=LG/F=Kathon Posted August 8, 2015 Posted August 8, 2015 In properties I select the next mission file and trigger the Next Mission translator by a timer but after mission end the DServer loads the same mission ignoring settings in NextMission translator. Anyone knows how to use it?
Jupp Posted August 8, 2015 Posted August 8, 2015 ~S~ Kathon, You need to have the missions chronologically in order in the .sds Deserver. The goal of a mission set up to end a mission should then start the next mission down the list of those you selected in the Dserver. Thus the need for "chronologically" loaded, meaning ordered actually. That would mean anyone present will just load the next mission, not having to exit or be ejected. As far as I know there is no ability (or MCU's) for randomization, or a "if A = x then z" routine, thus stymieing many plans and ideas here. The missions load in the Order from first to last that you select them in the Dserver Interface. 1 ends starts 2, then 3, then 4, .etc. Also, (like I do), you can just set a timer in the Deserver Advanced Options, that will make the mission roll to the next one in a set amount of time. Hope that helps, !S -Jupp-
=LG/F=Kathon Posted August 8, 2015 Author Posted August 8, 2015 Hi Jupp, I'm aware of mission list in DServer, but was wondering how to use NextMission translator in Map Editor. Does it change order of the list? Does it work in MP? How to use it properly. It's name suggest that it determine the NexMission files.
coconut Posted August 9, 2015 Posted August 9, 2015 @@=LG=Kathon I don't think it works in the game currently. Supposedly to be used in a single-player campaign, I hear. If you want to go to the next mission in a MP rotation, simply use the "Mission End" MCU. 1
SCG_HITMAN_413 Posted February 15, 2021 Posted February 15, 2021 It is six years now since there was something posted here. I was wondering if something changed? Did someone found if this trigger works now and how to use it? I did some testing and could not make it work, with my limited experience with the editor. And this funtion is critical if I want to create a dynamic war scenario with more diverse ground objectives.
SCG_Limboski Posted February 15, 2021 Posted February 15, 2021 I was recently not able to get it to work, and this function seems to not be implemented as implied in the ME user's manual.
LLv34_Temuri Posted February 16, 2021 Posted February 16, 2021 13 hours ago, =BGA=HITMAN_3 said: And this funtion is critical if I want to create a dynamic war scenario with more diverse ground objectives. What is wrong with using the Mission End MCU that coconut suggested?
SCG_HITMAN_413 Posted February 16, 2021 Posted February 16, 2021 1 hour ago, LLv34_Temuri said: What is wrong with using the Mission End MCU that coconut suggested? I need to load a specific mission after this one is conpleated. And this mission is based on victory conditions. If the russians win, the enxt mission I need to load is the one with the russian lines moved forward in german teritory. And if the germans win, in russian territory. The next mission file is dependent on which side will complete their objectives first. If you know another way to do it, I would appreciate if you share.I can't just load all the files I have and just play them in a roll. I want the players to determine the outcome of the war. If they win, every next file will have new objectives, further in enemy territory. If they lose, they lose ground as well. I have managed to create dynamic moving front line durring the match, but I cannot overly populate the server with all the objectives and just set the server time to never expire. Simply it is too much objects and will not work for the palyers or my server. So I have to work with different mission files. That way I am achieving more or less the same result and neither the server is overloaded, nor the player's PC.
