J5_Adam Posted April 15, 2020 Posted April 15, 2020 Thanks. When I try to make a formation of aircraft follow me around they only form out to my right and downward despite asking them to do anything else. How do I remedy this?
JimTM Posted April 15, 2020 Author Posted April 15, 2020 2 hours ago, Adam said: Thanks. When I try to make a formation of aircraft follow me around they only form out to my right and downward despite asking them to do anything else. How do I remedy this? Can you please zip the mission and post it here.
DN308 Posted April 16, 2020 Posted April 16, 2020 This manual is outstanding. Honestly, the editor is very hard to use and too complex to be used without a manual AND online help. like many of us, my .pdf is open as soon as I launch the editor. if I could make and humble suggestion, it would be really handy to have on each page of the FME a link to go back to the table of contents. Really often, I search for the right page concerning a subject, click on it to go, and damn, wrong item! Let’s go back to the beginning... A little bit of annoyance. but once again a great job from you. Thank you so much 1 1 2
JimTM Posted April 16, 2020 Author Posted April 16, 2020 13 hours ago, DN308 said: ... if I could make and humble suggestion, it would be really handy to have on each page of the FME a link to go back to the table of contents. Really often, I search for the right page concerning a subject, click on it to go, and damn, wrong item! Let’s go back to the beginning... A little bit of annoyance. ... If you are using Adobe Reader, right click on a white spot on the toolbar and choose Show Page Navigation Tools > Previous View. This places a back arrow on your toolbar. If you click the back arrow, you are taken back to the page that you jumped from. You can add other navigation tools using the same procedure. FYI, work on the manual is on ice for the time being. 1
336th_Porkie- Posted April 20, 2020 Posted April 20, 2020 having problems in single player with ai taxing... namely page 199 i don't see the taxi path in the view port' i added an Airfield obj(fakefield) and placed it center of runway and then oriented it down the runway, created linked entity, clicked add chart, then edit chart. i can select the various points and see the box with their X,Y positions, but don't see them in the view port.
JimTM Posted April 20, 2020 Author Posted April 20, 2020 30 minutes ago, 361st_Porkie- said: having problems in single player with ai taxing... namely page 199 i don't see the taxi path in the view port' i added an Airfield obj(fakefield) and placed it center of runway and then oriented it down the runway, created linked entity, clicked add chart, then edit chart. i can select the various points and see the box with their X,Y positions, but don't see them in the view port. ... In the Tools menu, choose Objects Filter and select Airfield. 1
336th_Porkie- Posted April 21, 2020 Posted April 21, 2020 (edited) 10 hours ago, JimTM said: In the Tools menu, choose Objects Filter and select Airfield. thanks. now that i have placed the park waypoint in front of the ai leader. he still proceeds to just take off straight ahead Edited April 21, 2020 by 361st_Porkie-
JimTM Posted April 21, 2020 Author Posted April 21, 2020 3 hours ago, 361st_Porkie- said: thanks. now that i have placed the park waypoint in front of the ai leader. he still proceeds to just take off straight ahead Change the country of the airfield object to that of the plane, or at least a country in the same coalition as the plane (see the "Countries" button on the "Mission Properties" dialog). 1 1
336th_Porkie- Posted April 22, 2020 Posted April 22, 2020 On 4/21/2020 at 7:48 AM, JimTM said: Change the country of the airfield object to that of the plane, or at least a country in the same coalition as the plane (see the "Countries" button on the "Mission Properties" dialog). thanks so much. appreciate all the time and effort you have put into this and the additional time you give answering my questions.
Thad Posted May 7, 2020 Posted May 7, 2020 On 4/16/2020 at 3:44 PM, JimTM said: FYI, work on the manual is on ice for the time being. Oh no.. tell me it isn't so. ?
