coconut Posted April 26, 2015 Posted April 26, 2015 The mission objectives MCU in the mission editor differ a bit from what the ROF manual describes, so I assume they were adapted to BOS. But I can't seem to have them have any effect, neither in single player nor in deathmatch. Has anyone figured them out? If they don't work, and we have to go with points/tickets to get a proper match summary at the end, how do these work? Is there a way to assign points to chosen objects?
ZaknafeinTV Posted May 4, 2015 Posted May 4, 2015 In RoF mission builder they are used in coop mode, when one coalition must win, and second must lose.
JimTM Posted January 20, 2016 Posted January 20, 2016 (edited) I'm trying to get a complete picture of how the mission objective translator works. My understanding of the translator so far is: The mission objective set in the translator is satisfied (success or failure) when you trigger the translator. If multiple translators for one side are set to primary/success or secondary/success, you only need to trigger one of them to get a victory message for that side when the mission ends. If the other side triggers an equal number of success translators primary or secondary), you get a stalemate message. For each secondary/success translator triggered for one side, the opposing side loses 50 points. If multiple secondary/success translators for one side have the same secondary objective number, all those translators must be triggered to apply the 50 point loss to the opposing side. Other than the 50 bonus points mentioned above for secondary objectives, the translator has no other effect on points. Objects have built-in values and those are deducted from the opposing side's total for each object that a player destroys. E.g., planes are worth 12 points and a fuel depot object has four parts, worth 2 points each (8 points total). Destroy all four parts of a fuel depot and the opposing side loses 8 points (you see four chat messages re. destroying the fuel depot and your personal stats show 4 buildings). Questions: Is the info above correct? How do you use the Primary/Failure and Secondary/Failure options and what results do you get? Thanks for any help! Cheers! Jim Edited January 20, 2016 by JimTM
JimTM Posted March 11, 2016 Posted March 11, 2016 (edited) - Bump - Can anyone help me with this? Thanks! Edited March 11, 2016 by JimTM
SYN_Haashashin Posted March 11, 2016 Posted March 11, 2016 Hi Jim, I don't know if it's working in MP for BoS but for RoF it is used in SP to be able to link missions together thru the success or not of the objectives. Other than that, as far as I know, you got the rest correct.
coconut Posted March 11, 2016 Author Posted March 11, 2016 I use the primary objective in MP, it works. Note that it does not end the mission, you still need to do that with an End Mission MCU, or wait until the server-set mission time runs out. After the mission ends, the score board shows the mission as a win, as you would expect. I haven't used secondary mission objectives, as apparently they can only be used with non-zero score multipliers, which are only available for very short missions, IIRC.
JimTM Posted July 21, 2016 Posted July 21, 2016 (edited) Keeping in mind the points I gave above, I did further testing on how scoring works in MP missions. Most of my tests seemed to work as I expected, but one test did not work as I expected. Can any of you mission buildings gurus explain what's going on here or have we got a scoring bug? In all my cases except one, it seems that the score given under the medal icon on the left side of the post-mission statistics is subtracted from the opposing team's point total at the top of the stats screen. From what I understand, the "medal" score includes the 50 points you get for achieving a secondary objective (mission objective translator) plus any points you get per object (e.g., 12 points for an He-111, 8 points for a small fuel depot). Here is the test case that left me puzzled: Mission: JimTMMPTestMissionObjectiveTranslator11.zip Spawn in Pe-2 and dive bomb various test targets. No other players necessary. Case: 1. Destroy He-111 on runway. 2. Make a successful crash landing on a field (i.e., generate an emergency landing message after finishing flight) 3. Re-spawn and destroy any target South of the field (in this case, destroy the fuel depot "Fuel C") Mission ends in 30 seconds. No objects that are linked to mission objective translators are destroyed in this case. Expected Results: Stalemate (because no objective triggered) Medal=14 (6 for plane (half points because of emergency landing), 8 for fuel depot) Plane=1 Flame=4 (4 parts to the fuel depot) Axis points: 500 - 14 = 486 Actual Results: Victory Allies Medal=70 Plane=1 Flame=4 Axis points: 480 Issues: - Victory message generated when no objectives triggered and opposing team did not lose all their points. - Axis lost 20 points, but medal was 70. How is medal calculated in this case? Thanks for any help! Jim Edited July 21, 2016 by JimTM
SAS_Storebror Posted September 12, 2018 Posted September 12, 2018 On 3/11/2016 at 7:10 PM, coconut said: I use the primary objective in MP, it works. Note that it does not end the mission Sorry for resurrecting this old thread, but I have just noticed that apparently in 3.005 the mission does end as soon as you trigger a primary objective. I have triple-checked my mission, there's a 10 minute timer that should end the mission after the primary objective gets triggered (and the timer is set to 10 minutes, not 10 seconds, triple-checked for sure), but in fact as soon as the primary objective MCU gets triggered, a 10 second countdown starts and the mission rolls away. Am I the only one or is this really common behaviour now? I'm asking because I find this mildly annoying. I'd love to give planes a chance at least to RTB after having achieved their mission objectives. Mike 1
JimTM Posted September 13, 2018 Posted September 13, 2018 (edited) 10 hours ago, SAS_Storebror said: Sorry for resurrecting this old thread, but I have just noticed that apparently in 3.005 the mission does end as soon as you trigger a primary objective. I have triple-checked my mission, there's a 10 minute timer that should end the mission after the primary objective gets triggered (and the timer is set to 10 minutes, not 10 seconds, triple-checked for sure), but in fact as soon as the primary objective MCU gets triggered, a 10 second countdown starts and the mission rolls away. Am I the only one or is this really common behaviour now? I'm asking because I find this mildly annoying. I'd love to give planes a chance at least to RTB after having achieved their mission objectives. Mike Yes, I found the same thing. In my test, as soon as I trigger the primary mission objective MCU, a 30-second mission end countdown starts ("Mission end timeout" setting on the DServer). Edited September 13, 2018 by JimTM
JimTM Posted October 25, 2018 Posted October 25, 2018 On 9/12/2018 at 9:43 PM, JimTM said: Yes, I found the same thing. In my test, as soon as I trigger the primary mission objective MCU, a 30-second mission end countdown starts ("Mission end timeout" setting on the DServer). FYI, while learning to set up a scripted campaign for the editor manual, I noticed that the mission objective translator does not end the mission right away, which is good.
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