Deacon352nd Posted February 22, 2020 Posted February 22, 2020 Thanks, Jade. You just opened up a multitude of new missions with these.
Alonzo Posted February 22, 2020 Posted February 22, 2020 Ooh radar is interesting. I used similar masts on Operation Paravane for the radar installations but this is a cool use of those concrete blocks.
Jade_Monkey Posted February 22, 2020 Posted February 22, 2020 1 hour ago, Alonzo said: Ooh radar is interesting. I used similar masts on Operation Paravane for the radar installations but this is a cool use of those concrete blocks. Yes I remember that, definitely an inspiration. I was trying to see if any of the new blocks could be used.
LLv34_Temuri Posted February 24, 2020 Posted February 24, 2020 @Jade_Monkey Camp and radar look nice! Have you tested that bombing the bunkers is needed to destroy the NDBs inside? I just might steal this for our server if that's the case and it's ok for you
Jade_Monkey Posted February 24, 2020 Posted February 24, 2020 1 hour ago, LLv34_Temuri said: @Jade_Monkey Camp and radar look nice! Have you tested that bombing the bunkers is needed to destroy the NDBs inside? I just might steal this for our server if that's the case and it's ok for you Did one test with a 500 kg and it obliterated it. The bunker definitely does not protect them as if it was cover for them.
LLv34_Temuri Posted February 24, 2020 Posted February 24, 2020 4 minutes ago, Jade_Monkey said: Did one test with a 500 kg and it obliterated it. The bunker definitely does not protect them as if it was cover for them. I'm more concerned about the NDBs being vulnerable to cannons/MGs.
Jade_Monkey Posted February 24, 2020 Posted February 24, 2020 1 hour ago, LLv34_Temuri said: I'm more concerned about the NDBs being vulnerable to cannons/MGs. I would assume they are but haven't tested.
III/JG52_Speedwulf77 Posted February 24, 2020 Posted February 24, 2020 (edited) http://www.mission4today.com/index.php?name=Downloads4&file=details&id=633 ..just for anyone interested... ..decided to share this kind of mission allthough not free of "issues" .. (for example: sometimes too many fighters , sometimes not..? ) but has beautyfull places to start , fly , fight .. with WW1 and WW2 Planes its very fictional.. I personally love to fly in this most unknown Places, specially in VR . You can start in "expert Mode" knowing how... (at least i was able except from the "Dogfight Area Spawn" where you have to change the Altitude of Planes) You can change ,activate,correct, modify using the SPAWN places that are shown. Landing only possible in ADLER or SOTCHI. Have Fun 27.5.2020 Hi all i´ve opened a server " AIR DOGFIGHT at MOUNTAINS" and invite you to, at least give it a try Its a quick DOGfIGHT with permanent AI spawning (similar to "Berloga") but at high MOUNTAINS For me they are one of the most beautyfull Places in the IL2 Maps (Great Work from the Devs) specially to enjoy in VR ! About 4 different rotating scenarios (30 min) If you want to skip faster to the next Mission you can do this "by points" , Bombing enemy Fuel Depots , for example.. In some you have WW1+ WW2+ WW2 late Planes , in one you can spawn from "Ramps" , nice experience in VR, ... ( i,ve been launching quite similar as Hang/Paraglider in real for many years ...) I can only run the Server from 12 A.m to 12 P.M european time As you are quick in Fight its good for (aiming) training ,( i did a lot in the past..) and just nice to, at least have flown once around there , beautyfull, awesome Places where usually no Air combat is ever held suggestions are welcome Edited May 28, 2020 by SPEEDWULF77 1
LLv34_Temuri Posted February 25, 2020 Posted February 25, 2020 18 hours ago, Jade_Monkey said: I would assume they are but haven't tested. Looks like they are. Had an AI 110 without bombs attack the group, and the NDBs were destroyed and the bunkers not.