LLv34_Temuri Posted February 16, 2021 Posted February 16, 2021 3 minutes ago, =BGA=HITMAN_3 said: If you know another way to do it, I would appreciate if you share. If you're generating the mission to be run next via some external application, you can just use e.g. two different mission names in your sds and have the system generate the needed mission type (russian/german advance) to as the mission that is to be run next according to the sds. If you're using pre-built missions (not generated on the fly based on how current mission runs), then I'd say it's more of a scripted campaign, not dynamic, and there I guess you'd need to be able to specify the specific mission to be run. 1
SCG_HITMAN_413 Posted February 16, 2021 Posted February 16, 2021 1 hour ago, LLv34_Temuri said: If you're using pre-built missions (not generated on the fly based on how current mission runs), then I'd say it's more of a scripted campaign, not dynamic, and there I guess you'd need to be able to specify the specific mission to be run. Yes i am using pre-build missions. The dynamic aspect is that if the germans for example win the first battle the line will move in russian territories and if they lose the next one it will get back to the previous line, so the Soviets can get on the offensive this time. And that is why I need to able to pick a specific mission file, based on the outcome. Unfortunately my still limited knowledge with the editor and mission creating is preventing me from doing more yet. The servers I visited so far are having rather boring ground objectives for the tank players. So I was hoping to make something more diverse and put it in this frame, until I get more knowledge of the editor. 1
LLv34_Temuri Posted February 16, 2021 Posted February 16, 2021 22 minutes ago, =BGA=HITMAN_3 said: The servers I visited so far are having rather boring ground objectives for the tank players. I'm always open to ideas regarding our server 1
SCG_HITMAN_413 Posted February 16, 2021 Posted February 16, 2021 (edited) Don't get me wrong. You did a great work with your server. That is where I got my motivation to do something my self. Just the ground objectives apear to be the same layout, just with different spawn areas. I am great fan actualy how after each battle your server calculates the amounth of damage done and adjusts the front lines accordingly. I will post some areas I created for my mission file. And take in mind that I get a bit crazy when it comes to detail, so the avarage player may not be that impressed, but the crowed here in sturmovik is different, so I thought more detail on the airfields, tank spawns and ground objectives will immerse them more in the combat. Tank spawn camp for the germans: Soviet supply depot and oil storage Soviet forward artillery position in industrial zone Bridge objective ,more difficult point to capture I did have the sever up a few days ago with this file and managed to get twelve to fifteen people to play on both sides, but after a while it will get borring to fight for the same objective. That is why I need to find how to make it change with about ten to fifteen maps to fight for depending on the victory outcome Edited February 16, 2021 by =BGA=HITMAN_3 1
Cynic_Al Posted February 16, 2021 Posted February 16, 2021 On 8/8/2015 at 4:42 PM, =LG=Kathon said: In properties I select the next mission file and trigger the Next Mission translator by a timer but after mission end the DServer loads the same mission ignoring settings in NextMission translator. Anyone knows how to use it? I just tested it and it seems to require that you trigger a Mission End MCU after setting the next mission. Also I found that I had to set the path using the Next Mission's browse button; when I typed it manually in the correct case, it didn't respond. 1 2
SCG_HITMAN_413 Posted February 16, 2021 Posted February 16, 2021 (edited) 2 hours ago, Cynic_Al said: I just tested it and it seems to require that you trigger a Mission End MCU after setting the next mission. Also I found that I had to set the path using the Next Mission's browse button; when I typed it manually in the correct case, it didn't respond. Cynic_AI you are golden my friend! Worked like a charm. For those of you that are wondering what is the exact way to do it I am posting pics from my editor with short explanation: I have placed two german trucks that are linked with a counter(1). When triggered the counter is activating the translator Next Mission(3), where you have specified the path to your next mission file. I am also activating a subtittle(2) with a message that is anouncing the result of the battle and finally activating the translator End Mission(4) with a timer, so I can be sure that the Next Mission translator is activated by that time. There are some more complicated scenarios you can trigger, but that is up to you. Again Cynic_AI, great advice mate! Also do not forget to add your mission file all over again in the Dserver config menu every time you make changes. It seems once the config file loads a mission, it remebers that configuration until you reaload it again, no matter how much changes you do. Edited February 16, 2021 by =BGA=HITMAN_3 1
jollyjack Posted February 17, 2021 Posted February 17, 2021 On 2/16/2021 at 10:50 AM, =BGA=HITMAN_3 said: Don't get me wrong. You did a great work with your server. That is where I got my motivation to do something my self. Just the ground objectives apear to be the same layout, just with different spawn areas. I am great fan actualy how after each battle your server calculates the amounth of damage done and adjusts the front lines accordingly. I will post some areas I created for my mission file. And take in mind that I get a bit crazy when it comes to detail, so the avarage player may not be that impressed, but the crowed here in sturmovik is different, so I thought more detail on the airfields, tank spawns and ground objectives will immerse them more in the combat. Tank spawn camp for the germans: Soviet supply depot and oil storage Soviet forward artillery position in industrial zone Bridge objective ,more difficult point to capture I did have the sever up a few days ago with this file and managed to get twelve to fifteen people to play on both sides, but after a while it will get borring to fight for the same objective. That is why I need to find how to make it change with about ten to fifteen maps to fight for depending on the victory outcome I found it hard with standup oiltanks, only hitting the pipes seem to do it with tank ammo. It's even impossible blowing up these laying oiltanks with a tank, only crashing into them works. ... wonder if 4.506 has a fix.
