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Posted

Hello All,

I am trying to learn how to make missions.  I want to have a signal flare fire to tell the pilots to take off.  From the excellent resource "IL2 Sturmovik Mission Editor and Multiplayer Manual" it should be easy:

 

You can make a plane or vehicle fire a flare to signal human players to take off on a mission.
Do the following:
1. Place a plane or vehicle (even a train or artillery object) on or near an airfield, and
make it a linked entity.
2. Object link a flare command (pg. 241) to the object that you just placed.
3. Trigger the flare command with a target link from another MCU or a message link from
an object.

 

​Ok, so, I do all that and...no flare.  I tried a Trigger:Timer.  I tried a Trigger:Date.  Nothing works.  Anyone have any suggestions?

 

Thanks

 

Posted

"I do all that" is zero help.

 

Post your mission so that someone can help you.

Posted

Ok, how.  When I try to attach the file, it says "You are not allowed to attach this type of file".

Posted

1. Zip your mission files

2. Click "More Reply Options".

3. Click "Choose Files" and choose your zip file.

4. Place your cursor where you want to attach the file and click "Add to Post".

Posted

Ok, it would not let me attach a .rar file.  But I changed the filetype to .txt.  So this is a .rar, just change the type and unpack.

Gewoehnungsflug_Temkino.txt

Posted

Salutations,

 

Below is an image from one of my SP missions that uses a flare to set a Takeoff.

 


I hope it helps a bit.

post-119325-0-09412500-1504903459_thumb.png

  • Upvote 3
Posted (edited)

Ok, it would not let me attach a .rar file.  But I changed the filetype to .txt.  So this is a .rar, just change the type and unpack.

 

Your date time trigger is set to fire on a date, namely Oct. 2, 1941, whereas your mission date is set to Aug. 25, 1941.

 

You mentioned that you had tried a timer trigger. What time interval did you set it for? Did you maybe set minutes and were expecting seconds?

 

Update: Of course, you need to trigger the timer trigger from another MCU (e.g., a mission begin translator).

 

Anyway, here is a test mission you can try:

 

JimTM - Test Flare Direction.zip

Edited by JimTM
  • Upvote 1
Posted

How lost we (me for sure) would be without JimTM.

Posted (edited)

YAY!!  It worked!!  The missing thing was the Mission Begin Translator.  Thanks to all who helped (THAD and JimTM)!!

 

post-137462-0-65602000-1504906292_thumb.jpg

Edited by JTurbine
  • Upvote 1
Posted

Just remember that every trigger with the exception of the complex trigger, needs to be told when to activate. A mission begin translator is just one of many inputs that can be used.

Posted

How lost we (me for sure) would be without JimTM.

 

...and Coconut and Haashashin and Vander and Habu and Prangster and Tx_Tip and Jupp and...all of the mission builders who contributed to my education and helped out the community!   :salute:

Posted

Yep - all have contributed to my ability to just sit down and enjoy creating.

Just figured it was a good spot to give you some kudos.  :salute:

 

Aside from those you mentioned, Jade Monkey also get's some credit where I'm concerned.

  • Upvote 1
Posted (edited)

Turbine, as another example just to help you get a handle on how this works.

Let's say you wanted that flare to fire as the flight ahead of you is lifting off.

 

You can simply forget about the 'mission begin" translator, and instead go the leader of the AI flight (or any of the aircraft in that flight, maybe the last guy if you want the flair to fire when they're all off the ground)

and go to that aircraft's properties, go to "add event", and then find "on took off" and click.

Then in "find target" link to that same timer that you would otherwise link to "mission begin"

 

There is no need for the mission begin MCU now because the aircraft is telling it to fire.

Or you could use a 'check zone' trigger target object linked to an aircraft, a truck...anything that's moving and target link it to the same time as well.

(or set a coalition type in the trigger properties instead of using the object link) all depends on your needs.

 

The point is, between all the event types, timers, triggers and such, you can get this editor to just about anything you can imagine.  :salute:

Edited by Gambit21
  • Upvote 1
Posted

Thanks again, Gambit!!  There certainly is a lot of flexibility in the editor, but also I guess the tradeoff is that there is also a lot of complexity.   

Posted

Turbine, you want to go too fast.

 

Before using cosmetic (flare is cosmetic), understand the basis. Then after, you can add more complicated elements, and it would be easier to add them, because even if you never use them, you would have the basis to understand how to use them.

 

So if you had work on basic flight which is activate in the air, and on the ground, you would have understand that some action must be initiated, and can be intiated by diferrent element ( add event, mission begin, timer,...)