352ndRoodster Posted February 27, 2020 Posted February 27, 2020 (edited) On 2/7/2019 at 6:28 AM, Alonzo said: Airfield runway fire as a self-starting group. Remember to set group as working, then place the effects on the ground or they may be floating: https://www.dropbox.com/s/igdloi3m76ybdqf/Airfield-runway-fire-as-group.zip?dl=0 Airfield warning FX as a group. Needs to be wired to a Mission Begin translator, not self-starting. Detects enemy planes within a certain radius then starts airfield siren and fires a warning flare. When enemy planes are beyond a longer radius, stops siren and fires a green flare. I suggest using quite a small radius for the warning FX and a longer one for 'safe' FX. Here I think I'm using 4km and 6.5km. Possible extensions could include firing flares at two locations on a large airfield, or only firing with a random percentage of confidence. https://www.dropbox.com/s/nh4ujurr3jn5qij/Airfield-warning-FX.zip?dl=0 Radar zone with high/low detection. Needs to be wired to Mission Begin or other "on" message. When a plane flies into the zone, this group will attempt to both detect the plane and notify "high" or "low". Uses spheres for detection, so planes may be undetected or mistakenly detected high or low. If you are editing this, do not randomly change the detection sphere sizes, visualize first before changing. I've tested this and it works decently enough for covering most of a map square. https://www.dropbox.com/s/1hwz98fu5wdds9q/Allied-radar-zone-high-low.zip?dl=0 Axis radar station to accompany radar detection zones. Needs to be wired to Mission Begin. OUT on destroyed radar station should be wired to a deactivate for all the radar zones, switching off radar reporting when the station is destroyed. https://www.dropbox.com/s/yjm38mzc91ly06e/Axis-radar-station-v4.zip?dl=0 Axis "front line flak" position. A collection of flak, AA and dugouts with detection zone, activation, "under attack" messaging and eventual destruction. Needs to be wired to Mission Begin for the defence zone to be active. https://www.dropbox.com/s/oj2j4q9g4b411hc/Axis-flak-position-v2.zip?dl=0 Thanks for sharing these Alonzo but one quick queston from a noob at mission building; how and where do we save these?? Roodster Edited February 27, 2020 by Roodster 1
JimTM Posted February 27, 2020 Posted February 27, 2020 (edited) 6 hours ago, Roodster said: Thanks for sharing these Alonzo but one quick queston from a noob at mission building; how and where do we save these?? Roodster Close your editor and place the group files in your game folder under \data\Missions or a subfolder of that folder. The groups are available in the Groups section of your object library when you reopen the editor. I keep each group (consisting of seven files) in a folder with the group name. For example: \data\Missions\Groups\mygroup1 \data\Missions\Groups\mygroup2 I created two subfolders where I place all my groups: Groups - For groups that I want to keep and use Groups - Temp - For groups that I am trying out That way, in the object library, the permanent groups appear first, followed by the temporary groups. Edited February 27, 2020 by JimTM 1 1
Deacon352nd Posted February 28, 2020 Posted February 28, 2020 Do you need to save all 7 files or can you just save the Group file. I've just saved the Group file on a few and they worked fine. What reason would I need the other six? If I do, then I'll get them back.
JimTM Posted February 28, 2020 Posted February 28, 2020 3 hours ago, Deacon352nd said: Do you need to save all 7 files or can you just save the Group file. I've just saved the Group file on a few and they worked fine. What reason would I need the other six? If I do, then I'll get them back. I think you would need the language files (e.g., .eng, .fra) if they had any content in them. Those files store things such as subtitle translator text.
Alonzo Posted February 28, 2020 Posted February 28, 2020 On 2/27/2020 at 7:24 AM, JimTM said: Close your editor and place the group files in your game folder under \data\Missions or a subfolder of that folder. The groups are available in the Groups section of your object library when you reopen the editor. I keep each group (consisting of seven files) in a folder with the group name. For example: \data\Missions\Groups\mygroup1 \data\Missions\Groups\mygroup2 I created two subfolders where I place all my groups: Groups - For groups that I want to keep and use Groups - Temp - For groups that I am trying out That way, in the object library, the permanent groups appear first, followed by the temporary groups. Wait, I can make the groups appear in the editor?!? I’ve been importing them one at a time for the past year! ?♂️ 2
JimTM Posted February 28, 2020 Posted February 28, 2020 20 minutes ago, Alonzo said: Wait, I can make the groups appear in the editor?!? I’ve been importing them one at a time for the past year! ?♂️ Oh the humanities! In the editor manual, see: Import Saved Objects, MCUs, and Groups (pg. 29) Access Saved Objects, MCUs, and Groups in the Object Library (pg. 30) 1
IckyATLAS Posted February 29, 2020 Posted February 29, 2020 21 hours ago, Alonzo said: Wait, I can make the groups appear in the editor?!? I’ve been importing them one at a time for the past year! ?♂️ You have all my comfort. ?