SCG_HITMAN_413 Posted February 18, 2021 Posted February 18, 2021 You can reduce the damage treshold of the oil tanks in the editor and will be blown up rather easy.
DD_Friar Posted February 25, 2021 Posted February 25, 2021 @SCG_HITMAN_3 - Nice work, although reading your picture is a bit difficult for the text, I think giving examples of mission scripts work best with a black background. Also do you have any experience of building the missions and code on your own pc and then uploading it to a server? I was wondering how set the location of the next mission is? Obviously the file location will be the same (... 1C Game Studios\IL-2 Sturmovik Great Battles\data\Multiplayer\Dogfight for example) but does the directory/drive get imbedded? Salute Friar
SYN_Vander Posted February 25, 2021 Posted February 25, 2021 (edited) 2 hours ago, DD_Friar said: @SCG_HITMAN_3 - Nice work, although reading your picture is a bit difficult for the text, I think giving examples of mission scripts work best with a black background. Also do you have any experience of building the missions and code on your own pc and then uploading it to a server? I was wondering how set the location of the next mission is? Obviously the file location will be the same (... 1C Game Studios\IL-2 Sturmovik Great Battles\data\Multiplayer\Dogfight for example) but does the directory/drive get imbedded? Salute Friar The file location path always starts in <your install directory>\data if I’m not mistaken. So you can export your mission files safely to a server as long as the paths/names behind ..\data\ is the same. But you may want to check the path in the .mission file itself if it doesn’t work. If I remember correctly the game uses / instead of \ or the other way around. Btw, this feature was already there in RoF ? to make it possible for an online campaign with multiple branches. Edited February 25, 2021 by SYN_Vander
SCG_HITMAN_413 Posted February 25, 2021 Posted February 25, 2021 10 hours ago, DD_Friar said: @SCG_HITMAN_3 - Nice work, although reading your picture is a bit difficult for the text, I think giving examples of mission scripts work best with a black background. Also do you have any experience of building the missions and code on your own pc and then uploading it to a server? I was wondering how set the location of the next mission is? Obviously the file location will be the same (... 1C Game Studios\IL-2 Sturmovik Great Battles\data\Multiplayer\Dogfight for example) but does the directory/drive get imbedded? Salute Friar Yes I do make it on my PC and then to the server. I simply place the folder with the mission files in the same place on my server. And no, it does not consider the disk path. I assume it knows where your game is and it takes it from there, simply because you imput only from Multy/Dogfight and so on. 1
GOA_Walter_Nowotny Posted April 3, 2022 Posted April 3, 2022 I came to this post because I am trying to use the Translator Next Mission for a Single Campaign. As indicated, after triggering Next Mission, I then give Mission End (6 sec. later), but it doesn't go to the next mission loaded in the Next Mission. (the missions are in the same folder). It just ends. The test mission consists of: From a flying aircraft: - If I land in Yantar, the next mission starts in Yantar. - If I land in Lapino, the next mission starts in Lapino Am I doing something wrong, or is this function not implemented yet? Thanks!
SYN_Vander Posted April 3, 2022 Posted April 3, 2022 6 hours ago, GOA_Walter_Nowotny said: I came to this post because I am trying to use the Translator Next Mission for a Single Campaign. As indicated, after triggering Next Mission, I then give Mission End (6 sec. later), but it doesn't go to the next mission loaded in the Next Mission. (the missions are in the same folder). It just ends. The test mission consists of: From a flying aircraft: - If I land in Yantar, the next mission starts in Yantar. - If I land in Lapino, the next mission starts in Lapino Am I doing something wrong, or is this function not implemented yet? Thanks! It is for a multiplayer server, to determine next mission in rotation.
GOA_Walter_Nowotny Posted April 3, 2022 Posted April 3, 2022 2 hours ago, SYN_Vander said: It is for a multiplayer server, to determine next mission in rotation. Thank you Vander, I had read Coconut above who said that he understood it was for single missions. It would be interesting if this were implemented in Single Missions or Campaigns. For Campaigns they would make them more dynamic.
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