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mission objectives and mission end in single mission


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Posted

pages 270-271 mission end is clear but mission objectives i read says is only for multiplayer . Which is the correct MCU for mission objectives single player ?

Posted (edited)

There is no MCU for mission objectives in a single-player mission. In both SP and MP, you set up MCUs that reflect the conditions necessary for victory. For example, once a counter detects three factories destroyed, it triggers a message and a 30-second timer, which then triggers a mission end translator. In the MP scenario, the counter can also trigger a mission objective translator, which shows the victory message in the results screen.

 

UPDATE: Note that the behaviour of the mission objective translator (used in multiplayer) has changed and the change may be a bug. Now, the translator ends the mission after the time specified in the "Mission end timeout" setting on the DServer. Before, the translator determined only what victory message was displayed in the post-mission stats screen or (optionally) whether 50 points were deducted if a secondary objective was satisfied.

Edited by JimTM
Posted (edited)

objectives and ending

so for example i add a counter and enter 3 , the 3 being planes destroyed , in plane advanced properties i add on plane destroyed and target counter with purple line , counter/timer/message 'MISSION SUCCESSFUL RETURN TO BASE"/mission over , Does the counter have to link to another MCU nomally ?  in my case there is no link between WP 1 and 2 because of the 10mn  ongoing attack area  mission which will trigger the final WP later .Finally do i get a success in the debriefing panel ?

off topic questions

Page 278 , if i add a counter linked to a final WP target and aircraft  on plane damaged message , will the enemy aircraft abandon the mission objectives on 50% damage  and head back to base to the designated WP ?. should the WP be set as high ? are there any other links for the counter ? In the tutorial it says when the counter receives a message from an object or MCU , but my question here is , is the plane informing the counter that it is damaged 50% for it to count ? in my case they are returning to base before entering a fight or getting damaged .

in the mission you helped me with  since i don't see  a time delay mcu i added a spawn/timer and delayed with that , is this the method with this sim ?  

 

Edited by dog1
Posted
13 hours ago, dog1 said:

        Note: I updated my previous post to indicate that there may be a bug with the mission objective translator.

objectives and ending

so for example i add a counter and enter 3 , the 3 being planes destroyed , in plane advanced properties i add on plane destroyed and target counter with purple line , counter/timer/message 'MISSION SUCCESSFUL RETURN TO BASE"/mission over , Does the counter have to link to another MCU nomally ?  in my case there is no link between WP 1 and 2 because of the 10mn  ongoing attack area  mission which will trigger the final WP later .Finally do i get a success in the debriefing panel ?

        You link the counter to the force complete / trigger WP2 logic that I demo'ed in the edits I did for your mission. There is no debriefing panel for SP missions.
        You indicate success with messages and determine the end of the mission by triggering the mission end translator.

off topic questions

Page 278 , if i add a counter linked to a final WP target and aircraft  on plane damaged message , will the enemy aircraft abandon the mission objectives on 50% damage  and head back to base to the designated WP ?. should the WP be set as high ? are there any other links for the counter ? In the tutorial it says when the counter receives a message from an object or MCU , but my question here is , is the plane informing the counter that it is damaged 50% for it to count ? in my case they are returning to base before entering a fight or getting damaged .

in the mission you helped me with  since i don't see  a time delay mcu i added a spawn/timer and delayed with that , is this the method with this sim ?  

        Sorry, I don't understand completely. Please post an example mission and refer to MCUs in that.

 

 

Posted (edited)

here is the copy of the mission which you already know , i did what you mentioned above regarding the counter but 2 of 3 of the planes break from the start after they appear in the combat area and wonder off not far from where they are supposed to land later in the mission after the dogfight , so once we disposed of the solitary fighter we went after them further north and engage which was not what i planned . can we regulate the damage % which is set as 50% default ? i gave hell to 2 planes  , they had 3 streaks of smoke but still would'nt break and head to the next WP . 

update :

i did more tests today reducing damage to 30 % with same result . even after the 10mn battle period is over they still go round in circles with plumes of smoke but dont break and head to next WP .