JimTM Posted May 7, 2020 Author Posted May 7, 2020 14 minutes ago, Thad said: Oh no.. tell me it isn't so. ? Well, I did take another look last night at what I had cobbled together for testing in my local WordPress.org install. If I can figure a way to get a halfway decent Word-to-WordPress content import going with the "Mammoth" import tool, maybe there is hope. If not, you may end up here. 1
Thad Posted May 7, 2020 Posted May 7, 2020 (edited) 11 minutes ago, JimTM said: Well, I did take another look last night at what I had cobbled together for testing in my local WordPress.org install. If I can figure a way to get a halfway decent Word-to-WordPress content import going with the "Mammoth" import tool, maybe there is hope. If not, you may end up here. Ah, a glimmer of hope with WordPress. ? Then you crush me with a vindictive, cruel and inhuman denial of ultimate access reference. Although, it is reassuring nothing has changed. ? Edited May 7, 2020 by Thad 2
oblalex Posted May 13, 2020 Posted May 13, 2020 (edited) Hi there, Could you please tell, if the topic links to the latest version of the manual? Its name is "pre-release edition one" and it's confusing, as 4y have already passed since the initial release. If this is the latest version of the manual, does it correspond the latest version of the game? Is it possible to add update date and/or revision history to the doc? Also, is it possible to expect a headless version of the dedicated server? i.e. as a console app instead of GUI app. Would simplify the development of game projects running on non-windows OSs a lot. Thank you! Edited May 13, 2020 by oblalex
JimTM Posted May 13, 2020 Author Posted May 13, 2020 1 hour ago, oblalex said: Hi there, Could you please tell, if the topic links to the latest version of the manual? Its name is "pre-release edition one" and it's confusing, as 4y have already passed since the initial release. If this is the latest version of the manual, does it correspond the latest version of the game? Is it possible to add update date and/or revision history to the doc? Also, is it possible to expect a headless version of the dedicated server? i.e. as a console app instead of GUI app. Would simplify the development of game projects running on non-windows OSs a lot. Thank you! There is only one version of the manual. I only know about the GUI version of DServer. Perhaps someone else knows about a headless version.
Thad Posted May 13, 2020 Posted May 13, 2020 (edited) One manual to rule them and in the darkness bind it. Edited May 13, 2020 by Thad
JimTM Posted May 13, 2020 Author Posted May 13, 2020 11 minutes ago, Thad said: One manual to rule them and in the darkness bind it. Ring-a-ding-ding! - Gollum Working on WordPress version. 2 1 1
oblalex Posted May 14, 2020 Posted May 14, 2020 (edited) On 5/13/2020 at 3:11 PM, JimTM said: There is only one version of the manual. I only know about the GUI version of DServer. Perhaps someone else knows about a headless version. Got it, thank you! 21 hours ago, Thad said: One manual to rule them and in the darkness bind it. You are very kind, thank you. 21 hours ago, JimTM said: Working on WordPress version. Consider giving a try to https://readthedocs.org/ or https://www.gitbook.com/. Edited May 14, 2020 by oblalex
Thad Posted May 14, 2020 Posted May 14, 2020 3 hours ago, oblalex said: Consider giving a try to https://readthedocs.org/ or https://www.gitbook.com/. These appear promising. ?
JimTM Posted May 14, 2020 Author Posted May 14, 2020 Thanks for the recommendations. I've already taken significant steps down the WordPress road and I was looking to gain WordPress experience anyway. 1
SYN_Vander Posted June 19, 2020 Posted June 19, 2020 Going through this wonderful manual I noticed that the AI POI MCU is not yet explained. I have used it in missions in the past, but never really understood how it works. Did someone find out in the meantime? It could be useful for my mission generator...