Jade_Monkey Posted March 20, 2020 Posted March 20, 2020 On 2/28/2020 at 3:58 PM, Alonzo said: Wait, I can make the groups appear in the editor?!? I’ve been importing them one at a time for the past year! ?♂️ The one advantage of importing is that it keeps the location, so things like frontlines airfields and towns will be added in the right place. For everyting else i use the editor's list and drop them in myself.
DN308 Posted April 12, 2020 Posted April 12, 2020 On 7/29/2018 at 6:07 PM, Gustang said: Hey All, Here are some groups that I've found very handy for smaller play groups (coop/dogfight, will work in single play too). In the zip file are two groups that will spawn a pair of fighters in the approximate area entered by an aircraft of the opposing faction, one group for German and another Russian with randomized AI difficulty, to fly a tight patrol pattern. It's currently set to respawn each aircraft individually, 3 minutes after destruction of the existing, randomizing the AI each spawn, so they're not currently set to spawn in pairs (unless you modify the groups to do that). If you oppose the two groups (as over a front area, overlapped detection areas), when activated (as when a human pilot triggers one group), it will trigger some continual dynamic interaction between them. Paste several opposing groups wherever you feel action should occur and balance accordingly, choose/change the aircraft type. Anyway, feel free to use/modify at will. Enjoy! Gus PAIR_FIGHTER_RESPAWN_w_AREA_DETECT.zip 11.89 kB · 39 downloads Noob question... I tried to use it for a mission. do I have to connect something to this group in order to make it working? is the detection is made in the spawn area or somewhere else? On 7/19/2017 at 7:59 PM, Habu said: All what Jade Monkey said is okay. You use one or the other solution depending of what you want to do. I mix both of them in some mission. An activate group can be activated only once. When i say once, you should understand that if the group is destroyed, you can't activated it any more. But as Gambit said, you can deactivated and reactivated several time. In that case deactivate and activate mean on/off. Even if the group is deactivate, the unit take ressource in the mission. An activate unit take more ressource than a spawn unit, because even if it's not activated, the ressource is taken which is not the case for a spawn unit until it spawn. With spawn, you can spawn a unit with no limit of time. You can do a loop which spawn the unit until the mission end. I use spawn for IA in my MP mission when i want an unlimited patrol, aerial bridge... I give them order, WP and when they are destroyed or finish their job, i delete the group and run a new spawn action. If you want 3 planes in a group, you have to build your mission as you have 3 single plane. You simulate the group with 3 individuality. Against player, it's pretty good. but it ask more work for the mission builder. If you need more informations, please do a topic. It would be better, and if someone else search an answer, it will be easier for him to find a solution or an information. Hello, if you could help me with an answer it would be really appreciated. In a mission, I want to have a bomber flight appearing after 3mn h3 groups of them). i tried to activate them with a timer set to 3mn but it won’t work. Planes are « enable » and turn around and after 3 mn start to fly to their first WP. can you just simply explain how spawn works? Do I need mission begin / timer / spawn / activate / than object link to the plane thanks in advance
Habu Posted April 12, 2020 Posted April 12, 2020 Do a post with your question, it's not the good place here, as it would require some explanations wich are not link to the group which are provide here.
jollyjack Posted April 12, 2020 Posted April 12, 2020 On 3/26/2018 at 3:34 PM, GOA_Walter_Nowotny said: Hi pilots, Here are some airfields groups with more elements added. Some are from before the update 3.001, I don´t know if they are affected like the old missions (and resave for repair), so you can open its in ME and resave again. Salute! https://www.dropbox.com/s/tjpn0s4vlv2ra4f/AF Groups.rar?dl=0 Hi Walter, dead link (again?)
