Jump to content

Recommended Posts

Posted

I am translating the Prankster ME Guide to try help a colleague, "mission maker" of il-2'46 try do something in BoS.

 

But this guide assume that one have basic knowledge of ME, is not "4 Dummies". :)

 

Example, say make a "Target Link" from this to that... but don't tell how do this. 

 

I try replicate some examplesof the guide and the problem is:

 

I place a object on map, e.g. a truck, make then a "Linked Entity", the place a MC Mission Begin and a Trigger:Timer, that I should link to the truck.

 

And now the problem start, when I click to place this items in the map is show a square on the place:

 

image.png

 

Is not show icons for objects placed like in this picture:

 

http://s7.postimg.org/5oia2ow6j/Bo_S_On_Plane_Spawned_6.jpg

 

- The only icon I see here over map is for Player plane. I test the mission and the trucks are there, but do nothing...

 

Try click with mouse Target or Object cursor over the box of truck result in nothing. No way to make a link.  :(

 

And if I click over the map the selection and square disappears, but the item name are in mission tree. 

 

What I am doing wrong?

Some command is missing for show icons?

How select objects on map with mouse, or no way? Find then in mission tree is not easy if don't give custom name. All are "blocks".

Perhaps my ME are corrupt?  :huh:

 

 

 

 

 

 

 

 

Posted

If you cannot make a link with the Target or Object cursor, it means that the link is not valid. For example, you cannot target link or object link a timer trigger to an object, but you can target link it to an activate trigger (like in your second screenshot).

 

Regarding your invisible icons, try opening the Object Filter ("Obj Filt" button in the toolbar) and make sure all the items are selected. It looks like you have the "Draw Icons" button (red "i" in toolbar) pressed, so that's not the problem.

Posted

"Dummie's" problem, the filters are all off - minus for planes.  :)

 

Thank you.

Menacing_Ferrets
Posted

That filter is STUPID helpful sometimes!!!  Remember it's there!!

No601_Swallow
Posted (edited)

That filter is STUPID helpful sometimes!!!  Remember it's there!!

 

Bugger! My first (and only) language is English, and I don't think I understand this! D'oh! MF, do you mean it's actually really helpful sometimes? Or that it's just stupid, and we all should remember it's not accidently pressed?

 

(I'd bet you mean the first: that it's 'seriously' helpful (as I'd say in my variety of English). But I'm thinking a little of non-native speakers who might read this.)

 

Also: I'm not able to access my game at the moment (for stupid RL reasons), and I can see why this filter might (and should) be useful, but why is it useful in your experience? (Unless of course, it's not...!  :unsure: )

Edited by No601_Swallow
Menacing_Ferrets
Posted (edited)

The term stupid in this case is poor american slang, sarcastic for emphasis.  Bad can be used in this way too, as can sick

 

LOL! Sorry Swallow.  That object filter is EXTREMELY useful. For example when I generate a quick mission in game, then go into the editor to modify it for MP the first thing I do is find all the Mission Begin translators so I can start piecing together all the logic chains mentally. These are not easy to find normally.  A simple 'clear all' in object filter, then check mcu translators and they pop right out!  Same with airfields, planes, vehicles. QMB will also toss stuff in there like mission objectives that don't quite work in a MP context. They are often times hidden under the player spawn Plane object or elsewhere. Helpers are also easy to find using the Filter and since MP doesn't really need these things it is quite simple to remove them where-ever they are hiding.

Using the QMB or Campaign to generate a mission and then editing it is extremely informative to a mission builder, and is a great way to get a new mission started fast.  Without the object filter it would be a nightmare to work through some of the logic stuff when you weren't the one to place every single object and logic block.  Heck in some of my own earlier missions after months of running on the server something'll pop up that needs to be addressed (usually with scoring targets for mission objectives) and I need to get to all the counters. Filter makes this much easier. My earlier missions were somewhat of a mess even though they worked well. 

 

 

 

Wanna know the two biggest game changers for me using the editor?  Editing multiple objects properties at once, and snap to grid.  They are not readily apparent but make a huge huge huge difference in the amount of time it takes to build, and or edit, large complex logic chains.  

