Sketch Posted July 13, 2016 Posted July 13, 2016 I just started learning the editor today... Many apologizes for my noob questions. I only want to create mulitplayer missions where players destroy objectives; very similar to how Wings of Liberty runs their server. -What are the short cut keys for: Add Target Add Object Set Group as Working anything else to help with workflow! -What does "return planes" do on fakefields? -Where do I decide where players can spawn on the fakefields? - Is there a way to test the fakefield without creating a multiplayer session? -How can I conclude a mission for all players? ie: I have five objectives for each side to destroy. Red side destroys them first. They win the map and the map rotates to the next map... How do I do that? I'm assuming it's with the counter MCU but how do I set the counter MCU for each of my objective groups? This should get me going... Thanks!
JimTM Posted July 13, 2016 Posted July 13, 2016 (edited) I just started learning the editor today... Many apologizes for my noob questions. I only want to create mulitplayer missions where players destroy objectives; very similar to how Wings of Liberty runs their server. -What are the short cut keys for: Add Target Shift+T Add Object Shift+O Set Group as Working Not sure there is a short cut anything else to help with workflow! -What does "return planes" do on fakefields? I haven't tested this yet but here's what I understand: Require a human pilot in multiplayer to return a plane (damaged or undamaged) to the departure airfield before the available count for that plane is incremented. Otherwise, non-returned planes are replaced when the plane is destroyed. -Where do I decide where players can spawn on the fakefields? A fakefield is the spawn point. You can define how many planes can spawn at each spawn point that you place on an airfield (i.e., the parking ramps and runways you see on the terrain in the View Port). The pattern and size of fakefield and fakefield_rnwspawn is shown below the object library where you choose the airfield object. See Prangster's MIssion Building Guide, section 3.2 for more information. - Is there a way to test the fakefield without creating a multiplayer session? Not that I know of. Prangster's guide shows you how to create a multiplayer server, or you can ask someone if they can run your mission on a server for you. -How can I conclude a mission for all players? ie: I have five objectives for each side to destroy. Red side destroys them first. They win the map and the map rotates to the next map... How do I do that? I'm assuming it's with the counter MCU but how do I set the counter MCU for each of my objective groups? Here's a basic idea that you can use for one side: : -------> T:30s -------> End | Factory A ---> C1:1x ---> CT:2x ---> ST | Factory B ---> C2:1x -------> C1:1x, C2:1x: 1x counters, reset cleared (to prevent count of multiple OnKilled event messages from a factory) CT:2x: 2x counter (to count factories destroyed) ST: Subtitle Translator (to announce success) T: 30 second timer before mission end End: Mission end translator This should get me going... Thanks! Edited July 13, 2016 by JimTM
coconut Posted July 13, 2016 Posted July 13, 2016 What does "return planes" do on fakefields? When a plane is available in limited quantity, spawning in that plane will decrease the number of planes of that type at the airfield. With this options checked, landing a plane of that type will add a plane back. Note that this is not limited to player-controlled planes, even AI-controlled planes work for that purpose. See http://forum.il2sturmovik.com/topic/19186-transferring-ai-planes-airfield/ How can I conclude a mission for all players? As Jim indicated above, you end the mission with an End Mission MCU. You set the winner using a objective MCU set to "Primary". This will ensure the result board shows the trophy on the correct side. Otherwise the mission result is "Stalemate". It doesn't really matter as these results and scores don't go anywhere, but it's nice to have the result display correctly. 1
Sketch Posted July 13, 2016 Author Posted July 13, 2016 Ok, another question. My icons for each objective are "red"... How do I make them blue for the blue team?
coconut Posted July 13, 2016 Posted July 13, 2016 Icon color is decided by the kind of icon: "Attack..." is red, "Defend/Cover..." is blue. This is regardless of the side for which the icon is visible. For things that can have colors selected explicitly (lines and zones), the colors 10,0,0 and 0,0,10 have special meanings, but I forgot what they were. I think it was "my side" and "the enemy's side", and the color is decided by the user's settings.
JimTM Posted July 13, 2016 Posted July 13, 2016 ... For things that can have colors selected explicitly (lines and zones), the colors 10,0,0 and 0,0,10 have special meanings, but I forgot what they were. I think it was "my side" and "the enemy's side", and the color is decided by the user's settings. Are you referring to "Background color RGB" in the advanced properties for an icon translator? So, assuming you're recollection is correct, 10,0,0 is blue if I choose blue as friendly in the IL-2 "Flight Interface" screen, and red if I choose red as friendly. Thanks!
