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SYN_Vander

IL2 Great Battles Easy Mission Generator

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21 minutes ago, Sogamg said:

Is there an option for transport missions with the Ju-52?


Actually, I just added that to the wishlist. I’m thinking about a transport/deliver package/drop spy etc mission with various landing spots in challenging terrain 😃

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Hey Vander,

how does one pick or setup the secondary target for a mission or is it picked by the generator?

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Posted (edited)
1 hour ago, 361st_Bugsy said:

Hey Vander,

how does one pick or setup the secondary target for a mission or is it picked by the generator?


The secondary is picked at random. Look closely at the map and you should see another target icon somewhere.

 

 

Edited by SYN_Vander

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Hey Vander

We flew a bomber escort mission last night and we had 2 flights of 4 and right after the bombers dropped we left them to hit the secondary target which was a HQ building and troops barracks and we had a blast. I do have a concern though this is the 4th or 5th Bomber Escort mission we've flown and no sight of NME planes attacking the bombers. Just wanted you to know so maybe you can look at that side. Thanks bud for the hard work and Ill continue to give feedback..

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On 1/9/2020 at 1:07 PM, 361st_Bugsy said:

Hey Vander

We flew a bomber escort mission last night and we had 2 flights of 4 and right after the bombers dropped we left them to hit the secondary target which was a HQ building and troops barracks and we had a blast. I do have a concern though this is the 4th or 5th Bomber Escort mission we've flown and no sight of NME planes attacking the bombers. Just wanted you to know so maybe you can look at that side. Thanks bud for the hard work and Ill continue to give feedback..

 

Hi Bugsy,

 

Will look into this. If you have set enemy air activity to "high" than two enemy AI flights should be hunting for you near the target area, but if they reach you in time depends how far away they are. I'll check if there is some bug, but in any case will think about a better mission logic.

 

EDIT: It's important though that "Additional AI flights" is ticked as the enemy's Blue and Red flight will not necessarily meet you!

Edited by SYN_Vander

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Thanks Vander I appreciate it very much...Here's a screen of my way of setting up our missions..Ive done this in the same manner at least 4 times now and like I stated we always take the bombers to and from target without incident..

 

 

001-2020-jan-11-001.jpg

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5 minutes ago, 361st_Bugsy said:

Thanks Vander I appreciate it very much...Here's a screen of my way of setting up our missions..Ive done this in the same manner at least 4 times now and like I stated we always take the bombers to and from target without incident..

 

 

001-2020-jan-11-001.jpg

 

Thanks. I checked a test mission and didn't see anything wrong, so I guess it's a timing issue. If you would loiter longer over the main target some enemy planes should appear.

But I already made some changes that should guarantee some action when activity is set to " high" and isn't dependant on a specific area :).

Edited by SYN_Vander
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Hi, I I keep getting the 'mission cannot be generated' message. I set up a single mission, and clicked 'Set iL2 main folder. The path in the bottom of the mission generator reads; IL2 game folder (x86)\1C Game Studios\IL-2 Sturmovik Battle of Stalingrad.

 

 Any help would be much appreciated.

 

 

Edited by No1_Charlie

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Thanks Vander

Ill wait for your next update then to see the changes, Looking forward to the many months ahead with playing this Mission Generator. Great work mate!

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1 hour ago, No1_Charlie said:

Hi, I I keep getting the 'mission cannot be generated' message. I set up a single mission, and clicked 'Set iL2 main folder. The path in the bottom of the mission generator reads; IL2 game folder (x86)\1C Game Studios\IL-2 Sturmovik Battle of Stalingrad.

 

 Any help would be much appreciated.

 

 

 

Hello Charlie:).

I think the problem is the path to your game folder.  Click on the bar down on the left that says 'select IL2 main folder'.  This will open the path to your game folder and invite you to select a folder. 

Go to the top and click on 'IL2 Sturmovik Battle of Moscow' and this will become the selected file.  Now click on the box down the bottom right 'select folder'.

