DD_Arthur Posted February 28, 2015 Posted February 28, 2015 If it were possible to assign skins to individual planes within a flight that would be awesome. Almost as awesome as having a coop mode. Wow Lupson, if you could build a workable coop mode into this along the lines of what Emil is suggesting above then that would just be :salute: !
Sokol1 Posted February 28, 2015 Posted February 28, 2015 (edited) Thanks, great info. Would you typically assign the same skin to an entire flight (group) or would individual planes within a group have different skins? If/when I'm adding skin support it's good to know what the community prefers. You can set individual skins for AI, or use same for all: photo share One AI use one skin type, other two use the same - as defined in mission file. Player need select before start the mission - the default green prevail over skins defined in mission file. In the above picture player plane has custom skin in mission file, but is not loaded, he need select manual (like in previous post). Edited February 28, 2015 by Sokol1
viperrm64 Posted February 28, 2015 Posted February 28, 2015 (edited) Brilliant, absolutely brilliant, thank you to Sokol and of course Lupson for his superb FMB I can now use my custom made Unit Skin Packs( can be found in Custom Skins Thread) like these two screen shots of my Fw-190A6 of 2/JG1 with their beautiful chequered noses, now your program will really come to life Lupson thank you and Sokol again. Please excuse the use of Hakenkreuz I just want to show the skins in true historic form, my wish is to offend no one. Rob. Edited February 28, 2015 by viperrm64 1
limeymcscrote Posted March 1, 2015 Posted March 1, 2015 Where are the editor's saved mission files stored? I have some crummy ones that I want to delete but can't find them...
Sokol1 Posted March 1, 2015 Posted March 1, 2015 If you dont point the ... Battle of Stalingrad\data\Missions\webmissions\ folder probable are saving in Documents folder.
Lupson Posted March 1, 2015 Author Posted March 1, 2015 Where are the editor's saved mission files stored? I have some crummy ones that I want to delete but can't find them... The mission files (.Mission och .eng) are saved to /data/Missions/webmissions folder. As Sokol1 wrote, you can delete them from there and they won't show in the in-game load mission dialog. However, if you want to clean up the "Load mission" dialog in SMB - you actually can't delete missions yet. SMB saves missions in a simple intermediate format (basically, a JSON document) in an embedded NoSQL database. You can delete ALL your missions by deleting the /data folder in your SMB installation (NOTE!!! Not the /data folder in BoS!!) but then you can never get them back again. Adding a "Delete mission" button or option somewhere in the GUI is on my TODO list. Also import/export of the mission files in SMB format is on the same list.
Lupson Posted March 1, 2015 Author Posted March 1, 2015 New update of SMB now available for download. -- Changelog 2015-03-01 -- * Added Skin Manager, allowing user-made skins to be set on individual aircraft.* Added Priority (1-3) to waypoints and commands.* Added Delete Mission option to Menu. Deletes mission from internal SMB database. Any generated .Mission file is not deleted.* Re-added precipitation controls to weather editor* Added automatic append of backslash to bos.data.directory property if missing.* Fixed bug resulting in Static Objects being (mis)placed at the western edge of the map. ZIP: https://www.dropbox.com/s/da8484aic2hh249/bos-smb.zip?dl=0 WAR: https://www.dropbox.com/s/iumhephqzyv4os1/bos-missiongenerator-1.0-SNAPSHOT.war?dl=0 As usual, either unzip the bos-smb.zip file on top of your existing install or just overwrite your bos-missiongenerator-1.0-SNAPSHOT.war file with the new one. Skin manager: 6
limeymcscrote Posted March 1, 2015 Posted March 1, 2015 The mission files (.Mission och .eng) are saved to /data/Missions/webmissions folder. As Sokol1 wrote, you can delete them from there and they won't show in the in-game load mission dialog. However, if you want to clean up the "Load mission" dialog in SMB - you actually can't delete missions yet. SMB saves missions in a simple intermediate format (basically, a JSON document) in an embedded NoSQL database. You can delete ALL your missions by deleting the /data folder in your SMB installation (NOTE!!! Not the /data folder in BoS!!) but then you can never get them back again. Adding a "Delete mission" button or option somewhere in the GUI is on my TODO list. Also import/export of the mission files in SMB format is on the same list. Thank you, I thought they might be in a database somewhere. And thanks so much for the editor, it really is a great tool!
viperrm64 Posted March 1, 2015 Posted March 1, 2015 Excellent Lupson, thank you very much, this is a truly superb program now that we can use custom made skins, the more you add to this brilliant MB the better it gets.BRAVO!!!
SCG_Neun Posted March 2, 2015 Posted March 2, 2015 I have to say it....I'm having fun again with this game...Thanks Lupson. One question...I have to reboot my computer if I switch between the parser and the mission builder...is that normal?