cap over lupino v1.rar

Edited by dog1
Posted
On 9/16/2018 at 5:13 AM, dog1 said:

here is the copy of the mission which you already know , i did what you mentioned above regarding the counter but 2 of 3 of the planes break from the start after they appear in the combat area and wonder off not far from where they are supposed to land later in the mission after the dogfight , so once we disposed of the solitary fighter we went after them further north and engage which was not what i planned . can we regulate the damage % which is set as 50% default ? i gave hell to 2 planes  , they had 3 streaks of smoke but still would'nt break and head to the next WP . 

update :

i did more tests today reducing damage to 30 % with same result . even after the 10mn battle period is over they still go round in circles with plumes of smoke but dont break and head to next WP .

cap over lupino v1.rar

 

Comments:

  • You should not spawn formations. The wingmen ignore any commands given to the flight leader. If you want, you can clear the "Enable" option from all members of the flight and activate the leader (activate trigger) rather than spawning the leader. However, for a simple mission, I would not bother with activating since the planes don't use up many resources.
  • Add a target link from the counter to Trigger Timer id: 1259, which then triggers the RTB waypoints for both sides.
  • The object damage setting in the advanced properties determines how much damage it takes to generate an OnDamaged event message, which then triggers the counter. See "Damage Report" and "Damage: (Threshold|Step)" on pg. 211 of the editor manual.
Posted (edited)

 

JIM TM

i have been doing some further testing and here are my questions:

when the dogfight is over  my 2 wing men are heading to the enemy airfield to land , the airfield is labelled as Russian . how do i correct this ? what i cannot understand ts until yesterday they came back and landed where they should .

when the dogfight time is over the message announcing the end is appearing late , not when the fight ends but about 2mn later . i tried adding an extra timer but same result . how can i adjust this ? again until a short while ago i'm sure the message appeared much earlier if not immediately after the fight ended and red went to yellow .

Edited by dog1
Posted (edited)
2 hours ago, dog1 said:

 

JIM TM

i have been doing some further testing and here are my questions:

when the dogfight is over  my 2 wing men are heading to the enemy airfield to land , the airfield is labelled as Russian . how do i correct this ? what i cannot understand ts until yesterday they came back and landed where they should .

        I would have to see the new mission. The one you sent the other day has all the airfields set to German.

when the dogfight time is over the message announcing the end is appearing late , not when the fight ends but about 2mn later . i tried adding an extra timer but same result . how can i adjust this ? again until a short while ago i'm sure the message appeared much earlier if not immediately after the fight ended and red went to yellow .

        With respect to the setup in the mission you sent the other day, add a target link from Trigger Timer id: 1259 to the Translator Subtitle id 1258.

        

         Tip: To make missions easier to understand for you and others, it's a very good idea to create helpful MCU labels rather than stick with the default labels.
         For example, you could change Trigger Timer id 1259 to "Wait for Attack to Stop: 2s" (or even just "2s" would be helpful).  Also, you could rename
         "command Force Complete" to "Stop Dogfight" and rename "Trigger Timer 10mn" to "Dogfight Period: 10m". Use labels that tell you and others what the
         MCU does in the mission rather than what the MCU is.

 

 

Edited by JimTM
Posted

Yes, it is a very wise idea to create meaningful MCU labels. They come in handy when troubleshooting a mission or when expecting others to troubleshoot a mission.  :salute:

  • Upvote 1
Posted

here is the copy , the message mission over now  instant . the remaining wing will request to land at the closest airfield ?! 

lapino cap mission.rar

Posted
3 hours ago, dog1 said:

here is the copy , the message mission over now  instant . the remaining wing will request to land at the closest airfield ?! 

lapino cap mission.rar

 

Are you saying that they land at Lapino or Yantar? Are you (as the leader) still intact? Presumably, the wingmen should follow you home and land once you trigger the land command by flying through Waypoint 2. 

Posted

i was still operational , you mean i was causing them to search for the closest airfield because i i pressed either key  4  return to mission and or 5 return to base  while still over the battle area  when i should not until i've cleared WP 2 ? when the battle was over and the command attack area time had expired the yellow tear drop appears WP 2 so its logical i give them orders . why do flares fire from my plane when i give these orders ? 