This path will now close and you can now click 'create mission' on the bottom right of the generator screen and the mission should now generate.

 

Fingers crossed!  Hope this helps:salute:   

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No.1 Charlie,

I think your problem is where you have installed IL-2.  You say the path is " IL2 game folder (x86)\1C Game Studios\IL-2 Sturmovik Battle of Stalingrad."  The problem is '(x86)' which is a Windows folder that doesn't let you write to files. 

Move the entire game out of (x86) anywhere else.  My game is just sitting on my main 'C' drive and I have no problem saving generated missions.

Now you may ask if this is so how come the game updates?  My guess is it completely re-installs the game folder so (x86) doesn't perceive that files have been modified.  (could be wrong about that, I often am)

Edited by Beebop

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53 minutes ago, Beebop said:

(could be wrong about that, I often am)

 

Er....yes.  You are wrong about that.  

 

When you download the game from this website 'C:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Battle of Moscow'  is the default location that the game installs to.

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Yes but then I "Browse" to my 'C' drive and had it install there.

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Congrats but you didn’t need to do that.

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Sorry, it's my fault. Normally the IL2 path in the config is empty. I accidently left mine in, which is "C:\Program Files\1C Game Studios\IL-2 Sturmovik Great Battles". 

When the path is empty it will prompt the user to set a path, now it generates an error.

 

So for all (new) users: Make sure to set the IL2 path first for v26! I have corrected the config file in the zip file by now.

Edited by SYN_Vander

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On 1/5/2020 at 5:30 PM, SYN_Vander said:


Actually, I just added that to the wishlist. I’m thinking about a transport/deliver package/drop spy etc mission with various landing spots in challenging terrain 😃

Nice. This one I'm eager to try using Tante Ju.

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On 1/5/2020 at 12:30 PM, SYN_Vander said:


Actually, I just added that to the wishlist. I’m thinking about a transport/deliver package/drop spy etc mission with various landing spots in challenging terrain 😃

36ghko.jpg

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Hi Vander.  We're approaching twenty guys turning up on Sunday and Tuesday evenings for coops now.  This is in no small part thanks to your hard work with the mission generator.:salute:

 

Quite often we split the squad on Teamspeak and fly allies against Axis using the Generator.  Although generally we run into plenty of a.i.,  we find quite often the 'breathers' mission's are two quite seperate operations.

 

The result is the human flown planes will often not encounter human flown opposition.

 

Now we're all good friends and a lot of the guys meet up at Duxford each year for Flying Legends but this is war!  We want to kill each other😎

 

Is there a way in the Generators settings or perhaps a tweak to the mission templates that could be made to increase the odds of running into each other?

 

 

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Also can we get the re-arm, re-fuel, and repair into the missions?

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4 hours ago, DD_Arthur said:

Hi Vander.  We're approaching twenty guys turning up on Sunday and Tuesday evenings for coops now.  This is in no small part thanks to your hard work with the mission generator.:salute:

 

Quite often we split the squad on Teamspeak and fly allies against Axis using the Generator.  Although generally we run into plenty of a.i.,  we find quite often the 'breathers' mission's are two quite seperate operations.

 

The result is the human flown planes will often not encounter human flown opposition.

 

Now we're all good friends and a lot of the guys meet up at Duxford each year for Flying Legends but this is war!  We want to kill each other😎

 

Is there a way in the Generators settings or perhaps a tweak to the mission templates that could be made to increase the odds of running into each other?

 

 

 

Ah, the million dollar question! I have been thinking about this as well, but not so easy to arrange. Perhaps I can choose the mission objective location of one side that is closest to the objective location of the other. But where to start? Allied and then adjust Axis? Or the other way around or iterate a couple of times before a good solution has been found? :)  I'll try to see what I can do.

 

29 minutes ago, 361st_Bugsy said:

Also can we get the re-arm, re-fuel, and repair into the missions?

 

Absolutely! In fact, it's already in the missions :)

 

Look for the following structure and park your plane close. Follow the hud messages.

