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Posted
On 2/6/2020 at 8:44 PM, photog95661 said:

As a means to expedite mission building, ensuring that each object has a representative image would be a great help.  It is somewhat frustrating to attempt to select a Vehicle and not see an image.  The only alternative at this point is to add the unknown object to the mission map and zoom in to X magnification.  I realize this is not an earth shaking suggestion, but I suppose it would everyone's use of the editor.   

This:

https://forum.il2sturmovik.com/topic/55820-objects-reference-chart-pdfs/?tab=comments#comment-918884

might be of help.  I know I found it very useful for just the reason's you mentioned.

  • Upvote 1
Jade_Monkey
Posted

I know we are able to build a randomized output using timers and probabilities, but it would be great to have a RANDOM module that triggers one of the output links randomly. Just a simple Random MCU that automatically triggers just one, nothing else.

 

Another suggestion is to have a checkbox in the Complex Trigger that deactivates when it triggers once. Again, I know we can build this but it would be really nice to have it be part of the Complex trigger itself as an option.

  • Upvote 2
  • 3 weeks later...
jollyjack
Posted (edited)
On 2/7/2020 at 5:44 AM, photog95661 said:

As a means to expedite mission building, ensuring that each object has a representative image would be a great help.  It is somewhat frustrating to attempt to select a Vehicle and not see an image.  The only alternative at this point is to add the unknown object to the mission map and zoom in to X magnification.  I realize this is not an earth shaking suggestion, but I suppose it would everyone's use of the editor.   

 

I've made quite a few previews, a lot of work i tell you, and there are some other download for the ones you still might be missing:

 

LINKS UPDATED:

http://www.mediafire.com/file/sqqsyussbr8qbqm/preview_effects_JollyJack.zip/file

http://www.mediafire.com/file/itrj4g6y9sk503v/preview_set_01_JollyJack.zip/file

Backup your original preview folder first?

Edited by jollyjack
lnks updated ...
  • Thanks 2
JG300_Carolus
Posted (edited)

Hello, congratulations on this wonderful simulator that you are selling to us. It is good in many aspects. On the other hand, the editor capable of allowing us exceptional functionnalities. It's a nameless shit, I'm sick each time I use it. The story of an amputee who wants to scratch the lost member...

 

complexity of the programmation is not the problem

 

1/ need save then quit editor and launch game to test when it match, isn't it possible to switch 

2/ undo button absent what a shame

3/ the editor is complex, anybody isn't enginneer, isn't it possible to have a simplified multiplayer mode

4/ disposable groups available basically

5/ do you know dcs editor ? some stuff like that

6/ removing stuffs that don't work

 

shortly said Something user friendly

 

good day


 

 
Edited by JG300_Carolus
  • Confused 1
photog95661
Posted
8 hours ago, jollyjack said:

 

I've made quite a few previews, a lot of work i tell you, and there are some other download for the ones you still might be missing:

http://www.mediafire.com/file/5oytovxee00qh0u/preview_effect_icons.zip/file

http://www.mediafire.com/file/ifaib9c94f1t4zi/previews_JollyJack_01.zip/file

 

Backup your original preview folder first?

 

Thank you for these.  I have already added them to my preview folder.  Thank you once again.

  • Upvote 1
  • 1 month later...
=JFC=Danger13
Posted

HI, maybe simplification of route waypoints.

i find having to link the plane to the w/point then the w/point to the plane and then repeat for every w/point on the route, and then for every group in the flight frustratingly time consuming.

Posted

Select the waypoint

Press shift and click on the place you want another one

Links are automatically done

  • Like 1
  • Upvote 1
Posted (edited)

I am sure this also may have been suggested. Group/Ungroup objects by clicking them via the tree - using the CTL and SHFT keys like in windows.

Edited by JG7_X-Man
  • Like 1
Posted

One thing I'm slowly learning is not to wish for a system that replicates another mission editor.  This editor is unique and very powerful.  Yes it's VERY hard to master, if one can "master" it at all.

All I ever ask for is clarity on how it works and how to make it work for a person's specific needs.

To that end Jim TM is revamping his excellent, although dated, mission building guide.

Until he's done I am happy with reading the manual, Trial and Error testing and asking questions. 