DN308 Posted April 12, 2020 Posted April 12, 2020 3 hours ago, Habu said: Do a post with your question, it's not the good place here, as it would require some explanations wich are not link to the group which are provide here. Well, I’ll do. however, the first question is related to something showed here
GOA_Walter_Nowotny Posted April 13, 2020 Posted April 13, 2020 9 hours ago, jollyjack said: Hi Walter, dead link (again?) hi, yes. I'am working on a new froup because several groups are too old. And re-working with new elements added to the sim too. 1 1
jollyjack Posted April 13, 2020 Posted April 13, 2020 (edited) On 2/24/2020 at 2:47 PM, SPEEDWULF77 said: http://www.mission4today.com/index.php?name=Downloads4&file=details&id=633 ..just for anyone interested... ..decided to share this kind of mission allthough not free of "issues" .. (for example: sometimes too many fighters , sometimes not..? ) but has beautyfull places to start , fly , fight .. with WW1 and WW2 Planes its very fictional.. I personally love to fly in this most unknown Places, specially in VR . You can start in "expert Mode" knowing how... (at least i was able except from the "Dogfight Area Spawn" where you have to change the Altitude of Planes) You can change ,activate,correct, modify using the SPAWN places that are shown. Landing only possible in ADLER or SOTCHI. Have Fun another nice one here, the mountain goat express, she's blowing steam too ...: ADDED: Fun alright: tried programming an uphill and through mountain passes waypointed route. Well, alas it did not work, this mountain goat train immediately lost it's wagons crashing behind it and catching fire. The new superb damage Ai modelling??: Edited April 13, 2020 by jollyjack
Hamaha15 Posted April 16, 2020 Posted April 16, 2020 (edited) In de Mallemolen… - populating the Low Countries Hello out there, I hope that you and your families are all doing well in those days of disease and isolation and that we all around the globe will come back to a relatively normal life again soon with the current danger reduced to a risk our health systems can cope with. Attached you'll find two group-files to populate the Southwestern part of the Netherlands between the island of Walcheren to the cities of Eindhoven in the East and Haarlem in the North. Flying over the Netherlands and bearing in mind that this country should be the most densely populated one in Europe, I felt the world below be quite empty. All infrastructure, roads, channels, railway lines and bridges are there – and they are exactly where they should be – but hardly any trace of people living there except for some discrete major cities. Needed again some remedy. The approach was to ask Mr. Google to locate windmills in the area. The Low Countries are famous for their windmills and the latter provide good landmarks for aviators. In most cases these buildings are adjacent to villages and small towns. Mr. Google provided a good base although the results proved to be not fully identical for repeated identical searches. I placed the selected mills at their very locations and arranged the associated settlements to best match the texture of the map. The result doesn’t claim to be 100% accurate, it is an approximation. Again, the developers deserve great respect for the accuracy of the map. And they did not step into the trap to recreate the map of today. Some obvious discrepancies with Mr. Google are evidence of the research into landscape development history. Cities and villages then were much smaller than they are today and namely the ports and waterways have extended considerably since the end of WWII. Save the Group-files to your ...\data\template folder and import them into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Cheers Landmarks_NL.zip https://forum.il2sturmovik.com/topic/14893-the-missions-sharing-corner/page/13/?tab=comments#comment-921305 Edited July 10, 2020 by Hamaha15 4 1
SYN_Vander Posted April 19, 2020 Posted April 19, 2020 On 4/16/2020 at 9:35 PM, Hamaha15 said: In de Mallemolen… - populating the Low Countries Hello out there, I hope that you and your families are all doing well in those days of disease and isolation and that we all around the globe will come back to a relatively normal life again soon with the current danger reduced to a risk our health systems can cope with. Attached you'll find two group-files to populate the Southwestern part of the Netherlands between the island of Walcheren to the cities of Eindhoven in the East and Haarlem in the North. Flying over the Netherlands and bearing in mind that this country should be the most densely populated one in Europe, I felt the world below be quite empty. All infrastructure, roads, channels, railway lines and bridges are there – and they are exactly where they should be – but hardly any trace of people living there except for some discrete major cities. Needed again some remedy. The approach was to ask Mr. Google to locate windmills in the area. The Low Countries are famous for their windmills and the latter provide good landmarks for aviators. In most cases these buildings are adjacent to villages and small towns. Mr. Google provided a good base although the results proved to be not fully identical for repeated identical searches. I placed the selected mills at their very locations and arranged the associated settlements to best match the texture of the map. The result doesn’t claim to be 100% accurate, it is an approximation. Again, the developers deserve great respect for the accuracy of the map. And they did not step into the trap to recreate the map of today. Some obvious discrepancies with Mr. Google are evidence of the research into landscape development history. Cities and villages then were much smaller than they are today and namely the ports and waterways have extended considerably since the end of WWII. Save the Group-files to your ...