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Posted (edited)

The WingWalker's are a 20 year old squadron and we are trying to develop a new mission style that I am calling an "Open COOP" or "Managed COOP".

 

The goal here is a mission that runs a bit like Vanderstock's "A Day on the Front" ROF missions.  We like to fly COOP's but it isolates us from the community.  The goal is a mission that runs as a COOP but others can join and participate ( and find you on the map), but still be immersive.

 

So far what I have ( and this is a modified Tangmere COOP) is a mission that runs like this

 

1. German and Russian airfield open, when you spawn message tells you to start your engines and await orders.  You have no idea what the mission is, but like Vandy's you pick your role by the plane sets ( bomber, escort, fighter)

 

2. Sortie 1 is announced with waypoints on the map and a mission goal that points you to the right area of the map.   You will only see your sides orders and waypoints, but they are set up so you end up in the same region on the map (defend factory / attack factory)

 

3. At some point Sortie 2 is announced, the plane set changes, the map icons and waypoints change with new goals. 

 

Anyone who joins should be able to see what the current sorties goals are on the map and can jump in on either side.  Typically we have a few bases at the front lines close to the action that only open up deep into the sortie so that people who join late can catch up.

 

Set up to run about 2 hrs and typically two separate sorties.  Missions are typically built like a COOP so heavy AI enemies on one side for us to fly against in case no one joins us.  Don't really need heavy AI on our side, since if we are flying you have real live pilots to shoot down.

 

I am using remote server commands to Welcome visitors, give our TS address and launch the sorties.  This eliminates complicated mission controls and actually lets you tune the event as you go....that is the "managed coop" part. 

 

Will share more when its done but here is a screenie on the RemoteClient control

 
 
Pic1S.jpg
Edited by WWGeezer
  • Upvote 3
deleted@31403
Posted

This sounds interesting. Like to check out.

Posted

Looks great Geezer! Kudos to you and the WingWalkers.

 

If any budding mission builders are curious about the functionality in the illustration above, see the following topics in the IL-2 Sturmovik Mission Editor and Multiplayer Server Manual:

  • Allow a Multiplayer Server Administrator to Trigger an Event (pg. 105)
  • Show Text Messages (pg. 151)
  • Control a Multiplayer Mission Server From Any PC (pg. 173)
Posted

This is great, I loved Vander's RoF missions. Just one question:

 

Is the population of AI's reduced or added when new players join/leave the mission, or is it stable all mission long? I think this is important for server stability resource-saving, and also for granting a continuous level of action for players no matter their amount is.

 

Anyway, a great starting point, I think this kind of missions is specially suitable for small squadrons or "lone wolves", and for people who love coops.

Regards

Posted (edited)

I can tinker with missions but replicating what Vander did on his "A Day on the Front" missions is way beyond my abilities.  Take a look at the image below to see what those missions look like under the hood!

 

What I did was start with a Tangmere COOP that runs well for a small to medium size group.  Than added an enemy base for live pilots and broke the action  into two parts that become Sortie 1 and Sortie 2 to try and make sure all the AI doesn't launch at once if someone wonders over the map.

 

Vandy's ADTF missions were set up to run for ten hours and responded to folks spawning in on the map with missions starting every 10 or 15 minutes.  What I realized is I only need two missions and since we are flying them as a squad if I used the Remote Console I could launch them at will, allowing everyone to join up or when Sortie #1 winds down, instruct everyone to return to base and replane and than launch Sortie 2.  Basically substituting the Remote Console to manage the Sortie Launching instead of complicated programming 

 

I believe Vandy did reduce his AI depending on how many people were flying.  At this point I have not built that into the mission.  We have strong dedicated server and band width (thankyou Duck at the Old Fokkers) , but we only get 5 to 8 people flying right now.  If we got 30 it may be that BOS will bog down.  

 

I have not faced the complicated instructions for reducing AI in mid mission, not sure I am up to it. May just have to thin the AI from the start.

 

What I loved on the ADTF missions was sitting on the airfield having no idea what the mission was going to be and hear the radio morse code and get my orders.  Something about the unknown and quick response was really immersive for me.  That part I shamelessly stole and incorporated.  Nothing on the map, no waypoints, no targets...than "dot dash dot"...orders come up, waypoints and targets on the map, you chat with the other fellas and you are off to the races.

 

Also keep in mind both sides get orders and their targets intentionally bring them to the same part of the map, so visitors will definitely see action.  When Sortie 2 comes up both sides get new orders that again take them to the same part of the map but with different goals.  More of a scripted COOP than an open dogfight server.

 

This is a bit of an experiment, so even if it bogs down next Tuesday will be a good test for the mission style and a step towards the Wing Walkers opening up their server and supporting a COOP flying environment.

post-1351-0-69471400-1482678526_thumb.jpg

Edited by WWGeezer
Posted

Thanks for the detailed answer, I seemed to misundertand the "concept" of your mission  :rolleyes: , but still it is very interesting to me, as I am a big fan of coop style since the old IL2 FB days  ;)

I'm sure that it will work as desired, and try to check it out.

 

Salute!

  • 2 weeks later...
Posted

Totally awesome idea.

Posted

Here is an update on the next "Open WWCOOP" mission.  It is not done yet, likely will be about two weeks out on a Tuesday.  I know the "Hidden German Base" is a little cheesy but to complete the mission in under 2 hrs, need to give the German's a second base on the other end of the map.  Like last time we will be flying German, two sorties, open server to fly with us or against us.  will publish a teaser when its closer to done.

 

Pic1S.jpg
 
Pic2S.jpg
 
 
Pic3S.jpg
 
 
Pic4S.jpg

 

 

  • Upvote 1
Posted

Finally finished the second WWCOOP mission, you can see the announcement and particulars on the event announcement forum

 

https://forum.il2sturmovik.com/topic/27279-zug-jagen-wingwalkers-open-coop-2-tues-jan-17th/

 

 

For me several tasty bits from a mission building perspective

 

1. Used three sound files, one to announce orders, another to alert you when a station has been "mapped" and a third for when trains leave or arrive at the stations.  I am finding the sound que's are more immersive than trying to read subtitles while you are under attack.  Have to be subtle but they are effective

 

2. Continuing to use Server commands to launch the sorties.  On this one I have one set of AI enemies that make sense for S1, but when I send the S2 command all those AI are deactivated and completely different set are made active

 

3. Used enable commands to have train paths and icons mapped while you fly over them 

 

 

cool stuff, join us if you can.

  • Upvote 1

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