 

Do not try to build complex mission, for the begining. It will help you to understand the basis, and the use of other element would be natural once you have the basis.

Posted

Yes, I guess you are right, Habu.  I really wanted to make this mission, though, so I could get familiar with the airfield and the surroundings.  I wanted to get a little immersion effect with the flares, rather than just taking off, looking for landmarks, then landing.   I am a little comfortable with the editor, because I did make some very basic ROF missions (again, training type of things).

 

As a note, I was able to add a flare that fired only when I return to base, to help me find it!

 

Thanks again for all the suggestions, this really is a great community!

Posted

Ok, if you already have some knowledge in using Rof editor, all you know can help you.

 

I suggest you to do these exercices which should help you to uderstand some things, or refresh what you know.

 

Exercice 1

Single mission

Goal  : A group of 2 plane which take off and land.

 

What you have to do

Put 2 planes on the runway (not on the parking) with one leader and one wingman. You have to link them.

The 2 plane must be activated after 1 minutes.

20s later give the take off order.

At the same time you gave the order to take off, display a message for your side "order to take off", on the top of the sceen and in the center. Set the display time to 10s

Put 4 waypoints and a landing point. The 4 waypoint must be set in a rectangle.

When planes pass through the waypoint 4 , display a message "Patrol are goind to land", on the left upper corner. Set the display time to 10s

 

What you have to use in that mission (nothing else) :

 

  • 3 planes (2 for AI, and 1 for the player).
  • Mission begin
  • Command take off
  • Subtittle
  • Timer
  • Command Land
  • Trigger activate
  • Trigger waypoint

 

Exercice 2

Single mission

 

Goal activate a group of 2 planes in the air which are going to land.

 

Use 2 planes which are activated in the air at 500m above the airfield.

Display a message wher you want "Ai planes activated", set the display time to 10s

Put waypoint for Ai and a command land

 

What you have to use :

  • Mission begin
  • Timer
  • Activate
  • Waypoint
  • Subtittle
  • Command land
  • 3 Planes (2 Ai and 1 player)

 

Exercice 3

Single mission

 

Goal : Spawn a group of 2 planes in the air which are going to land.

 

Use 2 planes which are spawned in the air at 500m above the airfield.

Display a message where you want "Ai planes spawned", set the display time to 10s

Put waypoint for Ai and a command land

 

What you have to use :

Do not use "on spawn" in the advanced properties of the plane, for activate the first waypoint.

  • Mission begin
  • Timer
  • Spawn
  • Waypoint
  • Subtittle
  • Command land
  • 3 Planes (2 Ai and 1 player)

 

Exercice 4

Single mission

 

Goal : Spawn a group of 2 planes in the air which are going to land.

 

Use 2 planes which are spawned in the air at 500m above the airfield.

Display a message where you want "Ai planes spawned", set the display time to 10s

Put waypoint for Ai and a command land

 

What you have to use :

Use "on spawn" in the advanced properties of the plane to activate the first waypoint.

  • Mission begin
  • Timer
  • Spawn
  • Waypoint
  • Subtittle
  • Command land
  • On spawn in the advanced properties of the plane
  • 3 Planes (2 Ai and 1 player)

 

Exercice 3 and 4 have the same goal, but it will show you that you have 2 posibilities to activate the first waypoint.

 

We ll see next if you finish the 4 exercices. ;)

  • Upvote 1
Posted

Wow, that sure is some homework assignment!!  My mission building time was reduced this week due to business travel, but I was able to finish the first assignment.  Yes, it did give me a lot of trouble, but yes, I did learn a lot.  One problem is, that I never fly with the Hud activated.  All the messages were being displayed, but I couldn't see them!  It drove me crazy until I realized I had to press "H".

 

Anyway, here it is:  Gewoehnungsflug_Temkino_v2zip.txt   (it is a .rar)

Posted

Excellent!

Now place a flight on the ground, and trigger the "command take off" MCU with a vehicle driving by.

Check Zone set to appropriate vehicle coalition,  or object linked to vehicle itself, and target linked to the "Command take off" MCU.

Hint...you'll need to enable the check zone with a mission begin/timer.

(you can trigger it with anything, but in this instance 'mission begin' is appropriate.

 

Then place two flights, and trigger the "Command Take Off" MCU of the second flight with the first flight.

First with the check zone trigger method, then by using the "on report took off" functionality in the aircraft properties of the

first flight taking off.

So the second flight will not take off until it receives the trigger from the first flight. First by moving into the 'check zone' area, then by

sending a report to the take off command of the second flight still on the ground.