Sokol1 Posted March 2, 2015 Posted March 2, 2015 One question...I have to reboot my computer if I switch between the parser and the mission builder...is that normal? Probable because both are using the same port, change one for 81 and type localhost:81
yeikov Posted March 2, 2015 Posted March 2, 2015 That skins menu looks great. If I may add a suggestion/request: would it be possible to have in this menu, or a similar one, the AILevel selection, having the option to set it both per flight and individually for each plane? So that if we set it per flight, the selected value gets copied to each plane, but each plane's value is still edittable (to set a more experienced leader, etc). Thank you
heinkill Posted March 2, 2015 Posted March 2, 2015 (edited) How do you install this? Instructions at top of thread. http://forum.il2sturmovik.com/topic/14672-release-simple-3rd-party-mission-builder-bos/ If you get stuck someone here will no doubt help if Lupson is not right on it! H Single mission Lots of possibilities there now! Thx for the vid inspiration H PS, last scene: ouch! Edited March 2, 2015 by heinkill 1
SCG_Neun Posted March 2, 2015 Posted March 2, 2015 Probable because both are using the same port, change one for 81 and type localhost:81 Thanks Sokol. I will give that a try.
heinkill Posted March 2, 2015 Posted March 2, 2015 Great update Lupson really impressed by your dedication! My wish list as a mission builder is small for now: 1) any way to see times on waypoints? So that the waypoint shows what time the aircraft would reach the waypoint at given speed? This is essential for planning intercepts unless 2) 2) any way to create a spawn trigger so that when a player enters a set area the game spawns a flight/object? Spawns would ideally have conditions such as 'player enters zone' or 'X % player aircraft/objects destroyed'. And the ultimate of course is ability to randomise events such as number and type of aircraft spawning. A small list but you seem capable of miracles! H
Sokol1 Posted March 2, 2015 Posted March 2, 2015 * Fixed bug resulting in Static Objects being (mis)placed at the western edge of the map. Confirmed, work fine now. image upload no size limit Now is discovery how - and in what - make BM-13 (Katyusha) fire rockets, they lower the launch at spawn...
Lupson Posted March 2, 2015 Author Posted March 2, 2015 Great update Lupson really impressed by your dedication! My wish list as a mission builder is small for now: 1) any way to see times on waypoints? So that the waypoint shows what time the aircraft would reach the waypoint at given speed? This is essential for planning intercepts unless 2) 2) any way to create a spawn trigger so that when a player enters a set area the game spawns a flight/object? Spawns would ideally have conditions such as 'player enters zone' or 'X % player aircraft/objects destroyed'. And the ultimate of course is ability to randomise events such as number and type of aircraft spawning. A small list but you seem capable of miracles! H 1) Well, given that the waypoint location geographically is known and that the speed is set for each waypoint it should be possible to make a calculation of time-on-waypoint. Note though that a waypoint with an ATTACK_AREA command with 20 minute duration will mess up follow-on waypoints unless I take the duration into account. And all timestamps would need to be re-calculated every time a waypoint is moved, speed is changed or start position is changed. Also - in all honesty - such an algorithm should perhaps take climb performance and maybe a specific "cruise speed" for each plane type into consideration. So while certainly possible, getting this done _right_ will probably be a quite complex and time-consuming task. 2) Tha's also somewhere on the TODO list. The GUI actually has trigger zones already but since they didn't do anything I've hidden the "Add trigger zone" menu item I was thinking along the same lines. One would first specify a zone, then the zone should be able to be assigned simple expressions such as: "When [object] [enters|exits] zone, then [show subtitle|spawn group|activate timer|.....]. I havn't had time to even start the Full Mission Editor yet but I think those kinds of zones can be set up there. That skins menu looks great. If I may add a suggestion/request: would it be possible to have in this menu, or a similar one, the AILevel selection, having the option to set it both per flight and individually for each plane? So that if we set it per flight, the selected value gets copied to each plane, but each plane's value is still edittable (to set a more experienced leader, etc). Thank you Yes, I'll add this tonight if the kids stay asleep... Will probably reuse the "Skin Manager" and call it "Flight manager" instead, adding a select per airplane where one can specify AI level next to the skin select. Confirmed, work fine now. image upload no size limit Now is discovery how - and in what - make BM-13 (Katyusha) fire rockets, they lower the launch at spawn... Been wondering about that too. Actually - another forum member offered to help with that, describing how to structure the various entities in the .Mission file needed to make artillery fire. One thing he mentioned was that there are both minimum and maximum distances for artillery so if the target is too close they won't fire. 2
Jason_Williams Posted March 2, 2015 Posted March 2, 2015 Keep going Lupson! If you need anything please let me know. Jason 3
71st_AH_Hooves Posted March 3, 2015 Posted March 3, 2015 Lupson, Now that you have seen the FMB, have you pondered how to make these missions COOP? Or even straight up PvP? I really appreciate your work and you have shown just how awesome the WWII community can be. 1
Lupson Posted March 3, 2015 Author Posted March 3, 2015 Lupson, Now that you have seen the FMB, have you pondered how to make these missions COOP? Or even straight up PvP? I really appreciate your work and you have shown just how awesome the WWII community can be. I think I touched on the coop subject sometime before in this thread. I will look into it sometime in the future. Making a mission coop is rather easy, just change the missionType attribute on the Options object in the .Mission file. But from there one has to specifiy which aircraft that should be player flyable and then it's the whole deal with trigger zones for mission objectives etc. which may be a can of worms to open.
