2, but it looks like this:

2026_7_19__7_5_17.jpg.9e7f1ef91583873dbf88331867f8107c.jpg

Juri_JS
Posted

After a little editing I got SkipAhead2 to work.

You need to change this line:

{"action":1, "text":"targetProximityButton3", "fontSize":14, "textAlign": "center", "color":"green"}

to:

{"action":1, "text":"targetProximityButton2", "fontSize":14, "textAlign": "center", "color":"green"}

 

 

  • Like 1
Jade_Monkey
Posted

Sorry @Juri_JS, I have two copies (one for a campaign and one for all SP missions) and I must have not corrected both.

In general, i's a pretty simple setup. The main file works out the layout (width of window, #of columns, # of outputs, where in the screen it's going to show up)  and the other file provides the text to display. You can have multiple txt files for different localizations if you are supporting multiple languages.

 

@Jaegermeister, this opens a million options for SP campaign makers. You can trigger anything using this interface, it's not limited to relocating. It's just a simple target arrow. Some ideas on how to use it:

- Change AI difficulty level

- Time lapse to a different time of day

- Spawn units from a list

- User can choose targets in a mission where there are multiple choices 

- Call-in artillery 

 

I have not played with the custom script MCU yet, but these two separately and especially together just open a while new world for campaigns and SP 🤯

 

 

  • Like 1

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AEthelraedUnraed
Posted
5 hours ago, Jade_Monkey said:

- Call-in artillery 

Agreed. I really hope that they'll add a T-6 Mosquito at some point. It would be good fun to call in artillery strikes, air strikes and whatnot.

  • Like 1
  • 1 month later...
Posted
On 7/19/2026 at 11:08 AM, Jade_Monkey said:

@Jaegermeister, this opens a million options for SP campaign makers. You can trigger anything using this interface, it's not limited to relocating. It's just a simple target arrow. Some ideas on how to use it:

- Change AI difficulty level

- Time lapse to a different time of day

- Spawn units from a list

- User can choose targets in a mission where there are multiple choices 

- Call-in artillery

Thanks @Jade_Monkey, this interface is what I used and modified to make the .json file for enabling or disabling the time skip feature. It seems to take the place of flash player dialogues and based on what I see in some of the GUI interface boxes, it can be further modified to include icons, graphics, or maybe even images. If you look at the wingman commands, graphics options menu, etc. they appear to be using the same functionality.

The main down side to it seems to be what we see in the thread about time skipping, which is that many people are very disturbed by an interface text box popping up in the middle of the mission and it ruins the immersion for them.

On the up side, we should have the same options we had in great battles with options 0 through 9 for artillery spotting, reconnaissance missions, or maybe things like forward air control target designation.

The challenge is that you need to trigger the dialogue with something like mission begin, a check zone, or some other event and the dialogue box stays on screen until you make your selection. It helps that you can move it to a corner of the screen and change its sizing so you can still see what is going on in front of you.

i think we will see some interesting uses once people start figuring out how to use it.

 

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Posted
10 hours ago, Jaegermeister said:

The challenge is that you need to trigger the dialogue with something like mission begin, a check zone, or some other event and the dialogue box stays on screen until you make your selection. It helps that you can move it to a corner of the screen and change its sizing so you can still see what is going on in front of you.

I can’t remember if I actually posted this, or it was a thought i have:   Create a new MCU that is “User input” and can be bound to a key in the key mapping section.

The possibilities are endless, especially combining it with the menu interface here.

 

You can set the difficulty, spawn new enemies/friendlies, change objectives, etc. by just pressing a key and selecting an option (provided that the mission was designed accordingly).

 

I think this would be a game changer for SP, giving more control to users. If there is any interest around this, I would like to lobby and request this to the devs.

  • Upvote 1

AMD Ryzen 5800X3D  |  Nvidia RTX 4090  |  32 GB DDR4  |  nVME SSD  |  VR headset: Pimax Dream Air SLAM

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