\data\template folder and import them into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Cheers Landmarks_NL.zip 39.47 kB · 6 downloads https://forum.il2sturmovik.com/topic/14893-the-missions-sharing-corner/page/13/?tab=comments#comment-921305 Was just flying your nice mission and was going to suggest this, thanks! 1
Hamaha15 Posted May 24, 2020 Posted May 24, 2020 (edited) Upstream River Main - Aschaffenburg, Bavaria Hello, I have completed the detailing of another sector on the Rheinland map. The intention is to populate the map around the active airfields along the big rivers. The idea is to recreate realistically the view a pilot had at the time when approaching the airfields - to attack or return home... and to add ground targets. My playground in this matter is the area between the rivers Rhine, Main, Nahe and Lahn because they mark my extended backyard. After the Rhinevalley details follow now the surroundings of Aschaffenburg in the Southeastern corner of the battle zone. It's a beautiful small city of which a large portion of the mediaval city has survived bombing and ground fights in March '45 to become a touristic place today. Without this update locals would sense a big void within visual range next to Grossostheim airfield... Please note that the download includes the Blocks only. Terrain details are not part of it. I want to share the associated surface detail mods after finishing all other targetted areas only because at the moment 'my personal' Rheinland map is rather patchy and I have no idea yet how to manage the landscape files. Attached pictures give you an impression of what surface details and added dwellings look like at the end of the... year (tbc) . Save the Aschaffenburg Group-file to your ...\data\template folder and import them into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Enjoy Cheers Aschaffenburg.zip Outlook on future updates: Nierstein - Oppenheim with 3rd US Army's 'Captain-Love-Bridge' across the river Rhine Opel factory at Rüsselsheim Rhein-Main airport in 1944 Edited August 13, 2021 by Hamaha15 2 2
Hamaha15 Posted May 31, 2020 Posted May 31, 2020 (edited) Eager beaver - building the dams Hello, dams added to border the Eder-, Hennesee-, Moehne- and Sorpe-reservoirs. Using the FMB inventory the result isn't fully accurate but a credible approximation. Now let's wait for the Mosquitoes... Save the downloaded Group-files to your ...\data\template folder and import them into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Enjoy Dams_Eder_Hennesee_Moehne_Sorpe.zip Edited May 31, 2020 by Hamaha15 5 1 2
Almenas Posted June 8, 2020 Posted June 8, 2020 Newby question: Is it possible to modify the original map to use it f.e. in PWCG-campaigns?
=SqSq=Civilprotection Posted June 11, 2020 Posted June 11, 2020 I wish I had known about this thread sooner. I have so many modules that I have wanted to post. I'll just start with two: The first is a vehicle "respawn on death" module. VehicleRespawn1.1.zip On spawn, the vehicle follows the waypoints, on or off road, as specified by the formation MCU (three waypoints are "pre-packaged"). On death, the vehicle is destroyed, then deleted, then respawned at the initial spawn point. The second module is a variation of the vehicle spawner that is specific to self propelled anti aircraft guns (SPAAG). MGAATruckRespawn1.1.2.zip This module is mostly the same as the standard vehicle spawner. The SPAAG will ignore every enemy object as it travels between waypoints. However, the first waypoint triggers an "Attack Area" command so that the SPAAG will stop to shoot at every enemy aircraft that comes into range. As such, the "Attack Area" command must be placed to encompass the area where it is expected to make contact with the enemy (don't leave it at the spawn location!). Both of these modules are great because they can give the appearance to players that there is an endless number of vehicles on the ground, when in reality there are maybe a couple dozen or less. This saves a lot on system resources for both single and multiplayer scenarios. Last, I will leave here a mission I made to practice tankbusting which is constructed from only these two modules (just so anyone can see how they might be used). TankBusting Practice.zip I will prep more modules to share here. I have a couple of really special ones that just need a little more polish before presentation. If anyone has questions, ping me, or jump on the "Squid Squad" discord and ask me there. Cheers! 2 2 1