JimTM Posted June 19, 2020 Author Posted June 19, 2020 (edited) 2 hours ago, SYN_Vander said: Going through this wonderful manual I noticed that the AI POI MCU is not yet explained. I have used it in missions in the past, but never really understood how it works. Did someone find out in the meantime? It could be useful for my mission generator... Thanks for the comment Vander. I learned the basics of the RoF editor from your great YouTube tutorials. Thanks for those. In reply to a PM, Han described it as follows: "It's attractor object for AI planes (allready) and vehicles (in future) in case when they have no any other mission commands at the moment.So, if plane have a command - he will perform it." Also, there was a post in the RoF forum. I was never able to get it to work so I left it to a future edition of the manual (which will be a website). Edited June 19, 2020 by JimTM
SYN_Vander Posted June 19, 2020 Posted June 19, 2020 (edited) 1 hour ago, JimTM said: Thanks for the comment Vander. I learned the basics of the RoF editor from your great YouTube tutorials. Thanks for those. In reply to a PM, Han described it as follows: "It's attractor object for AI planes (allready) and vehicles (in future) in case when they have no any other mission commands at the moment.So, if plane have a command - he will perform it." Also, there was a post in the RoF forum. I was never able to get it to work so I left it to a future edition of the manual (which will be a website). Thanks for the quick response Jim. Yeah, this was about the info that I had in my mind; it being a 'bug magnet' . I guess it needs some exploring. It should work as (if I remember it correctly) it is being used in the generated missions. So I assume now: If an AI plane has no active command (ie go to waypoint or something) it will then default back to whatever is defined in this POI as long as the plane is in range. The options are: -Type: plane/vehicle (so only plane works) -Command: Attack Air targets, Ground or Ground Targets -POI type: <all the mission types> <- no clue what this does? -Country: <coalition> So this POI is active for this country only? -Priority: low, medium, high. I presume same as with AttackArea MCU etc -Radius: <distance>. I assume only applies when AI is inside this radius. All this should be confirmed by some testing. Which I will do if I have some time. Currently I'm building a proper mission file parser, which is why I came across this MCU. I have now defined data interpretation for ALL MCU's in the game, so let's say I now have a rather intimate knowledge of all MCU properties...?. For instance, the 'Emergency' tickbox on ForceComplete is called EmergencyOrdnanceDrop in the mission file, which now suddenly makes a bit more sense to me. Edited June 19, 2020 by SYN_Vander
JimTM Posted June 19, 2020 Author Posted June 19, 2020 58 minutes ago, SYN_Vander said: ... -POI type: <all the mission types> <- no clue what this does? ... This appears to be a combination of a few mission types and a bunch of the icon translator Icon ID values.
Angelkawa Posted August 22, 2020 Posted August 22, 2020 @JimTM Thank you for thid manual, I used before the old IL-2 1946 editor to create my personal missions, noe I will have a lot of questions for sure!! after many years not flying!! Skål!!
JimTM Posted August 22, 2020 Author Posted August 22, 2020 1 minute ago, GarM_ said: @JimTM Thank you for thid manual, I used before the old IL-2 1946 editor to create my personal missions, noe I will have a lot of questions for sure!! after many years not flying!! Skål!! You're welcome GarM_.
Thad Posted August 22, 2020 Posted August 22, 2020 The Hubble Space Telescope reportedly spotted the new updated manual as it crossed the surface of Mars. NASA vehemently denied the accuracy of the report. The legend.... the myth... of the updated manual. ? 3
JimTM Posted August 23, 2020 Author Posted August 23, 2020 (edited) 2 hours ago, Thad said: The Hubble Space Telescope reportedly spotted the new updated manual as it crossed the surface of Mars. NASA vehemently denied the accuracy of the report. The legend.... the myth... of the updated manual. ? I've heard a legend that the entire ancient manual has been transported over time and space to a fabled world called HTML (a class M world), where the inhabitants don't wear masks and have no patience at all. The legends speak of the land of WordPress, where the editor sucks and the great author learned the mysteries of Visual Studio Code and almost bowed to the insufferable hastiness of the great Thadisius. TL:DR: Werken onit! Edited August 23, 2020 by JimTM 3
David_ArmAstrong Posted October 17, 2020 Posted October 17, 2020 Outstanding ME manual. Thank you Jim. It is very well done! It is very much appreciated. 1
AcidBath Posted January 3, 2021 Posted January 3, 2021 A bit late to this party, but DANG, thanks for the manual! One of my banes with software is that devs work into it all these great capabilities, but without good documentation those features might as well not exists...well done on getting us users a useful working manual. For trivia sake, building a mission actually is software programming using a Data Flow language. Another such language, used in engineering and science research, is LabView, developed by National Instruments for use with their electronics hardware. 1 1
2/JG26_rudidlo Posted February 28, 2021 Posted February 28, 2021 On 12/29/2019 at 3:22 PM, Alonzo said: You want the ShutdownLoads setting in the .sds file. This tells dserver to run a certain number of maps at most before shutting down. On Combat Box we have the following: ShutdownLoads = 3 This runs 3 maps, then shuts the server down. An external control script chooses 3 new maps, writes them into the SDS file, and then re-launches dserver. It's a shame, that there is impossible to inject list of missions to the running server without restarting it.
