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Scripted campaigns, can it be made so user has control?


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SCG_motoadve
Posted

You fly a mission takes 40 minutes, shoot down 2 planes go back do a perfect landing.

Then get mission failed message

 

You do another mission, engine damage made it back and damage the plane on landing

Mission failed message

 

Or you get damaged and manage to land your plane in a friendly airfield,Mission failed message.

 

Scripted campaigns are fun and immersive but to me this is what ruins them, then you have to repeat them just for the sake of finish that mission and continue.

 

Its single player, so I would prefer if I have the option to decide if my mission was a success or failure, and decide to continue to the next mission.

Is it possible to have this option?

 

Some of the random requirements dont make sense.

  • Upvote 1
Posted

I experienced this recently too. Injured and losing fuel i managed to land on a friendly airbase but got a mission failed (although essentially complete). Frustrating.

 

Hopefully the upcoming career mode will address issues like this.

Posted

I experienced this recently too. Injured and losing fuel i managed to land on a friendly airbase but got a mission failed (although essentially complete). Frustrating.

 

Hopefully the upcoming career mode will address issues like this.

 

If it was in the Stalingrad campaign, I believe you have to make it to the mission exit point for it to be considered a success, plus of course completing the required mission objective listed in the briefing.

Posted

I think it's up to the mission designer to decide when a mission is a "success". So it can be getting to a waypoint or surviving the first x minutes + landing etc.

SYN_Haashashin
Posted

Hi guys,

 

Is this happening to you with the Ingame Campaign or with one of the Scripted Campaigns listed here??: https://forum.il2sturmovik.com/forum/92-mission-making-and-mission-editor/

 

Haash

 

Edit: Because Its as Vander said above. For example, my work usually only need the player to get back alive (pilot alive, not the plane) after taking off (that is been above 200m I think), sometimes it doesnt work as intended and I will report it as soon as possible.

SCG_motoadve
Posted

Scripted campaign, actually the mission I shot down 2 planes and landed back at the base was in Cold Winter campaign.

Posted

Hi Haash, in 'Ten Days Of Autumn' I don't get over the fourth mission, no matter what I do.

But I also had a problem in Juri's FW190 campaign with the first mission, where my 190 was damaged but I landed at my airfield and parked at the parking area. The Debrief map showed my flight path back to the airfield but also the sign for a crash of my aircraft on the way back. The mission was therefore not successfull and I had to do it again.

SYN_Haashashin
Posted

As Vander said, success criteria is a mission designer decision. You guys should contact them at their campaigns topics. I can only answer for my campaigns...and as I said above, sometimes it doesnt work as intented for some reason that scape me.

Jade_Monkey
Posted

Its up to the designer like Hash said. For my missions the success triggers on landing.

 

It can be set to trigger once you shoot down the objective, so even if you die after that you can still move on to the next mission.

Christopher
Posted

It depends on how the mission designer has implemented it, as Jade Monkey has said.

Posted

I wish there was that little 'tick box' as in IL2 1946... this gave 'you' the user to decide whether you could progress to the next mission in the campaign or not.

SCG_motoadve
Posted

I wish there was that little 'tick box' as in IL2 1946... this gave 'you' the user to decide whether you could progress to the next mission in the campaign or not.

That is exactly what I meant, it can be for the user to decide.

Its single player, use your own judgement, instead of repeating missions over and over just to pass to the next.

Posted

In my latest mission I placed the mission objective trigger on the airfield that the player takes off from.

I'm torn whether or not to stick with this approach. On one hand landing after the mission is a reasonable requirement, on the other re-flying a mission isn't exactly immersive and realistic.

Jade_Monkey
Posted

If you make the missions as Single instead of campaign in the editor, then you can play all of them without restriction. It just makes them less of a campaign if you progress when you die...

Chief_Mouser
Posted

I would always count landing in, or bailing out over, friendly territory to be a mission success. In old Il-2 I used to put bonus objectives (extra points) for landing safely at your own airfield, but never made it the Primary Target for mission success.

Is this possible in BoX? I haven't got far into the Mission Builder here yet.

Jade_Monkey
Posted

I think it's possible, but i dont know how to use the "friendly territory" part.

 

Ive seen someone do it but im not familiar with how to set the areas. I should check the guide at some point.

Posted

i'm not familiar with il2 mission editor (yet) but maybe you can try to open campaign file in mission editor and adjust it to your needs, i used to do that in arma editor!

Posted

This is no Arma editor

Posted

This is no Arma editor

really, i thought it was! is this BI forum?

i tried to help, it would be logic that you can open mission file in editor and add new parameters, triggers or adjust them. or this editor can't do that?

thanks for the "full of yourself" answer

Posted (edited)

really, i thought it was! is this BI forum?

i tried to help, it would be logic that you can open mission file in editor and add new parameters, triggers or adjust them. or this editor can't do that?

thanks for the "full of yourself" answer

 

Calm down.

I just mean that without some familiarization, it won't be very easy for someone who's not practiced to open a mission and change anything.

For one thing, that trigger can be stuffed anywhere, into any group, depending on the mission builder's work habits.

 

For instance, I tend to put mine in the same group as the player flight so that I remember where to find it, however someone else might have it stashed elsewhere.

 

Also, it takes a while to be able to tell just what you're looking at when you open a mission - it's a beast.

Edited by Gambit21
Posted

Calm down.

I just mean that without some familiarization, it won't be very easy for someone who's not practiced to open a mission and change anything.

For one thing, that trigger can be stuffed anywhere, into any group, depending on the mission builder's work habits.

 

For instance, I tend to put mine in the same group as the player flight so that I remember where to find it, however someone else might have it stashed elsewhere.

sry i thought you were rubbing my ears!

he can't learn if he don't try :biggrin: , i guess campaign and mission file are zipped into some kind of format similar to .pbo so he'll need to unpack it first.

Can he add multiple triggers synchronised with common mission task on a multiple airfields that will activate mission success?

Also not related to this, can optional task be assigned with radio chat message?

thanks!

Posted

You can 'daisy chain' triggers yes.

Activate this trigger, which enables the next trigger, which enables the next, which then activates mission success etc.

 

I don't do this much since trouble shooting it later if something doesn't work would be a nightmare, and testing takes long enough as it is.

I have a mission where you land in the middle of the mission, then take off again and land at home.

 

I had it set up where the first landing enabled the second trigger which was the mission success trigger...if you just land at home without activating the first trigger

the mission will fail. I might still have it set up that way...can't remember. In any case I don't make doing things like that a habit, but it comes in useful sometimes.

Posted

You can 'daisy chain' triggers yes.

Activate this trigger, which enables the next trigger, which enables the next, which then activates mission success etc.

 

I don't do this much since trouble shooting it later if something doesn't work would be a nightmare, and testing takes long enough as it is.

I have a mission where you land in the middle of the mission, then take off again and land at home.

 

I had it set up where the first landing enabled the second trigger which was the mission success trigger...if you just land at home without activating the first trigger

the mission will fail. I might still have it set up that way...can't remember. In any case I don't make doing things like that a habit, but it comes in useful sometimes.

 

i thought there is a mission task separated from trigger, if i get it right trigger is mission task and waypoint all in one so you need to sync them in series not parallel, i don't want to ask more stupid questions cos i never used il2 editor so i'll give it a look these days.

thanks again!

Posted

It just depends on how you set the MCU's up, lots of things are possible...which is what makes the editor so powerful, and such a beast like I said. ;)

  • Upvote 1

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