adler_1 Posted August 24, 2018 Posted August 24, 2018 (edited) A) Waypoints: in game i see only WP 2 when i also have WP1 on the chart , they are all connected to player green , purple for event took off , and red between the WP's and landing . i set the WP2 at 1200mt radius went through it and it disappears triggering the blue airfied marker . However WP1 in the distance close to an airfield wont appear , it is set the same as WP1 . what causes this ? B) Mission names: I copied my first mission and added a wing man only and played the mission .I did give the mission a new name and the file in missions is there but in game it keeps my first missions name so i have 2 different missions in the menu with the same name , what causes this and how can i correct it since i intend to develop each mission . Edited August 24, 2018 by dog1
Thad Posted August 24, 2018 Posted August 24, 2018 (edited) Salutations, Move waypoint one further away from the airfield. Is the event took off pointing to waypoint ones ID number? Is there a takeoff MCU at the airfield? Your waypoint radius is probably too large. B. Use 'Save as' when you save the mission and give it a slightly different name from the original. Then delete the old version Edited August 24, 2018 by Thad
JimTM Posted August 24, 2018 Posted August 24, 2018 Follow the procedure in the forth bullet point on pg. 183 of the editor manual. Can you post the mission please.
Thad Posted August 24, 2018 Posted August 24, 2018 Aircraft is apparently already in waypoint ones set radius. ?
adler_1 Posted August 25, 2018 Author Posted August 25, 2018 (edited) THAD here are the images of the mission ,i moved away the WP 1 from the Ori airfield . WP 2 functions well and the landing blue icon appears well too . mission naming i set up my second mission from my first mission and added a wing man only , changed the name of the mission but did not delete the copied from first mission files , i did remove them later from the Missions folder but still the name in game remains that of mission 1 . Edited August 25, 2018 by dog1
Thad Posted August 25, 2018 Posted August 25, 2018 (edited) OMG! Don't post such long files on the forums. They are a waste of space. Building a simple mission really isn't all that complicated if you go through the Mission Building Manual step by step and learn some basics. Regardless, I have attached one of my practice missions for you to download and open in the editor. Examine it for insights. Place the included folder in your games missions folder for access and play. It has a 109 f2 Taking off to fly to a intercept area where a Lagg3 will be engaged. If the F2 (player) survives, it will fly back to its starting base and land. Auto pilot can be used throughout the mission. F2VersusLagg.zip Edited August 25, 2018 by Thad 1
JimTM Posted August 25, 2018 Posted August 25, 2018 Your mission text post above gives an error when I try to open it in the editor. If you want to post a mission, zip all the files associated with the mission (usually 9 files) and attach the zip file to your post. 7-zip (free download) is a good utility for zipping and unzipping several compressed file types (.zip, .rar, etc.). You should delete the mission text above.
adler_1 Posted August 25, 2018 Author Posted August 25, 2018 (edited) JIMTM zip cap over lapino thank you for the editor tutorial , i will use this as my bible over the years , please indicate which are the pages which will allow me to place the following in the mission : Player arrives in area , spawn enemy , 2 enemy planes destroyed , player arrives at base . i dont mention player shoots down because i will have a wing man or more , i know i can add player shoots down 2-3 etc as target . cap over lapino.rar THAD we have an F2 flyable ? i have done a lot off F2 skins for IL2 , many aces ,so i can make them for here too . i have mastered the naming , now its fine . thanks for tips . i have downloaded your mission , i will study it to see why my WP is not appearing and report back . Edited August 25, 2018 by dog1
Sketch Posted August 25, 2018 Posted August 25, 2018 I looked over your mission and made changes to it based on what you want to do. Take a look to see how it works: cap over Lapino v5.zip I also made a (rather long) video of me troubleshooting the issues you had with your mission. If you watch the video, it can hopefully show you how I went about solving various issues you had with your mission. 1
adler_1 Posted August 25, 2018 Author Posted August 25, 2018 THAD I went over your demo mission here are my questions ,The defender lagg has no waypoints he is attached only to the contended zone area why ? . the contended area generates the area by inserting the size of the area but what Is the purpose of the dogfight icon and where do I find that icon ? why are the translator yellow icons placed around the contended area ? the player does not need to pass through the WP's ? i see they are only 20mt .