Alonzo Posted February 28, 2021 Posted February 28, 2021 1 hour ago, 1stCL/rudidlo said: It's a shame, that there is impossible to inject list of missions to the running server without restarting it. Some servers do something clever where they have map_1, map_2, map_3 in the map list, and then just before the map finishes they overwrite the next one. That would have the same effect. 1 1
2/JG26_rudidlo Posted March 1, 2021 Posted March 1, 2021 (edited) 19 hours ago, Alonzo said: Some servers do something clever where they have map_1, map_2, map_3 in the map list, and then just before the map finishes they overwrite the next one. That would have the same effect. Good idea! So it means that server is loading the map only when previous map finishes or when admin execute switch to next command. Thanks Alonzo, you've solved my worst nightmare! Edited March 1, 2021 by 1stCL/rudidlo 1
JimTM Posted March 1, 2021 Author Posted March 1, 2021 (edited) On 2/28/2021 at 9:17 AM, Alonzo said: Some servers do something clever where they have map_1, map_2, map_3 in the map list, and then just before the map finishes they overwrite the next one. That would have the same effect. If I understand correctly, a server runs missions that are always called, for example, "map1", map2", "map3" etc. So if map2 was currently a Crimean mission and you wanted to replace it on the fly with a Rhineland mission, you save the Rhineland mission as "map2" and save it to the server, right? Edited March 1, 2021 by JimTM 1
JimTM Posted October 5, 2021 Author Posted October 5, 2021 On 10/4/2021 at 12:42 AM, Emil109 said: Hey, very thanks, for download in Español , ? Yes, many thanks to @-=PHX=-Trenkos for the Spanish translation of the manual. 1
joji Posted December 22, 2021 Posted December 22, 2021 Guys I am thinking of learning how to create dedicated MP server. My idea is to create competitive server similar to Berloga but difference being that all players will spawn at the same time to create sort of a match between two teams. So lets say 10 players join the server. There would have to be some sort of balancing so 5v5 or even 6v4 would be ok. And then when all players pick sides and planes, they would all spawn at the same time. So there would have to be a ready button or some sort of mechanism to sync the spawns. You guys think this would be possible ?
JimTM Posted December 22, 2021 Author Posted December 22, 2021 1 hour ago, joji said: Guys I am thinking of learning how to create dedicated MP server. My idea is to create competitive server similar to Berloga but difference being that all players will spawn at the same time to create sort of a match between two teams. So lets say 10 players join the server. There would have to be some sort of balancing so 5v5 or even 6v4 would be ok. And then when all players pick sides and planes, they would all spawn at the same time. So there would have to be a ready button or some sort of mechanism to sync the spawns. You guys think this would be possible ? As far as syncing the spawns, you can create a cooperative mission. Balancing sides involves selecting the Coalition balancer option in the server configuration and possibly editing CBalancer.cfg in the \data\LuaScripts folder. I have not found much on how to edit CBalancer.cfg but this post may help. 1
joji Posted December 27, 2021 Posted December 27, 2021 On 12/22/2021 at 5:54 PM, JimTM said: As far as syncing the spawns, you can create a cooperative mission. Balancing sides involves selecting the Coalition balancer option in the server configuration and possibly editing CBalancer.cfg in the \data\LuaScripts folder. I have not found much on how to edit CBalancer.cfg but this post may help. Thank you my friend. You mentioned cooperative mission. I would like to make PvP competitive server. You think this is still possible? At the moment I am studying the manual but it is great to hear from people with actual experience like you.
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