Gunsight Posted February 19, 2018 Posted February 19, 2018 - Planes patrol. This group are Lagg3 planes doing a patrol. It will patrol a zone for X min and after that will go to another zone for Y minutes, if enemy show up it will attack them. Hi I need this group, but link is dead Gunsight 1
TP_Jacko Posted February 26, 2018 Posted February 26, 2018 Has any one got some examples of very populated airfields to give a busy feel to the base
TP_Silk Posted February 27, 2018 Posted February 27, 2018 I think Swallow did one for Pitomnik back in the day - I'll see if I can dig that out
GOA_Walter_Nowotny Posted March 2, 2018 Posted March 2, 2018 On 26/2/2018 at 7:19 PM, TP_Jacko said: Has any one got some examples of very populated airfields to give a busy feel to the base I have some AFs with lot of items added. I will check them and share here.....when I arrive from holidays. Salute
StaB/Tomio_VR*** Posted March 4, 2018 Posted March 4, 2018 (edited) On 25/02/2015 at 1:07 PM, SYN_Haashashin said: 03/03: - MP: AAA with siren alarm. Post:29. https://www.dropbox....m siren.7z?dl=0 - MP: Logic for airfields takes over. Post:29. https://www.dropbox....akeover.7z?dl=0 These 2 links doesn't work anymore if someone can repost it Edited March 4, 2018 by 64sTomio_VR
SYN_Haashashin Posted March 9, 2018 Author Posted March 9, 2018 On 19/2/2018 at 3:59 PM, Gunsight said: Hi I need this group, but link is dead Gunsight On 4/3/2018 at 10:17 AM, 64sTomio_VR said: These 2 links doesn't work anymore if someone can repost it Hi guys, Sorry for the very late answer but I have a ton in my plate. Please send me a PM with what you need and I will see what I have in my group library for you. Haash
[DBS]Tx_Tip Posted March 17, 2018 Posted March 17, 2018 (edited) AI Respawn after On Events Damage Delete Logic Group. Allows for continuous respawning of AI Aircraft, to cover a plethora of "On Events". Exp. On Pilot Wounded, On Bingo Fuel, etc... *Edited. Group now has a smaller footprint when "Set Group to Working" is chosen. Logic reworked to allow Mission Designer the opportunity to set a counter and stop loop. Replaces earlier version. Allow overwrite. DamageRespawnLogic Group.zip Good Luck in your Mission Designing. Tip Edited March 19, 2018 by [DBS]Tx_Tip Group now has a smaller footprint when "Set Group to Working" is chosen.
TP_Jacko Posted March 26, 2018 Posted March 26, 2018 On 17/03/2018 at 3:21 PM, [DBS]Tx_Tip said: AI Respawn after On Events Damage Delete Logic Group. Allows for continuous respawning of AI Aircraft, to cover a plethora of "On Events". Exp. On Pilot Wounded, On Bingo Fuel, etc... *Edited. Group now has a smaller footprint when "Set Group to Working" is chosen. Logic reworked to allow Mission Designer the opportunity to set a counter and stop loop. Replaces earlier version. Allow overwrite. DamageRespawnLogic Group.zip Good Luck in your Mission Designing. Tip Sounds useful, thanks Tx_Tip
GOA_Walter_Nowotny Posted March 26, 2018 Posted March 26, 2018 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
SYN_Vander Posted April 3, 2018 Posted April 3, 2018 Question: Is it possible to have mission description text show up for only one faction using tags? (ie <allies>...</allies>). I think this worked for the old " IL2", but I'm not sure if it's possible for IL2 BOX. At least, the given example doesn't work. This to be used for co-op missions.
Habu Posted April 3, 2018 Posted April 3, 2018 (edited) No we can't, and there are no possibilities, and we can't use the walkthrough we used with RoF, because it doesn't work too. Edited April 4, 2018 by Habu
SYN_Vander Posted April 3, 2018 Posted April 3, 2018 Pity. So, then maybe show some subtitles right after mission start while everyone is starting their engines....
