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Posted (edited)

I can't see the mission until later today, but here are some common issues to check:

  • Do the checkzones have a begin mission MCU on them? They're not active by default and must be activated some how. The most common way is via begin mission MCU.
  • Are the T34's spawned in or activated? If spawned in, do you have the correct logic to the waypoint? (use onSpawnReport -> CMD to spawner -> Target to waypoint)
  • Is the waypoint activated? Like the checkzones, they're not active by default. If you have multiple waypoints, only the first needs to be activated, then the others should get activated by the waypoint before it.
  • Do you have formation logic? Are the vehicles offroad or onroad? If they're spawned in, then you can't use formation logic.
  • Does the waypoint have an object connection to the T34? If spawned in, you have to have object connect to each spawned vehicle (and the onSpawnReport logic too).
  • Can the tanks get to the waypoint? Is the waypoint to far away? (Maybe adjust waypoint location?)
Edited by [TWB]Sketch
  • Thanks 1
Posted

Dendro - have you referenced JimTM or Prangster’s guides?

=EXPEND=Dendro
Posted

Yes.... I am mucking about trying to figure things out... just not sure why I can't get this one right.

Posted

Ok - either Sketch or I will look at your mission later. Like him I’m away from my computer till a bit later.

Posted (edited)

Salutations,

 

I added a Complex trigger and a trigger timer to activate the Waypoint. The tank now moves towards the waypoint.

 

The first image below shows how one of my SP mission MCUs and WP were connected to set up an attack on the convoy. I hope this helps.

 

The second image shows the changes I made to yours. Your Check Zone is under the Complex Trigger. The complex trigger advanced settings check to see if the selected objects enter the zone. But that has nothing to do with getting your tank to move in this case.

 

 

TankAttack.rar

tankacitivate.PNG

tankmoveexample.PNG

Edited by Thad
SAS_Bombsaway
Posted

Hi Thad. I too am trying to learn about making missions.  Sketch has been a big help to me. In a video he made in my thread he has the formation command linked to a timer and the lead ship.

In your top pic, yours is only linked to the lead light tank. In Sketch's video he was showing me how to make ships move. Is the method different between vehicles and ships?

Posted

Same

Thanks for helping him out Thad. :)

Posted (edited)

Yes, vehicles are target linked to the lead vehicle or craft and the waypoint are linked to only the lead vehicle/craft. If the lead vehicle/craft is destroyed the next one in line become the lead vehicle... etc.

 

I haven't personally worked with ships yet, but I would expect the same procedure to apply.

 

Gambit, I try to help if I can. :salute:

Edited by Thad
  • Thanks 2
SAS_Bombsaway
Posted

Should the formation command be connected to a timer and the lead vehicle or does it matter?

 

Posted (edited)

The trigger timer formation should occur 2-3 seconds after the waypoint in question is activated. No need to connect the trigger timer formation to the vehicle. The Command Formation MCU is.

Edited by Thad
SAS_Bombsaway
Posted

Thank you.

=EXPEND=Dendro
Posted

Thanks Thad... ill have a look asap. Appreciate everyones input.

Posted

Bombs - if you place the first ship waypoint - or any other waypoint too far away, the ship will not proceed.

So watch that one.

Posted

Good luck and enjoy the challenge of mission creations. ?

2 minutes ago, Gambit21 said:

Bombs - if you place the first ship waypoint - or any other waypoint too far away, the ship will not proceed.

So watch that one.

I'll try to remember that when I start experimenting with the ships. Thanks. :salute:

SAS_Bombsaway
Posted
1 minute ago, Gambit21 said:

Bombs - if you place the first ship waypoint - or any other waypoint too far away, the ship will not proceed.

So watch that one.

Yes, Sketch filled me in on that one the other day as that was the mistake I was making. It's hard for me to read a manual and do it. I learn by seeing and doing. Right now after learning to make a mission and get the ships to move, my X52 joystick decided to take a dump on me. So now I'm switching to tanks. :biggrin: I've made a mission and set tanks, waypoints, timers, command formantion and such but I have six tanks, three in each column but only one tank will move. :huh: 

 

Any who, thanks for the advice from everyone. I'll keep plugging away at it. :salute:

Posted (edited)

Target Link all of the following tanks to the Lead tank in each column. EACH following tank in order.

Edited by Thad
Posted

Bombs - Have you seen this video? 

 

 

 

 

All vehicles, ships, and planes work exactly the same way for waypoint logic.