JG7_X-Man Posted June 13, 2020 Posted June 13, 2020 (edited) On 3/5/2019 at 8:56 PM, JG1_Butzzell said: Yes, Each random timer is set to go off at a different time. That makes each timer a unique event. It is not one out of three or one out of four. It occurs as one out of one. It either goes of or not. It relates to the rest of the random timers in that if it does go off then any timers set to activate at a later time are deactivated. Again the probability of it going off is what is important not the number of timers left. Set to 25, 33, 50,100 The problem is when you look at it in increasing order it tracks in an expected progression. The progression is based on the choices left not the probability of that choice being selected. That is why I reduced the timers from numbers to X. It shows the progression is based on choices left not the choice itself. Yes that is where the problem occurs. People assume that because there are only 3 choices left that it must be one out of three. The random timer is a unique event and does not know or care what other timers are set to. I think the best way is actually a branching A or B set of choices. If A is chosen then it goes to the choice between 1 or 2. If B is chosen then it goes to the choice between 3 or 4. All choices are then a 50/50 possibility with 4 possible outputs. @JG1_Butzzell and @JimTM I just came across this and I love the discussion and had to chime in. Let's say all three of us are at a bar and Brie Larson walks in (with the assumption here is all three of us are interested in a date with her). Automatically, we all have 1/3 shot at a probable date with her (with the assumptions that she is looking to date one of us and her initial decision is final) The minute one of us walks up to her and strikes out, there is an automatic probability of 1/2 shot at a probable date with her left b/w the two of us left. The minute one of us leaves with her, there is an automatic probability of 0 shot at a probable date with her b/w the two of us left. After two of us has walked up to her and stricken out, there is an automatic probability of 1 the last one of us will have a date with her (with all things being equal) Here is the part that is tripping you up @JG1_Butzzell, to @JimTM's point, the preset order in which we chose to walk up and talk to her has zero effect on her decision i.e. the outcome. This will help clarify things: The idea that the 1st person to walk up to her will strike out is flawed. Edited June 13, 2020 by JG7_X-Man
=SqSq=Civilprotection Posted July 2, 2020 Posted July 2, 2020 Dropping a couple more modules. These are for an integrated radar flak system. First, the radar: I had been using an airfield tower as the radar station, but I thought it would be a good idea to include other community work. The above is @Jade_Monkey's Radar Bunker (Thank you Jade_Monkey), which I have retooled with additional mission logic. The antenna are invulnerable until either of the concrete segments are destroyed. Within 30 milliseconds of death, the concrete segments signal the antenna as being set to vulnerable, and then are subsequently destroyed with a damage MCU. A second signal is sent to a timer outside of the group, which will become important in just a little. FlakNode: This is a 2x2 flak node containing four heavy caliber flak guns. They are enabled or disabled based on enemy proximity to the central tower (not the radar installation), and has embedded logic to change the skill level of the gunners in the mission. The central tower is the most important component of the node as killing it will reduce the gun AI to 'low' via a behavioral node, as well as cut off any input from an outside source (such as a radar station). There is a second behavioral modifier that takes input from outside the node. This second modifier changes the gun AI to 'medium.' That external signal from outside the node could be anything, but I designed it with the radar station in mind. The "on killed" timer which is external to the radar station can be linked to the "External Killed" timer associated with the flak node. The ultimate design is that when the radar station is destroyed, then the skill of the AI is dropped from 'high' to medium. When the node tower is destroyed, then the AI skill is dropped from 'high/medium' down to 'low.' I am nearly at my file size limit, so I won't share a picture of a complete setup in this post. Let me just say that each node as a maximum effective range of about 10km (depending on the altitude of the plane) Nodes should be organized with moderate overlap so that they may establish concentrated fire. I have had my best results using 4-8 nodes per station (anything more is overkill). Effectiveness reference with eight nodes covering the perimeter of a 18km radius zone. Targets were B-25 bombers at 4km altitude: High skill level- 3-4 bombers shot down avg. Medium skill level- 1-4 bombers shot down avg. Low skill level- 0 bombers shot down avg. (they can't hit a thing lol) Flak effectiveness was generally lethal from 1-6km altitude after which there was a steep decline. FlakDefSystem.zip That should be everything anyone needs to know to use these modules. Play around with them to your hearts content. I only ask that if they are used in missions that Jade_Monkey and myself are credited as contributors. If anyone has any questions, feel free to reach out. Cheers! 1 3
Thad Posted July 2, 2020 Posted July 2, 2020 On 8/7/2019 at 2:07 PM, Sokol1 said: Germans: "We are advancing, Kamerade ... back for Vaterland!". Rommel employed a retreating tactic versus the British. Panzers would feign retreating. The British would advance to destroy the supposedly fleeing panzers. 88 ATGs in the rear would decimate the advancing British armor.