WWGeezer Posted March 3, 2015 Posted March 3, 2015 Any chance of using these missions in the regular mission builder after creating them ? I did some experimenting last night, deleting the . Mission file, opening and saving in the ME and saving in the regular folder but couldn't get them to run The benefit is you could use this to generate a rough mission structure and than fine tune the details in the regular mission builder. Have you considered creating a similar tool for ROF? Applaud the effort, there is power in content, anything that creates more mission builders out there extends the ROF / BOS community
Lupson Posted March 3, 2015 Author Posted March 3, 2015 Any chance of using these missions in the regular mission builder after creating them ? I did some experimenting last night, deleting the . Mission file, opening and saving in the ME and saving in the regular folder but couldn't get them to run The benefit is you could use this to generate a rough mission structure and than fine tune the details in the regular mission builder. Have you considered creating a similar tool for ROF? Applaud the effort, there is power in content, anything that creates more mission builders out there extends the ROF / BOS community I havn't really thought about trying to open .Mission files generated by SMB in the FME. It could be a problem that SMB doesn't generate a .list file for the mission that holds references to each translation file. Given that the simulator can load the .Mission files generated by SMB it may be possible for the FME to open them as well I guess, but I don't really know. I have no plans making SMB compatible with Rise of Flight. Have no interest in WW1 aviation or RoF myself - but since SMB is open source (link to github exists in the first post of this thread) anyone with decent Java and Javascript skills could probably adapt SMB to work with RoF instead.
ECV56_Caje Posted March 4, 2015 Posted March 4, 2015 Thanks for shering the mssions. Now I can Test the Dserver, until I learn to make my owns!!!!
heinkill Posted March 4, 2015 Posted March 4, 2015 1) Well, given that the waypoint location geographically is known and that the speed is set for each waypoint it should be possible to make a calculation of time-on-waypoint. Note though that a waypoint with an ATTACK_AREA command with 20 minute duration will mess up follow-on waypoints unless I take the duration into account. And all timestamps would need to be re-calculated every time a waypoint is moved, speed is changed or start position is changed. Also - in all honesty - such an algorithm should perhaps take climb performance and maybe a specific "cruise speed" for each plane type into consideration. So while certainly possible, getting this done _right_ will probably be a quite complex and time-consuming task. 2) Tha's also somewhere on the TODO list. The GUI actually has trigger zones already but since they didn't do anything I've hidden the "Add trigger zone" menu item I was thinking along the same lines. One would first specify a zone, then the zone should be able to be assigned simple expressions such as: "When [object] [enters|exits] zone, then [show subtitle|spawn group|activate timer|.....]. I havn't had time to even start the Full Mission Editor yet but I think those kinds of zones can be set up there. 'Time on waypoint' waypoint timings would be enough, though yes, ideally as the waypoints are moved, the timing should adjust. I wouldnt get too hung up on adjusting for aircraft performance and altitude, these are subject to player flying skill anyway. Some indication of time on waypoint is better than none. Cheers and virtual beers for this, Fred
Lupson Posted March 4, 2015 Author Posted March 4, 2015 (edited) Time for another update: -- 2015-03-04 --* Added Flight Manager, which replaces the Skin Manager. Allows AI level to be set for individual planes as well as skins. Will also add Loadouts to this view later on. Please note that I have locked the currently selected player plane for now in order to not make things over-complicated syncing this view with the ai selection and group size controls in the Edit Flight form. * Added all ground vehicles present in the FME to SMB, now ~40 ground vehicles are available. I havn't tested them all in-game so if someone gets stuck loading a mission, look for a popup dialog in windows which should complain about an invalid script or model file reference. * Added thumbnail images for all ground vehicles (should help people figure out what a "61K" or "BA10M" is). Note - uses the preview images from within the BoS data/graphics/preview folder so if your application.properties file does not point at the correct folder you won't see any images (and export etc won't work) * Added "effects". There are five different smokes and fires to choose from. IMPORTANT: I recommend using these sparingly since you must figure out the exact altitude for the effect somehow. SMB does not have access to any altitude data (height maps etc) from the game so I can't automatically make an effect appear exactly at ground level. For planes, vehicles etc. the simulator places