  • Upvote 1
=EXPEND=Dendro
Posted

Cant open your rar file, Thad? 

Posted
11 minutes ago, =EXPEND=DendroAspis said:

Cant open your rar file, Thad? 

 

Works fine for me. What extractor are you using? I recommend 7zip.

 

https://www.7-zip.org/

 

 

=EXPEND=Dendro
Posted

I have 7-zip... not working☹️... Ill try figure it out.

Posted

If it works for most, but not one; then probably issue with the one. You may have an older version of 7zip? I recommend uninstalling your version, and downloading the latest version from their site.

  • Upvote 1
=EXPEND=Dendro
Posted (edited)

I opened 7zip and then opened the rar file from there and it worked.

 

OK... but why use the complex trigger instead of check zone to enable the tank and waypoint? What is the complex trigger actually checking for with "object entered" as the tank is outside the zone of the complex trigger?

Edited by =EXPEND=DendroAspis
Posted

You know guys, we can respond a lot faster in discord. Let's chat in the unofficial IL-2 Great Battles Discord here:

https://discord.gg/SJdjFgW

Posted
14 minutes ago, =EXPEND=DendroAspis said:

I opened 7zip and then opened the rar file from there and it worked.

 

OK... but why use the complex trigger instead of check zone to enable the tank and waypoint? What is the complex trigger actually checking for with "object entered" as the tank is outside the zone of the complex trigger?

You may have been able to just as trigger timer (2 sec delay) and connected it to the Waypoint and the Activate MCU. The complex trigger may not be needed just to get the tank moving.

 

I strongly recommend using Prangster's Mission Building Guide. It can lead you step by step in many mission building procedures.

  • Upvote 2
=EXPEND=Dendro
Posted

I will read the mission building guide. Thanks Thad....appreciated.

SAS_Bombsaway
Posted
1 hour ago, [TWB]Sketch said:

Bombs - Have you seen this video? 

 

 

 

 

All vehicles, ships, and planes work exactly the same way for waypoint logic.

 

Yes, that is the video I was referring to when asking Thad about his timer not being set to the command formation like yours is in your video.

 

32 minutes ago, [TWB]Sketch said:

You know guys, we can respond a lot faster in discord. Let's chat in the unofficial IL-2 Great Battles Discord here:

https://discord.gg/SJdjFgW

 

How do I find you on there? I've never used it before. Just made an account.

  • Upvote 1
=EXPEND=Dendro
Posted

Thanks gents.... i successfully got a column to move along the waypoints. But.... what i still dont understand is how the complex trigger activates the tanks when they are not in its zone. My plane cant be triggering it because that too is not in the zone?? Am i misunderstanding the "on entered" function?

 

I also want to now add AA to my column which i did but they dont shoot. I suppose i need to set up an attack mcu?

Posted (edited)

image.thumb.png.d8d5e1dc7bfbbde6db5d452e5330ba3f.png

  • Setup a normal waypoint system for your vehicle entities ->
  • Use Trigger Proximity MCU to detect when planes/vehicles get near ->
  • Once enemy planes get near, notify player and have all vehicles stop ->
  • AAA *should* start shooting at the enemy planes, but adjust Ai level (to normal or lower level) to have Ai shoot before plane passes vehicles ->
  • Also, when enemy planes get near, fire of another Proximity MCU to check to see when enemy planes leave ->
  • When enemy planes leaves convoy alone, convoy continues on route to waypoint and notifies player

 

Zipped file is a group of the above image.

ConvoyWithAAA.zip

Edited by [TWB]Sketch
Clarity of steps
  • Upvote 1
=EXPEND=Dendro
Posted

Aaaah ok..... so the convoy HAS to stop to shoot? Is it the same with AAA on ships?

Posted (edited)

Convoy doesn't have to stop and shoot, but the Ai trucks have to stop and setup their AAA guns and stabilize the truck. They have a better chance of having the Ai setup their guns if you force the convoy to stop somehow. For boats, I don't think you have to have the same logic. Boats are bigger, and will shoot at you on the move - especially the destroyers.

 

You can see them deploy in this video:

 

 

Edited by [TWB]Sketch
  • Upvote 1
=EXPEND=Dendro
Posted

OK thank you Sketch... much appreciated.

Posted

A quick question to you guys , can we increase tanks speed ?? They are unable to catch my friends in tigers and panzer III

Posted

This is what you're looking for:

 

 

  • Thanks 1

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