adler_1 Posted August 25, 2018 Author Posted August 25, 2018 (edited) SKETCH installed and played mission and watched your video . WP; you say the AI did not know to witch WP it must go to first or maybe only recognized WP 2 but WP 1 was there and connected to player as object before moving to WP2 so why by switching player to wing man it recognizes ? obviously in most cases i want to be the leader so how should i go about setting up my mission as player to WP1 to avoid this issue ? Wingman: the wing man became much more efficient after you moved him out of the revetment and readjusted the VPP and taxi route . this is my day 3 with this sim . your help is most appreciated .thanks . Edited August 25, 2018 by dog1
Thad Posted August 25, 2018 Posted August 25, 2018 (edited) 3 hours ago, dog1 said: THAD I went over your demo mission here are my questions ,The defender lagg has no waypoints he is attached only to the contended zone area why ? . the contended area generates the area by inserting the size of the area but what Is the purpose of the dogfight icon and where do I find that icon ? why are the translator yellow icons placed around the contended area ? the player does not need to pass through the WP's ? i see they are only 20mt . Just showing how I got my WP 1 to display was the reason for me providing my practice mission. Don't bother with any additional aspect in it. Your plane should have a OnTookOff event that connects to WP 1 in its 'advanced' settings. All mission making subjects are covered in the Mission Building Manuals. I suggest you learn the basics yourself. Edited August 25, 2018 by Thad
Sketch Posted August 25, 2018 Posted August 25, 2018 (edited) 5 hours ago, dog1 said: SKETCH installed and played mission and watched your video . WP; you say the AI did not know to witch WP it must go to first or maybe only recognized WP 2 but WP 1 was there and connected to player as object before moving to WP2 so why by switching player to wing man it recognizes ? obviously in most cases i want to be the leader so how should i go about setting up my mission as player to WP1 to avoid this issue ? Wingman: the wing man became much more efficient after you moved him out of the revetment and readjusted the VPP and taxi route . this is my day 3 with this sim . your help is most appreciated .thanks . The Ai is stupid... I mean, really really stupid. And players don't need waypoints or target connections or really any logic at all. So your original setup - with the logic all tied to the player and a single connection from Ai to player, makes sense in the idea that "Hey Ai plane, follow me and do what I do. I'm the leader, and you just have to follow me and cover me." But really, the Ai isn't that good at doing that.... ever. If that's what your intent was (hey Ai follow me and cover me), then you could give the Ai plane a cover command, and for the most part the Ai does try to cover the player or player group, but it's not perfect. None of the waypoints you created were necessary in that case. Instead you would need some different set of logic to make the ai cover the player after the ai took off. Here's what that logic would look like: This is the order of my events firing off: mission begins send a signal to 3 second timer, 3 second timer waits 3 seconds and then sends a message to take off command take off command has the ai plane taxi and take off (and hopefully the player is doing the same). Once the ai plane has taken off a signal of onTakeOff is sent to my 5 second timer, The 5 second timer sends a signal to command Cover, which signals the object (green line) to cover a target (the red line). In my case, the ai plane is the object, and it will cover the player. The 5 second timer also sends a signal to my 10-15 minute timer The 10-15 minute timer waits 10-15minutes (Whatever you set it to) and then sends a signal to the CheckZone Entered Airfield During this time, the player is flying around doing mission stuff... and then they'll come back to base to land. By that time the checkzone is ready... The Checkzone waits until the Ai or Player have entered the checkzone. Once either of them do, then the CheckZone sends a signal to the command Land The command Land signals the Ai plane to land Hopefully this helps. Let us know if you have more questions, and keep at the ME. It's tough to start with, but once you get the basics down, it's sssooo much easier. Edited August 25, 2018 by [TWB]Sketch
JimTM Posted August 25, 2018 Posted August 25, 2018 10 hours ago, dog1 said: JIMTM zip cap over lapino thank you for the editor tutorial , i will use this as my bible over the years , please indicate which are the pages which will allow me to place the following in the mission : Player arrives in area , spawn enemy , 2 enemy planes destroyed , player arrives at base . i dont mention player shoots down because i will have a wing man or more , i know i can add player shoots down 2-3 etc as target . ... Player arrives in area Detect Objects Entering an Area or Already In an Area (pg. 81) Detect Objects Entering or Exiting an Area (pg. 82) Example: Detect a Reconnaissance Plane Entering and Exiting an Area (pg. 83) Spawn enemy Create an Object While a Mission Is Running (pg. 107) Example: Spawn an AI Fighter Whenever a Player Enters a Zone (pg. 107) 2 enemy planes destroyed Trigger an Event When One or More Events Occur One Time Each (pg. 95) Example: Destroy Three Factories (pg. 97) Example: Destroy a Factory Complex (pg. 98) Player arrives at base See "Player arrives in area"
JimTM Posted August 25, 2018 Posted August 25, 2018 (edited) 11 hours ago, [TWB]Sketch said: I looked over your mission and made changes to it based on what you want to do. Take a look to see how it works: cap over Lapino v5.zip I also made a (rather long) video of me troubleshooting the issues you had with your mission. If you watch the video, it can hopefully show you how I went about solving various issues you had with your mission. Nice contribution Sketch! I looked at the first 10 minutes and here are some observations: 1:55 There is no difference in results between event OnPlaneTookOff and report OnTookOff and between event OnPlaneLanded and report OnLanded. Using the event makes the map less cluttered. You need the report for other things that do not have events, such as OnAreaAttacked or OnSpawned. In the editor manual, see: - Event Message Link (pg. 9) - Report Message Link (pg. 9) - On Event Properties Dialog (pg. 221) - On Report Properties Dialog (pg. 224) 2:50 In dog1's scenario, the plane does not fly to the land command but it flies a pre-programmed approach pattern in relation to the airfield taxi path takeoff point (the first VPP in the taxi path list). The plane then lands at the taxi path takeoff point. For more details, see "Land command, multiple airfield objects, with or without taxi paths" in Notes on AI Taxi, Takeoff, and Landing. I need to update the manual to reflect the notes. 4:05 In dog1's scenario, the location and direction of the airfield object does not matter because a taxi path is defined. See the Notes on AI Taxi, Takeoff, and Landing mentioned above. 6:10 The takeoff command is never linked to an airfield object. The plane takes off with respect to the taxi path and the airfield location and orientation is irrelevant. 7:15 The land command location and orientation does not matter for this scenario. See the note for 2:50 above. 7:25 The report is OK too, but the event looks simpler on the map. 8:05 Land command placement and orientation in step 10 of the manual is only mandatory if you have no airfield objects on the map. I'll need to update the manual. I'll finish watching the video later and add more observations if needed. Edited August 25, 2018 by JimTM 1
Thad Posted August 25, 2018 Posted August 25, 2018 25 minutes ago, JimTM said: .I'll need to update the manual. ? 1
adler_1 Posted August 25, 2018 Author Posted August 25, 2018 While studying and trying all the above tips which will take some time i have been pushing my game further , i have 2 questions : 1) My commands to the wing man which appear on the left bottom side of the screen have disappeared .How do i get them to appear again . 2)When the wingman arrives at WP 1 and enters the command attack area he is continuing to the next WP , i added a timer 20 mn to the WP1 but he wont stick around even though the LAGG's are close by .Below is the image . whats missing ?