SCG_Schneemann Posted April 3, 2018 Posted April 3, 2018 I think I put in a request for that - we'll see if it ever happens. But I hadn't thought of doing subtitles - I suppose that would work in a pinch. Give it a 2 minute start of a co op mission?
Habu Posted April 4, 2018 Posted April 4, 2018 20 hours ago, SYN_Vander said: Pity. So, then maybe show some subtitles right after mission start while everyone is starting their engines.... Yes the subtitle is the solution.
SYN_Vander Posted April 4, 2018 Posted April 4, 2018 (edited) Here is my solution. Just subtitles are bit hard to read, so I added a background picture. Of course you can change the location of the jpg. I like to use the same folder for all my media. Sample mission attached. The mission doesn't work, it's just so you can inspect/copy the mcu's. missionorders.zip Edited April 4, 2018 by SYN_Vander 1 2
Mesha44 Posted April 5, 2018 Posted April 5, 2018 I think you can also add map markers that are only visible to one side or the other as hints once the briefing text is gone. Not at my PC so I can't test that.
Habu Posted April 5, 2018 Posted April 5, 2018 On 04/04/2018 at 8:16 PM, SYN_Vander said: Here is my solution. Just subtitles are bit hard to read, so I added a background picture. Of course you can change the location of the jpg. I like to use the same folder for all my media. Sample mission attached. The mission doesn't work, it's just so you can inspect/copy the mcu's. missionorders.zip Interesting, i will have a look when i have time. THX.
SCG_Schneemann Posted April 6, 2018 Posted April 6, 2018 Cool, Vander, but I think the zip file just contained the notepad? No mission attached?
SYN_Vander Posted April 6, 2018 Posted April 6, 2018 Correct. But I’ll soon upload my co-op missions that now use this mini “briefing”
Junjun_Nikurasu Posted April 7, 2018 Posted April 7, 2018 On 11/16/2017 at 6:59 AM, Hucky said: Hello Gambit21, Your work with the submerged submarine, works great.I have only connected the first waypoint (0m) to the 2nd waypoint (0m) originally (-15m), so the boat no longer dives at the 1st waypoint.Thank you for the effort.(Google translation) Hucky seriously, I've tested already and it failed!! Tested at Moscow and it failed to work!! Gave it the right distances (over 8000 meters) and the right depth (71 meters surface because Moscow's lake location to 15 meters below), all I saw was a cruising failure and a time wasted.
Hucky Posted April 20, 2018 Posted April 20, 2018 Hi Junjun, the dive operation when approaching an enemy aircraft also works on inland waters.I'm trying to attach a simple mission as .zip Test U-Boot auf Binnengewaessern.zip
[DBS]Tx_Tip Posted April 29, 2018 Posted April 29, 2018 (edited) VVS Shipping with Destroyer Escort 3 Freighters 1 Destroyer... Destroyer goes into flank speed routine around freighters when Axis aircraft approaches. HUD Message shows when routine begins. Complete circuit takes about 10 minutes. Easily adjusted for initial spawn and start of DD routine. For newer ME users shows use of Force Complete, Proximity, Check Zone, Spawn MCUs as well as manipulating waypoints. Whoops there we go... VVS Shipping DD Escort.zip Good Luck in your Mission Designing. Tip Edited April 29, 2018 by [DBS]Tx_Tip 1