 

multi object editing examples---

Combined with the object filter it is possible to select ALL planes on the map and uncheck their  "delete after death" toggle box in one go!  Sure beats finding every single one of them and changing each plane's properties individually.  

 

here's another

select all those icons that say "translator icon" for front lines, waypoints, what ever, and you can change all of their names to 'nothing' at the same time!  Just make sure you don't have some other block type selected and this works like a charm.

 

another example, need to raise all the way points for a plane or formation up a couple hundred meters for whatever reason? use the filter to locate them,  box select or control select them all and change them all at once.

 

 

 

as far as snap to grid, this is a bit hard to explain..  try this though, select a timer in the from the library, place it on the map holding control, without moving the mouse click 9 more times.  This should place 10 timers right on top of each other, and they are all selected. Click somewhere else to deselect (or hit esc).  Now click on the stack of timers, it will select the lowest ID number (the first one you placed).  Now zoom all the way in. Hit the right arrow key. Deselect, click stack of timers again, hit right arrow key twice :)   Starting to see how this works?  Now zoom out a bit and hold shift and arrow key, will move timer a larger distance.  Holding control and moving with arrow key will move a fraction of what arrow key alone moved it.  You can make very neat logic bundles this way, that are easy to look at and understand, and hence edit.  I have taken to building all my groups in this fashion, so when I go to place them it is very easy to fit them to the mission I am building.   

 

 

Example

 

my runway lights....    I have no desire to build these darned things time and time again for each different runway shape and size and angle.  so....

 

here's my stock group, works for either german or russian and can be deactivated by a trigger.  All the logic is hidden in the center group.

 post-80326-0-46797000-1451899871_thumb.jpg

 

Everything is nicely lined up. By selecting pairs and using shift+arrow keys I can easily re-size this thing

post-80326-0-25116800-1451899876_thumb.jpg

 

and rotate it onto a new airfield's runway

post-80326-0-04458700-1451899881_thumb.jpg

 

now I use the object filter to choose effects... (especially handy when your airfield is already littered with buildings and planes, aa, vehicle, etc.

post-80326-0-73461200-1451899892_thumb.jpg

 

So now I can select all the camp fires (runway lights effects) and press the place on ground button once.  Floating fires are just weird right?

post-80326-0-52548800-1451899898_thumb.jpg

 

FAST! EASY! :)

 

I apologize for the confusion, I hope this helps, and pray RL is a bit more accommodating for you in the future.  

Edited by Menacing_Ferrets
  • Upvote 1
No601_Swallow
Posted

Some great tips there, MF, for both budding and experienced mission builders! I'd stickie or "curate" that post in a "Top Tips!" thread if I could!

 

Many thanks! :salute:

Posted

 

 

Also: I'm not able to access my game at the moment (for stupid RL reasons)...

 

 

Sort it aaaart.  Surely you can't be staying in Blighty just to follow Palace!

 

von Tom

No601_Swallow
Posted

Sort it aaaart.  Surely you can't be staying in Blighty just to follow Palace!

 

von Tom

 

[Watching Brighton slip inexorably down the Championship table has its charms too...]

No601_Swallow
Posted (edited)

Here's another question following on from Menacing Ferret's virtuoso use of the "Display Filter" option for the ME map:

 

Is there a way of similarly filtering the object list on the left hand side of the ME?

 

My problem was (I was back with my game on Thursday and Friday - but without internet connection) that I know some missions I made some months ago stopped working after a game update. The issue was that none of my complex triggers had the "Check Entities" box ticked, so obviously I had to find each CT and tick that box. Now, on my mission map, all the complex triggers are embedded in groups - of which there are quite a lot. It's a chore to do the "Set Group As Working" fandango whenever you want to delve into them to alter something, but it's easy to expand the groups in the object list on the left hand side and - hey presto - every object is there, easily findable.

 

Now, what I did was to scan the list (looking at the cute little icons) with my raw eyeballs to find all the complex triggers, which of course works, and get to them that way, but a list filter would be nice also! Is there something like that? Have I missed something?

Edited by No601_Swallow

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...