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A few basic questions, please help ...


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=38=Tatarenko
Posted

Hi all,

 

I'm trying to make a very basic mission on the Moscow map. However ...

1) I can't see any town or village names

 

2) There are no airfield AI taxi paths.

 

3) Originally I saved the mission with the wrong name. Now I can't get a different name to show up in the mission field even if i re-save the mission.

Posted (edited)

See the answers in the  IL-2 Sturmovik Mission Editor and Multiplayer Server Manual

 

1) I can't see any town or village names

 

    See "View a Map (Called a "GUI Map") in the View Port" on pg. 14.

 

2) There are no airfield AI taxi paths.

 

    See "Make a Plane Taxi to and From a Runway" on pg. 63.

 

3) Originally I saved the mission with the wrong name. Now I can't get a different name to show up in the mission field even if i re-save the mission.

 

    See the forth bullet point in "Cannot Find a Mission in the IL-2 Sturmovik Singleplayer Missions List" on pg. 183.

 

Edited by JimTM
  • Upvote 2
Posted

Welcome back to mission making Ian. :)

Takes a bit more dedication this time around - but the editor is soooo much more capable.

=38=Tatarenko
Posted

I'm finding that - I've played with it in the past (and did one of the missions in the BoS original release) but now I'm managing to do a bit more like flares and activating previously hidden units. But some things are needlessly complex and I'm getting frequent crashes while trying to delete things. But overall it's cool and I'm working on a couple of missions.


.... and it's a time suck. 6 hours go just like that!

Posted

 

 

I'm getting frequent crashes while trying to delete things

 

Happens to me too on occasion. I found that deleting items one by one from the treeview is the safest option. It's repetitive but it never fails

Posted

I'm finding that - I've played with it in the past (and did one of the missions in the BoS original release) but now I'm managing to do a bit more like flares and activating previously hidden units. But some things are needlessly complex and I'm getting frequent crashes while trying to delete things. But overall it's cool and I'm working on a couple of missions.

.... and it's a time suck. 6 hours go just like that!

 

Thanks for 'Ghosts in the Snow'

 

In the very early access days it worked as an 'eye opener' for what was possible to come in the future 

 

Cheers Dakpilot

Posted

.... and it's a time suck. 6 hours go just like that!

 

And a bit more addictive than crack it seems.

=38=Tatarenko
Posted (edited)

Yes it's crazy addictive. I now have 2 new missions under my belt but there are still things I need to learn, for example one always reports mission failure so I need to work out how the success MCU works etc. Then I want to get on to the spotting units that report other a/c - that looks like a whole new bunch of complexity but for the Kuban that saw extensive ground control and early Russian radar it'll be vital.

It's basically a race between how much I can learn and how many 3 a.m. nights I can tolerate while still being able to work the following day.

Edited by =38=Tatarenko
Posted

Yes it's crazy addictive. I now have 2 new missions under my belt but there are still things I need to learn, for example one always reports mission failure so I need to work out how the success MCU works etc. Then I want to get on to the spotting units that report other a/c - that looks like a whole new bunch of complexity but for the Kuban that saw extensive ground control and early Russian radar it'll be vital.

 

Proximity trigger as per JimTM. However given the rudimentary nature of the radar, coupled with the fact that you know the players route - check zones will work as well for this.

 

I hopefully will get a chance to implement Coast Watchers in the Solomons.

=38=Tatarenko
Posted

But the spotting mechanism is already in the game without check zones

Posted

Nice demo, thanks for sharing! I changed the object names within the group to something more descriptive, makes it easier to understand the flow.

 

Question: Why did you use multiple mission begin translators? Wouldn't it be possible for one of them to trigger all three timers?

=38=Tatarenko
Posted

it works. keeps the lines shorter.

Posted

Right, noticed that too...

 

One more thing... I have substituted the NDB with a regular vehicle, and that works as well. Vehicles have a spotting distance property, and the channel property can be left at 0. This is assuming that we want to model a forward air controller that comes equipped with a vehicle, a radio, and a pair of binoculars. Historically, I think NDBs would have been installed a few kilometers behind the lines; they certainly became targets themselves sometimes, but it seems more common to have an FAC deployed with a tank or infantry unit. Of course, this will make it harder for the player to find the attack area :(

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