Gambit21 Posted May 8, 2018 Posted May 8, 2018 (edited) On 4/7/2018 at 11:38 AM, Junjun_Nikurasu said: Hucky seriously, I've tested already and it failed!! Tested at Moscow and it failed to work!! Gave it the right distances (over 8000 meters) and the right depth (71 meters surface because Moscow's lake location to 15 meters below), all I saw was a cruising failure and a time wasted. I think I have an error to fix at the first waypoint. I'll check and post back. Here's the file with the first waypoint fixed - this error won't affect all users all the time depending on how timing works out, but it's fixed anyway. Should work everywhere, though haven't tested in rivers. Might need shallower dive waypoints for that. Gambit_Sub Auto submerge_Surface.zip Here's a random explosion/shelling generator. There are 64 explosions created with the "fake vehicle" MCU. The generator will spawn one of 64 "fake vehicles" and immediately (500ms) blow it up - then repeat. The explosions are lined up nicely here so you can easily grab them and place where you want. You can easily adjust the interval between explosions with the timer provided. Thanks to JimTM for the base 4-way generator that I just daisy-chained to create this thing. Random Shelling X64_Gambit.zip Edited May 9, 2018 by Gambit21 3
Junjun_Nikurasu Posted May 9, 2018 Posted May 9, 2018 19 hours ago, Gambit21 said: I think I have an error to fix at the first waypoint. I'll check and post back. Here's the file with the first waypoint fixed - this error won't affect all users all the time depending on how timing works out, but it's fixed anyway. Should work everywhere, though haven't tested in rivers. Might need shallower dive waypoints for that. Gambit_Sub Auto submerge_Surface.zip Here's a random explosion/shelling generator. There are 64 explosions created with the "fake vehicle" MCU. The generator will spawn one of 64 "fake vehicles" and immediately (500ms) blow it up - then repeat. The explosions are lined up nicely here so you can easily grab them and place where you want. You can easily adjust the interval between explosions with the timer provided. Thanks to JimTM for the base 4-way generator that I just daisy-chained to create this thing. Random Shelling X64_Gambit.zip Thanks, I'll review it when there's time (You caught me on a busy week, so I'll get to it when I have the chance). However thanks for the effort and the reply.
Gambit21 Posted May 9, 2018 Posted May 9, 2018 If you need help adjusting it let me know - you just use the proximity trigger distance settings.
JimTM Posted May 9, 2018 Posted May 9, 2018 19 hours ago, Gambit21 said: ... Here's a random explosion/shelling generator. There are 64 explosions created with the "fake vehicle" MCU. ... Thanks to JimTM for the base 4-way generator that I just daisy-chained to create this thing. ... Cool! ...and my thanks to Coconut for the 4-way generator ("4-way random switch") idea that I used in the manual.
TP_Jacko Posted June 2, 2018 Posted June 2, 2018 On 4/29/2018 at 5:12 PM, [DBS]Tx_Tip said: VVS Shipping with Destroyer Escort 3 Freighters 1 Destroyer... Destroyer goes into flank speed routine around freighters when Axis aircraft approaches. HUD Message shows when routine begins. Complete circuit takes about 10 minutes. Easily adjusted for initial spawn and start of DD routine. For newer ME users shows use of Force Complete, Proximity, Check Zone, Spawn MCUs as well as manipulating waypoints. Whoops there we go... VVS Shipping DD Escort.zip Good Luck in your Mission Designing. Tip Thanks Tx_Tip I used this on a recent mission. Works a dream.