To quote an unknown mission builder, "You don't really learn until you make a mistake" - 'The Mission Builder According To Beebop' available from inside my head)  ?

=JFC=Danger13
Posted

Thanks, i am slowly getting it ?

=JFC=Danger13
Posted

Just 1 thing, is it possible to make ai flights start airborne in DF misions? cant seem to get a decent sized flight to take off, fly a bombing run and return.... in formation, i always seem to lose aircraft in collisions before they get to form up.

 

i am looking at a 30 or so flight of 111's covered by 109's, i know i can trigger  new flights so i can get continuous runs, but i cant seem to get them to start in the air. 

Posted
2 minutes ago, =JFC=gunnycook said:

Just 1 thing, is it possible to make ai flights start airborne in DF misions? cant seem to get a decent sized flight to take off, fly a bombing run and return.... in formation, i always seem to lose aircraft in collisions before they get to form up.

 

i am looking at a 30 or so flight of 111's covered by 109's, i know i can trigger  new flights so i can get continuous runs, but i cant seem to get them to start in the air. 

 

Do the following:

  • In Plane Properties, set Y to the altitude you want the plane to start at.
  • In Plane Advanced, set the dropdown list at the top right to In Air.
  • Like 1
=JFC=Danger13
Posted
29 minutes ago, JimTM said:

 

Do the following:

  • In Plane Properties, set Y to the altitude you want the plane to start at.
  • In Plane Advanced, set the dropdown list at the top right to In Air.

Thanks, worked a charm. 

Posted (edited)
44 minutes ago, =JFC=gunnycook said:

Thanks, worked a charm. 

 

Great! You're welcome.

Edited by JimTM
=JFC=Danger13
Posted

he111 now spawns in at 3k as requested, but wont fly the route, it spawns and orbits.

it doesn't seem to want to fly to the first waypoint

 

i created a take off and landing route, which works,

so i reset the altitudes of that one to 3k and set plane properties to in air. 

still just orbits.

used mcu's--

mission start

timer

takeoff.

 

plane properties, on takeoff  with waypoint as the target

 

tried replacing "take off" with "activate", still the same

 

 

 

Posted

Sounds like either you haven't enabled your first waypoint, Object linked your first waypoint to the 111 or there is too much time in the waypoint trigger for the first waypoint.

I have a group I download a while back that has a 5 minute wait in the first waypoint trigger for the first waypoint so I reset it to 3 seconds and the planes now spawn and begin flying to waypoint 1 immediately.

 

Can you upload the mission here so someone can look at it?

Posted
On 6/12/2020 at 7:45 PM, JG7_X-Man said:

I am sure this also may have been suggested. Group/Ungroup objects by clicking them via the tree - using the CTL and SHFT keys like in windows.

 

That's one of the first ones i put up last year. But i use the search and select tool as a work around. But the logics of it surprise me often.

Jim_TMs manual has some info on how it works, spread across a few pages. Worth a read when grouping.

=JFC=Danger13
Posted

i uploaded it, its just a simple try to get it to follow a route, still fumbling around with the very basics.

 

base has one plane on it so i can spawn in, 1 he111 at 3k alt 350kmh, 4 turns.

its on the first base at the bottom of the map.

Stalingrad.rar

Posted (edited)

These recent posts are off-topic and further related posts should probably be in a separate thread.

 

Reply to =JFC=gunnycook moved here.

Edited by JimTM
=JFC=Danger13
Posted
1 hour ago, JimTM said:

These recent posts are off-topic and further related posts should probably be in a separate thread.

 

Notes:

  • Clear the enabled checkbox in the advanced properties of the plane so it does not show up until activated.
  • .......on pg. 51 of the editor manual.

Sorry about that, was receiving help and got carried away, will make another thread.

 

 

  • Thanks 1
Posted

I just though of one - this may have already been addressed

 

When you left click on a linked object (in addition to highlighting the icon, the connection with other icons are traced like in MS Excel (Condition Precedent/Condition Subsequent) with moving "---" lines so we can easy trace the linkages b/w objects.

 

  • 1 month later...
super-truite
Posted (edited)

It would be nice to have more control over tanks in the editor:
- waypoints with forced reversing (especially useful in cities)
- force turret rotation MCU (with angle parameter)
- force tank rotation MCU  (with angle parameter)
It is really difficult to develop highly scripted mission especially in crowded environments like cities, because tanks do not maneuver well and we need to "help" them. 
 