 

Then if you're feeling spunky do it again using one of the way-points of the first flight.

So then you simply target link a waypoint of the first flight to the take off command of the second flight.

Timers should always be used for flexibility purposes.

 

This will give you a good handle on how triggers work, and how easy they are to use once you realize how they operate.

Posted

Cool Jturbine.

 

Before trying what Gambit ask, do that one which give more possibility if you understand it. It's about groups. Then after, you can modify your group and do the exercice from Gambit.

 

Exercice 5 : Groups

  • How to do a group

Put any element on the map. then, Left click and select all these element. Thn right click and select Group

  • How to work in a group

The active group is in bold, by default when you load the mission, the ttitle of the mission is in bold. To work with a specific group, Select the group in the left column, then right click and select Set group as working. If it's ok, you should see the name of the group in bold.

  • Save a group as library

Select the icon of the group (be carefull to not move it), To go qickly to the icon, select the name of the group in the left column, then right click and select Move camera to object.

Right click on it, then select Save selection to files and give a name which talk to you and that path Data/Mission, it's teh same location where you have the single mission (even if you want to use it for multiplayer, do not use any other sub directory)

If all right well, Use the button group in the right column. You should see the name you gave at the previous point.

 

  • How to use group in the library

Click on the button Groups on the right colonn, then click on the object and click on the map. As you can do when you want to put any plane/vehicles, elements,... on the map.

 

For exemple, have a look on the version of the mission i debug.

 

1- Go to the PE2 location quickly

2- Do a group with your PE2 and all it need to fly, waypoint order (do not add airfield and windsocks). To select elements, you can use left click, or like with the windows explorer, hold the control key.

3- Save the group (using the icon of the group) in the bibliotheque

4- Move the map to another airfield.

5- Go in the Group button.

6- Select the name of the group you did.

7- Clik on the map

8- Adjust the group position

9- In the left column, select the group (Set group as working)

10- Select the plane and finish to position it on the runway. And Use the button Set on ground (icons on the top of the editor).

11- Adjust the waypoint.

 

Here it is, you have another Ai which will take off and which work in a few click without to build from scratch.

 

Another trick.

 

You have the AI group with the PE2.

 

After point 11

12- Select the planes, or planes in the group.

13- On the properties windows of the planes, you have the button Model. Use it and Select a JU52.

14- You should see a JU52 on the runway.

15- Use the button Set on ground

 

That exercice is something i wrotte for another one, and is link to that post :

https://forum.il2sturmovik.com/topic/31119-possible-have-ai-aircrafts-deathmatch/?p=510531

  • Upvote 1
  • 4 weeks later...
Posted

Hi ,jimTM:

It was a pleasure to meet you!Learning BOS editor is an interesting thing for a non-English person, but you have to help me!

I would do a thing in  a single mission, the wingman follow me to do the example of action, for example, it followed me on the runway glide, together takeoff, flying together, landing together. But it was not there, and I was in the air, it was very frustrating.

I provided a task zip package, please take the time to help me look, very grateful!

 

 

     

MYTEST.zip

No601_Swallow
Posted

Really cool thread! Maybe it should be "stickied" and re-titled to "Read this first when you're ready to start creatin' missions!" or something similar.

deleted@31403
Posted

Guys this is great I hope the OP dont mind if I join in. I too am just learning. The exercise look great and gonna go through them. I can work with groups some and just made a training map for our squad. Our squad does not have someone to make missions so I took this task on and want to give back to the community. The triggers I have some basic concepts just seeing the reports function are fascinating and more then one way to do things.

I am seeing groups and copy paste are time savers. I wish there was a way to use sub folders in groups. I like things tidy in my work flow and I am just starting to get a little workflow. I want to have this down pat when the Pacific comes out but in meantime Kuban offers so much.  Groups library can get big and disorganize quickly. Any tips in the groups folder to help organize them? :salute:  all for all your help with us newbies.

Posted (edited)

Hi ,jimTM:

It was a pleasure to meet you!Learning BOS editor is an interesting thing for a non-English person, but you have to help me!

I would do a thing in  a single mission, the wingman follow me to do the example of action, for example, it followed me on the runway glide, together takeoff, flying together, landing together. But it was not there, and I was in the air, it was very frustrating.

I provided a task zip package, please take the time to help me look, very grateful!

 

Thanks flytiger; likewise for me. I looked at your mission and replied in your original post. My reference to this thread was only so you could see the instructions for attaching files to a post.

Edited by JimTM

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