Sketch Posted July 17, 2016 Author Posted July 17, 2016 So here's my issue: Basically, I have a count MCU set to two (for both objectives) targeting my timer to mission end MCU. This is all in it's own group (and I'll have mulitple groups of different types of mission ends). How do I fire off the counter if it's in it's own group though? Like I can't set "find target" to the counter from the objective MCU becasue they're in their own group... Do I need to have all objects that are to be destroyed, all my other triggers that fire off, and the objective MCUs and the mission end MCU in one group? That seems very unclean to me. Especially once I start getting 4-5 objectives on the map. How can I keep my stuff in separate groups but fire off objective MCUs to mission end MCUs?
JimTM Posted July 18, 2016 Posted July 18, 2016 (edited) 1. In your mission end timer group, note the ID of the counter MCU. This step is optional if the counter has a unique name, such as "Objectives Met:2x". 2. In your mission objectives group, open the Basic Properties of the MCU that triggers one of your mission objective translators. 3. Double click an empty row in the "Targets" table and choose the MCU with the ID (or unique name) that you noted in step 1. 4. Repeat steps 2 and 3 with the MCU that triggers the other one of your mission objective translators. Edited July 18, 2016 by JimTM
Sketch Posted July 18, 2016 Author Posted July 18, 2016 (edited) Ok I have objects floating in the air or underground. I click "set on ground" and it does none of the things it should... help! What do I do to fix objects falling through the world too? Edit: Ok, I figured out I can't place objects on a frozen lake...? Why is that? Edited July 18, 2016 by Sketch
JimTM Posted July 18, 2016 Posted July 18, 2016 (edited) I have had issues over land with "Set on ground" but never found an answer. Perhaps try recreating the object or save your mission and restart the editor. Not sure why frozen lakes are giving you problems placing objects. I have landed on frozen rivers before in BoS. Edited July 18, 2016 by JimTM
Sketch Posted July 18, 2016 Author Posted July 18, 2016 (edited) JimTM, you've been a great help, but I still have more questions... Here's what's going on with my mission now: Here's my mission file: https://drive.google.com/folderview?id=0B0xYp76rR3rKSElDNEFYM1F2cTg&usp=sharing I create my fakefield, but when I spawn in, I don't spawn into any planes. :\ I should add that I do goto the fakefield properties and make the fakefield "russian" or "german" and I don't have anything checked. I did try it with "return planes" checked, and with everything checked and I get the same results. Edited July 18, 2016 by Sketch
JimTM Posted July 18, 2016 Posted July 18, 2016 (edited) There is a bug with the SeasonPrefix setting in the .mission file. Change SeasonPrefix=" " to SeasonPrefix="wi" and resave your mission. I would like to create a bug report for this. Do you mind if I post your mission in the report? Edited July 18, 2016 by JimTM
Sketch Posted July 18, 2016 Author Posted July 18, 2016 (edited) There is a bug with the SeasonPrefix setting in the .mission file. Change SeasonPrefix=" " to SeasonPrefix="wi" and resave your mission. I would like to create a bug report for this. Do you mind if I post your mission in the report? I don't mind at all... I'm all about improving the game. :D I've adjusted the seasonprefix, and I'll give it a go and report back. Edit: It seems to be working now! Thanks JimTM! Edited July 18, 2016 by Sketch
JimTM Posted July 19, 2016 Posted July 19, 2016 (edited) Icon color is decided by the kind of icon: "Attack..." is red, "Defend/Cover..." is blue. This is regardless of the side for which the icon is visible. For things that can have colors selected explicitly (lines and zones), the colors 10,0,0 and 0,0,10 have special meanings, but I forgot what they were. I think it was "my side" and "the enemy's side", and the color is decided by the user's settings. I did some testing and found out that the icons for mission objective translators do not show at all and the colours for icon translators are as follows (regardless of your choice in the IL-2 "Flight Interface" screen and the colour that you specify in the icon translator advanced properties, including 10,0,0 or 0,0,10): Spawn Point - Blue Attack... - Red Defend... - Blue Offensive Patrol - Blue Recon - Blue Waypoint - Red Action Point - Red Take Off - Red Land - Red Airfield - Black Edited July 19, 2016 by JimTM
JimTM Posted July 19, 2016 Posted July 19, 2016 There is a bug with the SeasonPrefix setting in the .mission file. Change SeasonPrefix=" " to SeasonPrefix="wi" and resave your mission. I would like to create a bug report for this. Do you mind if I post your mission in the report? I posted a bug report here.
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