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Menacing Ferrets Missions


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Menacing_Ferrets
Posted

Well I've finally beaten my close and capture Airfield into submission and I offer it to you in single player and multiplayer versions.  

 

These are both flyable for sure, but are mainly an introduction to the easy to place and connect groups I've developed.

 

I will be releasing these groups with a video tutorial in the near future so you can easily set up a super mean, super fun airfield without tying your brain in knots, or having to spend countless hours testing.

 

 

Download the Missions here

 

 

Entertaining 10 minute Video demonstrating Airfield logic in action. Subtitles guide you through the action.  Used nighttime setting to show the base guns in action using their searchlights. 

 

Watch Demonstration Video Here

 

 

 

post-80326-0-36275300-1447834455_thumb.jpg

post-80326-0-66743300-1447834458_thumb.jpg

  • Upvote 2
Posted

Cheers man!

 

Will be checking this oot for sure.

  • Upvote 1
Menacing_Ferrets
Posted

LOL, you don't have much of a choice because you help me test it already :)

 

 

Posted

Yeah true, but the pics help. :)

  • Upvote 1
Posted

Nice, thanks for the info on how to use the groups as well...that will be helpful.

 

Looking forward to see what you cook up next.

  • Upvote 1
Menacing_Ferrets
Posted (edited)

So this morning I check the Stats page...  The last sortie (shown in video at the end) where I capture Rodnik with my trusty Heinkel logged me as captured!!  

 

Tried it again, and YEP, captured message in game at end of sortie....   Went in and adjusted the capture trigger closer to the Airfield object. 

 

Still no go...    bleh.   I am thinking "I capture Naglbaevka just fine with a landing logged. What gives?"

 

FLASH!  The Airfield object at Rodnik is a copy of Naglbaevka, so I went in and changed the callsign for Rodnik and POW it's fixed!!

 

Glad that bump didn't take me getting all frustrated after hours of trying to figure it out.

 

Well that required me to release v1.7 so I dove in and adjusted the capture trigger at Rodnik.

Put it back in front of the hangar and made a change that impacts the gameplay of capturing big time. Tested and am thrilled with the result. No more rolling/flying or crashing through the trigger.  You MUST park!! I also marked where to park at Rodnik.  See change log for more info.

 

Here are AFUFO v1.7 SP and MP versions

 

 

 

CHANGE LOG

 
v1.7
 
Rodnik Airfield object callsign changed to Spruce. It originally was a copy of Naglbaevka's Airfield and had the same callsign.
This led to AC landing at Rodnik being captured even though the Airfield was the correct country.
 
Rodnik Capture Trigger changed from on vehicle entered to on vehicle stationary alive. Added two small fires on perimeter of Capture Trigger
to make it easier to see where one must park the HE111 or PE2 to facilitate capture.
 
Removed Single AI PE2 that captured Rodnik.  Naglbaevka still plays out it's AI ballet so you can still see what is required for 
base closure.
 
MP version of the .lst file generated with file path data/multiplayer/dogfight/afufo mp/  <- you still may need to open with editor and save depending on the location you wish to run this
Edited by Menacing_Ferrets
Posted

 

So this morning I check the Stats page... The last sortie (shown in video at the end) where I capture Rodnik with my trusty Heinkel logged me as captured!!

 

Tried it again, and YEP, captured message in game at end of sortie.... Went in and adjusted the capture trigger closer to the Airfield object.

 

Still no go... bleh. I am thinking "I capture Naglbaevka just fine with a landing logged. What gives?"

 

FLASH! The Airfield object at Rodnik is a copy of Naglbaevka, so I went in and changed the callsign for Rodnik and POW it's fixed!!

 

Glad that bump didn't take me getting all frustrated after hours of trying to figure it out.

 

Well that required me to release v1.7 so I dove in and adjusted the capture trigger at Rodnik.

Put it back in front of the hangar and made a change that impacts the gameplay of capturing big time. Tested and am thrilled with the result. No more rolling/flying or crashing through the trigger. You MUST park!! I also marked where to park at Rodnik. See change log for more info.

 

Here are AFUFO v1.7 SP and MP versions

 

 

 

CHANGE LOG

 

v1.7

 

Rodnik Airfield object callsign changed to Spruce. It originally was a copy of Naglbaevka's Airfield and had the same callsign.

This led to AC landing at Rodnik being captured even though the Airfield was the correct country.

 

Rodnik Capture Trigger changed from on vehicle entered to on vehicle stationary alive. Added two small fires on perimeter of Capture Trigger

to make it easier to see where one must park the HE111 or PE2 to facilitate capture.