A playSound3d MCU would be nice as well to add localized sounds 

Edited by super-truite
Posted
34 minutes ago, super-truite said:

It would be nice to have more control over tanks in the editor:
- waypoints with forced reversing (especially useful in cities)
- force turret rotation MCU (with angle parameter)
- force tank rotation MCU  (with angle parameter)
It is really difficult to develop highly scripted mission especially in crowded environments like cities, because tanks do not maneuver well and we need to "help" them. 
 

A playSound3d MCU would be nice as well to add localized sounds 

 

1. Can be done now.

2. Not as far as I know. Of course they will automatically target enemy targets if desired.

3. Can be done now.

 

The editor is actually very powerful. Used with imagination anyway. :salute:

 

Check Advanced Formation Options

advancedformation.PNG

  • Thanks 1
super-truite
Posted

Oh my bad thanks 

Posted

I am learning (slowly and with LOTS of mistakes) to read every dialog box available for a  particular object or MCU thoroughly and read every entry.

As convoluted and non-intuitive as this editor is you can do some remarkable things with it.

And yes, sometimes it does take imagination.

Still hoping that Jim or someone can find time to update the current manual.

Posted
2 hours ago, super-truite said:

Oh my bad thanks 

 

The point is that you have to script every movement, unlike an aircraft.

It's a completely different ball of wax.

super-truite
Posted (edited)

yes, I got it working in the end (p: 244 of Jim's manual for rotation and reverse mode for vehicles). A bit non intuitive. One of the trap is that you need to add a "Continue Moving" formation command after your "Set Direction and Stop" formation command. Otherwise the tank is stuck. It gets really messy and tedious to control my tank in my use case but nothing coffee and time cannot overcome ?

Edited by super-truite
  • Upvote 2
Posted
7 hours ago, super-truite said:

yes, I got it working in the end (p: 44 of Jim's manual for rotation and reverse mode for vehicles)...

 

You mean pg. 244 of the manual.  :-)

super-truite
Posted (edited)

indeed ? (edited)

Edited by super-truite
Posted
On 2/7/2020 at 5:44 AM, photog95661 said:

As a means to expedite mission building, ensuring that each object has a representative image would be a great help.  It is somewhat frustrating to attempt to select a Vehicle and not see an image.  The only alternative at this point is to add the unknown object to the mission map and zoom in to X magnification.  I realize this is not an earth shaking suggestion, but I suppose it would everyone's use of the editor.   

 

CHANGES TO THE EARLIER MADE REPLY: (I've made quite a few previews, a lot of work i tell you, and there are some other download for the ones you still might be missing:)

 

LINKS UPDATED:

http://www.mediafire.com/file/sqqsyussbr8qbqm/preview_effects_JollyJack.zip/file

http://www.mediafire.com/file/itrj4g6y9sk503v/preview_set_01_JollyJack.zip/file

Backup your original preview folder first?

  • Thanks 1
  • 1 month later...
Posted (edited)

Are there boolean MCU:s? If not there should be. At least AND and OR triggers in a single MCU would be great. Also a "Random" trigger with 2 or more outputs with a chance for each option. Salt and pepper would be if multiple of these options could trigger simultaneously.

Edited by NoBigDreams
Posted (edited)
9 minutes ago, NoBigDreams said:

Are there boolean MCU:s? If not there should be. At least AND and OR triggers in a single MCU would be great. Also a "Random" trigger with 2 or more outputs with a chance for each option. Salt and pepper would be if multiple of these options could trigger simultaneously.

 

See this post for boolean logic using combinations of MCUs. There are no single boolean MCUs that I'm aware of.

Edited by JimTM
  • Thanks 1
Posted

Chatting with BeeBop i realized we need to bump how important the ME is for a lot of IL2 fans ...

 

At least for me it is about 70% of the 'fun' of the whole caboose, and wouldn't even mind to invest in a pre-release special paid ME-editor PRO XXL version even. 

 

With a proper time saving test mode with the game running, proper un- and re-doing, map heights and surface editing improved & working.

Maybe the possibility of 3D mgm making tools for buildings and other static stuff. Fingers crossed ........