Thad Posted July 2, 2020 Posted July 2, 2020 On 6/11/2020 at 6:35 PM, =SqSq=Civilprotection said: I wish I had known about this thread sooner. I have so many modules that I have wanted to post. I'll just start with two: The first is a vehicle "respawn on death" module. VehicleRespawn1.1.zip 2.35 kB · 5 downloads On spawn, the vehicle follows the waypoints, on or off road, as specified by the formation MCU (three waypoints are "pre-packaged"). On death, the vehicle is destroyed, then deleted, then respawned at the initial spawn point. The second module is a variation of the vehicle spawner that is specific to self propelled anti aircraft guns (SPAAG). MGAATruckRespawn1.1.2.zip 2.53 kB · 3 downloads This module is mostly the same as the standard vehicle spawner. The SPAAG will ignore every enemy object as it travels between waypoints. However, the first waypoint triggers an "Attack Area" command so that the SPAAG will stop to shoot at every enemy aircraft that comes into range. As such, the "Attack Area" command must be placed to encompass the area where it is expected to make contact with the enemy (don't leave it at the spawn location!). Both of these modules are great because they can give the appearance to players that there is an endless number of vehicles on the ground, when in reality there are maybe a couple dozen or less. This saves a lot on system resources for both single and multiplayer scenarios. Last, I will leave here a mission I made to practice tankbusting which is constructed from only these two modules (just so anyone can see how they might be used). TankBusting Practice.zip 13.21 kB · 4 downloads Great Groups. Is there a simple way to limit the number of respawns? Thanks.
=SqSq=Civilprotection Posted July 2, 2020 Posted July 2, 2020 (edited) 51 minutes ago, Thad said: Great Groups. Is there a simple way to limit the number of respawns? Thanks. @ThadI just threw this together, VehicleRespawn1.1&1.2.zip The zip file includes the original (1.1), and the updated limited spawn version (1.2). You can look at the two side by side. I just added a counter and deactivate MCU on the right side. The counter counts to a # (I set it to five), and receives an input every time the vehicle reports being destroyed. After five deaths, the counter activates the deactivate MCU which is targeted to the spawn at the base of the module. I have not had time to test it, but it should work. Let me know if there are any issues, Cheers! o7 Edited July 2, 2020 by =SqSq=Civilprotection 1
Thad Posted July 2, 2020 Posted July 2, 2020 Sounds great. The counter give the feature more flexibility in mission use. Thanks.
=SqSq=Civilprotection Posted July 3, 2020 Posted July 3, 2020 You can also swap out the counter for an external timer. An attack might last for a 30 minute window, during which the vehicle spawns endlessly. Once the 30 minutes elapses then the spawn is disabled. 1
=SqSq=Civilprotection Posted July 9, 2020 Posted July 9, 2020 (edited) Edit: There is a new version of this module that can be found further in the thread here: I have another module which I think is polished enough for posting here. This time I have a proxy based respawning flak system: This flak module starts inactive, once a plane flies within a set range, the gun spawns. When the plane flies out of range, the gun is deactivated. When a plane flies back into range, then the gun is reactivated (not respawned). On death, there is a logic chain to destroy, delete, and prime the gun for respawn after a set amount of time. This is a partial combination of systems I have posted here before, and a good deal of it should look familiar. I have organized the module into three zones for ease of use. Blue is nearly identical to my respawning vehicle module (here), and likewise functions almost identically. Blue: On spawn, the gun receives orders for formation, waypoint, and attack area. The attack area MCU dictates what the gun should be shooting at (Airplanes, High Priority by default). The Waypoint allows the mission maker to dictate what the gun does not shoot. Priority set to "low," The gun will shoot at everything in range (Planes, Vehicles, Parachutes). Priority set to "high," The gun wont shoot at anything ever, except for what has been specified in the attack area MCU. The formation MCU is mostly vestigial, and can probably be safely deleted. On death , the gun receives "complete" damage, is then deleted, and finally sends a signal to set up the initial "check zone" MCU in preparation to spawn again. Timers should be adjusted for the desired length of time between respawns. Red: This is the mission start logic. On mission start, the check zone MCU is activated. If a plane is detected, it activates the spawn, and deactivates itself. Green: This is the proxy system that activates/deactivates the gun when planes fly in and out of range. Yellow: I've crossed out these subtitle MCUs. Although useful for testing (you should use them) they can (and should) be safely deleted once satisfied with the functionality of the module as a whole. That should cover all of the module functionality. Anyway, take a look for yourself: ProxyFlakRespawn1.3.zip As always, if there are any questions, feel free to reach out. Cheers! Edited July 5, 2023 by =SqSq=Civilprotection 3
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