them on ground level automatically but effects will appear at the altitude specified - be it underground or high up in the air. For install instructions, see first post: WAR-file, just overwrite for existing users https://www.dropbox.com/s/iumhephqzyv4os1/bos-missiongenerator-1.0-SNAPSHOT.war?dl=0 ZIP archive, for new users https://www.dropbox.com/s/da8484aic2hh249/bos-smb.zip?dl=0 I recommend using the WAR overwrite method for updaters since extracting the ZIP archive on top of an existing install will overwrite any changes made to your application.properties file. Coming next? * I want to figure out how the "OnEvent" and "OnReport" stuff works which is fundamental to make missions more reactive - e.g. Do A when unit B is destroyed etc. * Adding loadouts for all planes. I am interested in some help here: Send me a PM if you are interested in helping out. It basically involves manually typing loadouts names and their ID's per plane as seen in the FME into a file in a structured format I can send to whoever feels like volunteering. * Adding all static objects to SMB. Same as above applies here - its easy but extremely boring typing/reading work I'll happily accept help with. * COOP support. Will take a look at what it would take to add coop support. No promises! Opening SMB-generated .Mission files in the FME does not work. No idea why, it just locks up while loading. Edited March 4, 2015 by Lupson 3
taleks Posted March 5, 2015 Posted March 5, 2015 Opening SMB-generated .Mission files in the FME does not work. Please attach a test mission, I'll check why it fails to load.
Sokol1 Posted March 5, 2015 Posted March 5, 2015 (edited) IMPORTANT: * Added "effects". There are five different smokes and fires to choose from. I recommend using these sparingly since you must figure out the exact altitude for the effect somehow. SMB does not have access to any altitude data (height maps etc) from the game so I can't automatically make an effect appear exactly at ground level. Is need tweak the YPos = in mission file. I set two fires in runway East of Stalingrad (Russian side), at 30 and 35 meters, one appear "underground" and other in middle air. Editing the mission file YPos = 31.5 do the trick for this runway, set the Altimeter on runway help to evaluate his altitude. Edited March 5, 2015 by Sokol1
Weegie Posted March 5, 2015 Posted March 5, 2015 I'm having problems In my case all I was wanting to do was to make a landing practice mission. I've also tried creating a mission using some waypoints for just a single 190 into Berezovsky. The tool was working up to the last update but one, but I have had similar problems in the past. Now the tool generates the mission files (.eng .Mission) and I can run and select the mission in BoS. However when the mission screen loads first there is no aircraft present and all I get an empty field at the correct time of day I've set but no aircraft and no in game warnings. I know its me that will be doing something stupid but after repeated attempts I just cannot see what it can be Help...................please
Lupson Posted March 5, 2015 Author Posted March 5, 2015 I'm having problems In my case all I was wanting to do was to make a landing practice mission. I've also tried creating a mission using some waypoints for just a single 190 into Berezovsky. The tool was working up to the last update but one, but I have had similar problems in the past. Now the tool generates the mission files (.eng .Mission) and I can run and select the mission in BoS. However when the mission screen loads first there is no aircraft present and all I get an empty field at the correct time of day I've set but no aircraft and no in game warnings. I know its me that will be doing something stupid but after repeated attempts I just cannot see what it can be Help...................please Hi, can you create a zip file with the .Mission and .Eng files and attach to a forum post? Or send to me in a pm? Then I can have a look. Is need tweak the YPos = in mission file. I set two fires in runway East of Stalingrad (Russian side), at 30 and 35 meters, one appear "underground" and other in middle air. Editing the mission file YPos = 31.5 do the trick for this runway, set the Altimeter on runway help to evaluate his altitude. Thanks, good information. It's the slider component that doesn't allow smaller increments than 5 given a full range between 0-1000 (in this case). Perhaps I'll just change it to an old-school textfield so one can type anything instead.
Weegie Posted March 5, 2015 Posted March 5, 2015 There you go Lupson The files when unzipped still seem small to me but as I have no clue that's not much help Let me know if you need anything further Many Thanks webmissions.zip
SCG_Neun Posted March 5, 2015 Posted March 5, 2015 I'd like to see a change in the mission results when it involves a slight damage having incurred during your RTB which results in a bent prop....and the mission result indicates that you were "destroyed". That's a bit harsh and not very realistic. Is there anything that can be done about that?
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