F/JG300_Gruber Posted July 24, 2018 Posted July 24, 2018 (edited) Hi there, Here's a little multipurpose Area Detection group I made, aimed at reducing load on servers. It is an infinite use and will activate/deactivate things whenever planes enters/leaves the area of detection I use it mainly for AA but I believe it can have a lot of applications. How it works : There is first loop that activates an MCU CheckZone for half a second, then deactivates it for 10 seconds. If a plane is detected in the area within the time frame: - The first loop is deactivated and the activate timer is triggered - A second loop is activated and checks the non-presence of units, again for 0.5s every 10s If nothing is detected in the area (plane destroyed or left the area) then the deactivate timer is triggered, Second loop is deactivated and the first one reactivates So at any given point the Checkzone MCUs are only active 5% of the time. How to use : Just edit the properties of the checkzone MCUs for the type/faction of units you want to detect and detection radius. It is not necessary, but advised to set a plane OUT radius a bit greater than the plane IN, to avoid activation/deactivation every 10s if a plane fly at the boundaries. Connects whatever needs to be activated/spawned and deactivated/deleted, and the corresponding MCU to the Activate and Deactivate timers. The loops themselves are designed to prevent the possibility to have any double spawn event (the 10s timer acts as a buffer) You can further delay the deactivation of units by increasing the deactivate timer value, but not more than 9s otherwise you will risk having units spawning while the old ones are still in place, or being deactivated when they should not. https://www.dropbox.com/s/w2hvrycrbzce1ot/Plane IN-OUT.zip?dl=0 I've tested it in MP and went through 4 spawn/despawn cycles and everything worked fine. (I hope the link for download works fine with the new dropbox features) EDIT : Corrected the first timer after the MissionBegin MCU that was set to 0 Edited July 24, 2018 by F/JG300_Gruber 2 5
Sketch Posted July 24, 2018 Posted July 24, 2018 9 minutes ago, -=PHX=-Keko_ said: Any one have a moving front line group???? This should be fairly easy to create without a custom group. See image as an example... Instead of creating attack arrows, you would create front line icons. 2
PA_Keko_ Posted July 24, 2018 Posted July 24, 2018 Thank you so much!!!! 59 minutes ago, [TWB]Sketch said: This should be fairly easy to create without a custom group. See image as an example... Instead of creating attack arrows, you would create front line icons.
SAS_Storebror Posted July 25, 2018 Posted July 25, 2018 On 7/24/2018 at 9:23 AM, F/JG300_Gruber said: Here's a little multipurpose Area Detection group I made, aimed at reducing load on servers. Thanks a lot, that's really neat. Tried it in single player to see how this deals with planes already being inside the guard area when the group is being activated - everything seems to work well so far. I'll give this a go on our dedicated server, reducing the load is always welcome there. Mike
F/JG300_Gruber Posted July 25, 2018 Posted July 25, 2018 @SAS_Storebror Yeah, please I would be glad to have feedback about how it performs in a crowded server environment. Cheers !
SAS_Storebror Posted July 26, 2018 Posted July 26, 2018 So far everything looks fine. I have updated our public training mission accordingly, with 12 Check Zones from your template. Only change is that 5 Check Zones don't have the "Deactivate" part (because they simply don't need it) and two have an added input in order to completely disable the Check Zone (after it has served it's purpose). Mike 1 1
Gustang Posted July 29, 2018 Posted July 29, 2018 (edited) 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 Edited July 29, 2018 by Gustang 3
Thad Posted August 12, 2018 Posted August 12, 2018 On 4/25/2016 at 6:47 AM, No601_Swallow said: As far as I can tell, changing the level of AI and changing the priority of the waypoints/commands makes no difference. Not completely correct. If one sets a tanks waypoint to HIGH, it will not fire at anything. Nice to have if you don't want units attempting to fire on others through hills and or what would normally be blocking terrain.
Boomtap Posted August 18, 2018 Posted August 18, 2018 When Kuban released the coop seemed like a nightmare to try. Couldn't see each other's servers. Missions were practically non-existent and took forever to install. Has it become much easier to install and play coop missions or is it still kinda like pulling teeth. (blah blah user error! blah blah you just didnt do it right blah blah!)
Thad Posted September 3, 2018 Posted September 3, 2018 (edited) Basic Russian Train Group and a German On Road Column Group. Of course they can be setup for ones need. The Russian Train Route Group includes two stops for the train. It can be built on from there. RusTranGrup.zip GerColumnRoad.zip RusTrainRoutGroup.zip Edited September 19, 2018 by Thad Added Russian Train Route Group File
adler_1 Posted September 18, 2018 Posted September 18, 2018 here is the truck convoy set up in my mission .
adler_1 Posted September 18, 2018 Posted September 18, 2018 here is the mission , i left them as german and the 2 mn delay . i had changed to russian and changed to 2 sec delay but they dont move . mission convoy check.rar
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