Posted (edited)
2 hours ago, dog1 said:

i was still operational , you mean i was causing them to search for the closest airfield because i i pressed either key  4  return to mission and or 5 return to base  while still over the battle area  when i should not until i've cleared WP 2 ? when the battle was over and the command attack area time had expired the yellow tear drop appears WP 2 so its logical i give them orders .

        Probably. 

 why do flares fire from my plane when i give these orders ? 

       Check your IL-2 key bindings. You may have one of your wingman commands also bound to fire flare.

 

 

Edited by JimTM
Posted

From what I can tell, giving the "cover me" or "RTB" wingman commands causes the player plane to fire off a flare

Posted (edited)

Murleen

yes RTB is my key 5 and it does that , i checked my keys there is nothing linked in the orders to fire a flare as well . actually it does'nt exist .

 

JIMTM

when i get the message dogfight over and i subsequently use the key follow me only they do go to WP 2 and then land at the correct base even if smoking .

Counter:

The enemy planes  are not breaking off during the mission when damaged . They go back to base only when the all clear is given . so whats the use of this MCU ?

Edited by dog1
Posted
12 hours ago, dog1 said:

...

JIMTM

...

Counter:

The enemy planes  are not breaking off during the mission when damaged . They go back to base only when the all clear is given . so whats the use of this MCU ?

 

I assume that you created the counter to stop the dogfight once the Russian event message conditions were satisfied for 2 planes. If you want the enemy to break away from the fight if they are damaged, select the AI Return to Base Decision option in the advanced properties (see pg. 210 of the editor manual). Note that when planes RTB, they head to the nearest friendly airfield object (in this case, Lapino).

Posted (edited)

JIMTM

friendly airbase is one which says russian , so if i make lapino  German they will have to go back to Dubik . Will test thanks input , I want to state that flares are firing when i press most order keys , is there a way to stop this ?

Mission objective ending : i have added 2 mission objective MCU's the first objective gives me the mission success message . counter is set at 2 planes shot down and when i land and exit the mission i get MISSION ACCOMPLISHED , the secondary objective failure i added 2 planes not returned . Could you pls take a look at the set up if correct .

1) 2 planes shot down , success

2) enemy AI aircraft damaged return to base before mission is over .

3) 2 german planes not landed , secondary mission objective failure .  

further:

when my wing comes back to land intact all 3 of them , the second plane bumps its propeller into the rudder of the first plane landed ahead ,i tried spacing the airfield chart but that did nothing . is there a way of directing the third aircraft landing to land on the second runway ? the fourth plane comes in much later as it waits for clearance . the problem is the bottleneck of 2 and 3 . 

 

Lapino cap check.rar

Edited by dog1
Posted
10 hours ago, dog1 said:

JIMTM

friendly airbase is one which says russian , so if i make lapino  German they will have to go back to Dubik . Will test thanks input ,

I want to state that flares are firing when i press most order keys , is there a way to stop this ?

        Not sure. As I indicated here, check your key bindings to see if you bound an order and the flare to the same key.

Mission objective ending : i have added 2 mission objective MCU's the first objective gives me the mission success message . counter is set at 2 planes shot down and when i land and exit the mission i get MISSION ACCOMPLISHED , the secondary objective failure i added 2 planes not returned . Could you pls take a look at the set up if correct .

1) 2 planes shot down , success

2) enemy AI aircraft damaged return to base before mission is over .

3) 2 german planes not landed , secondary mission objective failure .  

further:

when my wing comes back to land intact all 3 of them , the second plane bumps its propeller into the rudder of the first plane landed ahead ,i tried spacing the airfield chart but that did nothing . is there a way of directing the third aircraft landing to land on the second runway ? the fourth plane comes in much later as it waits for clearance . the problem is the bottleneck of 2 and 3 . 

Lapino cap check.rar

        Comments:

            - Mission success is triggered by Trigger Counter (id1160) and two seconds later by Trigger Timer (id 1261). That's redundant if you shoot down the three enemies.
              It is also triggered if you do not shoot down all the planes and the mission time (Timer 128 mn end mission) expires.

            - I'm not sure that the mission won't end right away when you trigger the mission objective translator (see "UPDATE" in this post).