Thad Posted August 25, 2018 Posted August 25, 2018 (edited) Almost all mission making subjects are covered in the Mission Building Guides. I suggest you learn the basics step by step yourself. ? Check the Default Keymapping for Commands key. It's on the first page. Default Keymapper Listing Edited August 25, 2018 by Thad
JimTM Posted August 25, 2018 Posted August 25, 2018 1 hour ago, dog1 said: While studying and trying all the above tips which will take some time i have been pushing my game further , i have 2 questions : 1) My commands to the wing man which appear on the left bottom side of the screen have disappeared .How do i get them to appear again . 2)When the wingman arrives at WP 1 and enters the command attack area he is continuing to the next WP , i added a timer 20 mn to the WP1 but he wont stick around even though the LAGG's are close by .Below is the image . whats missing ? It's better to post your mission so we can get the complete picture. However, check the Priority for the next waypoint. If the priority is High, the 109 ignores enemies and continues on it's route. See pg. 286 in the editor manual. The timer doesn't do anything except retrigger the waypoint once it expires in 20 minutes. By then, I assume the 109 would be long gone from Waypoint 1, but would then turn back there.
adler_1 Posted August 26, 2018 Author Posted August 26, 2018 (edited) JIMTM this worked for me , i increased priority at WP to max as well . tks support mission ok.rar Edited August 26, 2018 by dog1
Thad Posted August 30, 2018 Posted August 30, 2018 (edited) Weapons Basics GroundAttack.zip Edited August 30, 2018 by Thad
LLv34_Temuri Posted August 30, 2018 Posted August 30, 2018 2 hours ago, Thad said: Weapons Basics GroundAttack.zip Isn't Flak37 the 88 mm? Flak36 is 37 mm.
LLv34_Temuri Posted August 30, 2018 Posted August 30, 2018 13 minutes ago, Thad said: I'll have to look into it. You may be right. I have it mixed up all the time too, and I have to check. But yeah, flak 37 is 88 mm: Flak 36 is 37 mm: 1
unreasonable Posted August 30, 2018 Posted August 30, 2018 (edited) The naming used in the ME is unfortunate since a "Flak 36" or "Flak 37" could be an 88m weapon or a 37mm weapon, the number just being for that particular series: the Germans would have called them 8.8 cm Flak 36, or 3.7 cm Flak 36. Edited August 30, 2018 by unreasonable 1
Thad Posted August 30, 2018 Posted August 30, 2018 Updated. 1 hour ago, unreasonable said: The naming used in the ME is unfortunate since a "Flak 36" or "Flak 37" could be an 88m weapon or a 37mm weapon, the number just being for that particular series: the Germans would have called them 8.8 cm Flak 36, or 3.7 cm Flak 36. As mission builders... such detailed designations aren't really required. This is just a 'basic' unit reference. Those strictly historically minded probably think differently. If so, please put together a detailed and historically accurate chart for the community. I'm sure we would all appreciate it. ? 1
SCG_Schneemann Posted August 30, 2018 Posted August 30, 2018 I put this together awhile back - might help too.
unreasonable Posted August 30, 2018 Posted August 30, 2018 2 hours ago, Thad said: Updated. As mission builders... such detailed designations aren't really required. This is just a 'basic' unit reference. Those strictly historically minded probably think differently. If so, please put together a detailed and historically accurate chart for the community. I'm sure we would all appreciate it. ? Your chart is fine, since it identifies the gun: the issue is just the naming used in the ME drop down lists, which does not, and which we can do nothing to change, and which has on occasion caused a little confusion, at least to me when building my own missions.
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