 

  • Upvote 3
  • 3 weeks later...
Posted (edited)

The editor is what can expand the community, that's what happened with 1946, and then the sales for the devs...

 

After the visibility, dear Devs please work on the editor to make it more user-friendly (like in DCS)

 

 

 

Imagine :

mission_editor_palpatine.jpg

 

 

Edited by JG300_Egon
  • Upvote 1
JG300_Carolus
Posted

with a friendly user editor, i do not say simple, you could sell a lot of vehicules, planes etc (commercial stuffs)

do work on the editor

find a guy in the street and give him the mission to update the editor

 

please !!!!!!!

  • Like 1
Posted
10 hours ago, JG300_Carolus said:

 

find a guy in the street and give him the mission to update the editor

 

please !!!!!!!

 

Not going to happen.

The mission editor is what it is, powerful but daunting at first especially if you haven't bothered to put any time into learning it.

After a bit it becomes easier and much quicker to work in, especially after you have some building blocks prepared that can be reused again and again.

 

What it needs is stability - other than that I wouldn't want the Devs putting any time into it and I don't believe they're going to.

We need new objects (which are coming) and some new effects (which I also hope are coming) but the basic functionality is not going to change.

So either learn it or don't but don't put your hopes into a revamped editor...especially from "some guy on the street" ;)

 

 

 

  • Upvote 1
Posted

Stability would be fine.

But the only problem i still have more frequently is

the editor won't close correctly.

In more cases I want I'll have to kill it (after closing it) by using the task manager

because either the new started game or the new started editor is telling me 'another instance is active'

 

And for any update to the editor

(and implementing some functions like NAND NOR XAND ... gates) would be nice

but before adding anything new it would be better to have the existing functions work under ANY condition.

 

Some of the triggers (checkzone, proximity b.e) are working NOT in every environment.

Using them with a dedicated dServer or singleplayer will work

Using them in multiplayer maps hosted by players (from inside the game) will not work.

So using these triggers you are either bound to a dedicated dServer or a singleplayer map.

And to get these simplified triggers work under a player hosted multiplayer map

you have to replace them all  by 'complex triggers' (using more resources) in addition with counters and other triggers (using additional resources, too)

So that should have chenged updated first.

 

Next thing is:

Modifying any of the existing functions would mean

- all existing missions created would need to be changed if they use one of the modified functions

 

And the last thing is:

With the editor at the present stage (even if it is really hard to manage)

there is nothing that cannot be realized when you've got in touch with the editor.

And even if its (especially when creating more complex things) like calculating PI with a sheet of paper and a pencil only,

it is possible (but it may need a lot of resources behind the keyboard)

 

And as a summayy

The devs already implemented some new functions (modifying timers and counters)

what did not affect existing missions

but made creation of complex calculations much easier.

And I guess (as they have to use the same tool for creating the campaigns included)

there are also some functions they would have to be added.

But all that takes time AND human resources.

 

And to any guy who makes a purpose to 'find somebody and give him that job'

apply for that job yourself AND do it...

 

Deci

Posted

Most of the problems in Mission Editor are mostly between my right and left ear lobes, right in the middle.

  • Haha 2
Posted (edited)
1 hour ago, namhee2 said:

Most of the problems in Mission Editor are mostly between my right and left ear lobes, right in the middle.

 

Most, but none of those that JG4_Deciman listed. And the list just scratches the surface. I find your remark somewhat malicious, although you perhaps tried to be funny.

 

Edit: Ok, you referred to "My". I did not read it well enough. Sorry.

 

Editor is great. I would not be here without the editor;  it is essential and very powerful. But there are some many things that do not work as expected or as described. I find building SP mission much more reliable, but MP missions need so much more work and testing to find those that do not work in MP for example. And it does not make it any easier when you cannot jump to any plane in Dserver version of the mission. I really respect all the guys who have taken hold of the editor and are using it for good of all and their buddies.

Edited by Hanu
Re-read the text
Posted (edited)

Salutations,

 

The current editor is not for the faint of heart or those with limited time in their lives for such things. 

 

There is a mystical rumor floating in the ether that JimTM is working on updating the current editor. Real on not... any updated editor will most likely NOT be simpler to learn and apply. It will just be updated.

 

Sorry, but don't expect any nifty new or simpler editor.  :coffee:

Edited by Thad

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