            - As far as I know (or knew when I wrote the manual), the mission failure option is not implemented for the mission objective translator.

            - Re. planes bumping on landing, I've never seen that. Usually, the leader lands and then each wingman in their formation order. I don't think there is a way to split up
              the formation so that some planes land on different runways.

 

 

Posted

I do see planes landing in formation and then crashing into each other at times. It seems to happen most often if the planes are in different flights, or if the planes are RTB'ing (either due to damage, out of ammo, out of fuel or the player issuing the "return to base" command). In these cases I see planes request landing permission, get denied, then land anyway.

Posted (edited)

Bomber mission simple

I set up my first bomber escort simple start up mission . The bomber does his job and goes back to base , i am  flying as cover  . I get the mission objective  MCU result on the map .

1) the subtitle message wont appear yet its triggered by the Counter through the same timer . Can you pls take a look .

2) The WP yellow markers dont appear

3) when i get back to base and exit the mission i dont get the debriefing board with the results .

4) HUD display : In this mission only , the rectangle speed and height HUD don't appear , i get the messages and the other plane  markers are present , i have checked my settings and pressed the usual H  , what could be the reason ?  Is it possible due to these 2 issues point 3 and 4 that the mission is corrupted ? and could it be that the messages dont appear because of that ?

Airfield crashes : i  have placed the VPP 's at the limits of Stepney airfield , i will report back if successful and bottleneck resolved .    

bomber mission test.rar

 

Edited by dog1
Posted (edited)

Day 2 further tests on same mission  

I have attempted various solutions to get the messages to appear after each event unsuccessfully , here is the closest i have gotten to today which to me makes logical sense but as you will see not one message appears , pls give me your analysis off what i'm doing wrong  and solutions .

message 1 mission over go back

message 2 landed mission over

tks support 

 

stalingrad autumn raid V2.rar

Edited by dog1
Posted (edited)

i am having very serious corruption issues , i started rewriting the same mission and after placing one plane the HUD appears as well as the Gui map is functioning and the debrief board appears correctly at the exit of the mission . but after i place more planes and objects again no more HUD and the GUI map remains stuck on Pitomnik , it doesnt move and you cannot trace the planes in the area . The debrief map does not appear in this circumstance as well . Pls advise .  

Edited by dog1
Posted

I have attached one of my SP training missions.

 

As the player you will escort a rookie Ju-87 pilot armed with a 37mm cannon in his first attack on a moving train. You will start parked behind him armed with a 500k bomb as a backup for the rookie.

 

You can run through the entire mission under 'auto pilot' if so desired. There are several messages that will display during the mission. There is a mission result reported at completion.

 

Check the mission out for examples. 

Stuka Train Attack.zip

Posted

JIMTM

when you test my 2 missions  which are the same with the difference beeing the attempts to get the messages appearing i will be interested to know wether you get the same corruptions or not ,  I list again the corruptions i have .

1) the HUD does not appear .

2) the GUI map is frozen on potimnik airfield .

3) the mission debrief does not appear .

Hope you can identify the cause of these issues 

Posted
40 minutes ago, dog1 said:

JIMTM

when you test my 2 missions  which are the same with the difference beeing the attempts to get the messages appearing i will be interested to know wether you get the same corruptions or not ,  I list again the corruptions i have .

1) the HUD does not appear .

2) the GUI map is frozen on potimnik airfield .

3) the mission debrief does not appear .

Hope you can identify the cause of these issues 

 

Sorry dog1, I'm extra busy this week.

Posted (edited)

JIMTM

 in the meantime i deleted the 2 missions and redid them and the defects are no longer there  , so the missions were corrupted  while setting them up . 

Edited by dog1
Posted

Bombers last two waypoints not 'target linked'. :salute:

Posted (edited)

to Thad 

copy mission attached :

yes the problem is the red marker of attack command goes off after 47 secs but should stay on for 4 mn . however the mission plays correctly for the remaining time off 3mn with the WP markers taking over prematurely , messages appear at the right time . Something is interfering .

mission to thad.rar

Edited by dog1
Posted

Target linking your fighter flights first waypoint to the attack command will keep its red marker active. 

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