 

Removed Single AI PE2 that captured Rodnik. Naglbaevka still plays out it's AI ballet so you can still see what is required for

base closure.

 

MP version of the .lst file generated with file path data/multiplayer/dogfight/afufo mp/ <- you still may need to open with editor and save depending on the location you wish to run this

Awesome stuff. Im thinking of creating a mission where you must also meet your ground forces at the same airfield in order to take it over.

  • Upvote 1
Menacing_Ferrets
Posted (edited)

A counter set to 2, one being the AC trigger, second being the vehicles triggering their own check zone, counter at 2 changes the airfield, BAM.  Great idea. I like it. Depth is good!

 

 

 

....then maybe populate the airfield as Coconut explained with AI...    hmmmmm    :biggrin:

Edited by Menacing_Ferrets
Posted

Comes handy! Thanks for sharing Menacing_Ferrets.

  • Upvote 1
Menacing_Ferrets
Posted (edited)

AFUFO base logic has been cleaned up and made portable, from this...

post-80326-0-25059000-1448086652_thumb.jpg

 

 

To this....   (yes i totally stacked all that logic in that center node)

post-80326-0-50087900-1448086658_thumb.jpg

 

 

 

 

Download AFUFO Airfield Files Here

 

Have included...

 

  1. Text File with detailed instructions on how to place this group.
  2. Folder with group file
  3. Folder with mission file showing the above two images side by side

 

This Airfield Group works as described in the video linked at the top of this thread. (minus the runway lights and guns *forthcoming*)

 

Questions, comments, concerns, discussions, suggestions, are all welcome

 

 

X4 Gun group and Runway lights w/ checkzones and how to connect them to this coming soon.....

Edited by Menacing_Ferrets
  • Upvote 1
Posted

~S~ "MF",

 

Yeah, "somewhere" named missions.gtp.

 

Ungtp does decompile them, but trying to reload them in the Editor, even after having hosting them, nyet.

 

No list file, no mission file, no dice.

 

And your link is dead.

 

!S -Jupp- :salute:

  • Upvote 1
Menacing_Ferrets
Posted (edited)

Jupp, yeah i totally found that file ".gtp extension", the dserver pointed me there when i loaded the "rankedtankadvance" but couldn't find a decompiler for the file type (always something about guitar tableture LOL) . I have a hard enough time dealing with all the extension types i use now.  Gimp, Midi stuff, DBase stuff, webhosting, ftp hosting, game server hosting, CAD stuff, CNC controller stuff...  YiKES!   :)

 

I had read about using the folder in TRACKS so i tried it out. Can't remember if it was LoupVert (<S> for mentioning it again it's a super handy tool, just like shift O and shift T in the editor) or not as it was a while ago.  This was my first time doing it however. It worked perfectly as it just parsed the original mission file. Tell you what, those influence areas and frontlines are in the mission are beautifully drawn. I will pee myself if they add a scaling snap to grid function to editor. The mission is cruelly simple yet complexly designed.  I am impressed, and learned a ton!!

 

So yeah like LV said, I just did some of the work for ya organizing, but the mission is 1C/777's work.  That group with just the four bases from the middle should be easily place-able without front lines or the airfields they connect to now.  Just have to set the ground objects on the ground and keep the Combat areas at 500m (or what ever they are at)

 

All the onmissionbegins are in the right place. It looks to me like that group should work on any map, as is, self contained.

 

I stared at it for a while after I got it all cleaned up. because that's how i learn. It really is pretty. Also moving stuff around like I did to arrange it made me understand it better.  I really like the flag objects.  I can see why they waited for tanks to drop that nice little nugget on us. It makes tanks viable in such a large scale sim.

 

BOS is the gift that keeps on giving, i swear.

 

You tried tanks? I thought they'd be an interesting diversion but little more, but RIGHT off the bat I was having a blast with em!! As everything else, the modeling is SUPERB!! The controls are very intuitive if you map the two axes at the bottom of main controls to throttle and rudder.  Scaling the engine is key, and you cannot do that with keyboard very well.

 

Well enough ranting, I am gonna test the flag object I wrote into my AFUFO mission.  Happy Thanksgiving ALL  

MF out 

Edited by Menacing_Ferrets
Posted

~S~ "MF",

 

Yes, you did. Thanks.

 

Keep 'em Flying,

 

!S -Jupp- :salute: 

Posted

Bunches of thanks :salute:

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