ServiceArea.thumb.png.2a985f92bd533bd4927e241b1aaf64c9.png

Edited by SYN_Vander
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Vander

I have a huge favor to ask of you. Recently our squadron have been flying Coops with other squadrons, but we have a lot more players that we need to add in the mission, in total about 40 pilots. Can you make it so we have more players available in the flights to support more players in other words, right now you have 2 flights of max 16 PLAYERS. Can you increase it by adding more flights say 4 per side with 10 pilots each instead of the 2. This would allow more pilots to join the missions for squadron Coop nights... This would be amazing if you can.

 

You could label them Yellow, Blue, Red, Green flights!

Edited by 361st_Bugsy

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On 1/19/2020 at 3:01 PM, DD_Arthur said:

Hi Vander.  We're approaching twenty guys turning up on Sunday and Tuesday evenings for coops now.  This is in no small part thanks to your hard work with the mission generator.:salute:

 

Quite often we split the squad on Teamspeak and fly allies against Axis using the Generator.  Although generally we run into plenty of a.i.,  we find quite often the 'breathers' mission's are two quite seperate operations.

 

The result is the human flown planes will often not encounter human flown opposition.

 

Now we're all good friends and a lot of the guys meet up at Duxford each year for Flying Legends but this is war!  We want to kill each other😎

 

Is there a way in the Generators settings or perhaps a tweak to the mission templates that could be made to increase the odds of running into each other?

 

 

 

Well it looks like I have a solution. After a location has been selected for one side of a given objective type, the script will then look at all possible locations of the other side's objective type and then select the closest one. This doesn't guarantee the two main objectives will always be very close together, but it will definitely increase the chance of meeting each other! 

 

5 hours ago, 361st_Bugsy said:

Vander

I have a huge favor to ask of you. Recently our squadron have been flying Coops with other squadrons, but we have a lot more players that we need to add in the mission, in total about 40 pilots. Can you make it so we have more players available in the flights to support more players in other words, right now you have 2 flights of max 16 PLAYERS. Can you increase it by adding more flights say 4 per side with 10 pilots each instead of the 2. This would allow more pilots to join the missions for squadron Coop nights... This would be amazing if you can.

 

You could label them Yellow, Blue, Red, Green flights!

 

Adding more flights is a lot of work as I would have to define parking spaces for 5 maps x 3 periods x 3 airfields x 2 sides = 90 spots max. Then you'd need multiple airfields if you want to support "Take-off from runway" as they would never fit. I also highly doubt if Il2 likes that many players in coop? For now, I could tweak the flights to have 10 planes max, that would give you 40 players total.

 

If that isn't enough I suggest the following, either:

 

1) Generate a coop mission of your liking with max number of planes. Open the mission in the Mission Editor, Open group "Blue_flight_allied" and select all the planes (and only the planes) in there. Simply copy and paste them and position them somewhere on the ramp. You may also rename them. rinse and repeat for " Red_flight" and for the similar groups on the other side. This will provide the extra slots in the Coop lobby, but these planes have no waypoints etc defined so AI will not be able to fly them.

 

or:

 

2) Generate a dogfight mission and use that. It seems this is more suitable for these large group of players? I will try to add some more functionality to this mode, ie show a flight plan etc.in the future.

 

 

Edited by SYN_Vander
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Hey Vander I tried to open the mission i created in the ME and I got this error...Can you tell me if this is a issue, cause failed integrity check. Also the ME crashes every time I open it...

 

Object(2250:Howitzer) >> no model file! : graphics\vehicles\m1gun\m1gun.mgm
Object(2268:Howitzer) >> no model file! : graphics\vehicles\m1gun\m1gun.mgm
Object(2270:Howitzer) >> no model file! : graphics\vehicles\m1gun\m1gun.mgm
Object(2272:Howitzer) >> no model file! : graphics\vehicles\m1gun\m1gun.mgm
Object(2274:Howitzer) >> no model file! : graphics\vehicles\m1gun\m1gun.mgm
Object(2276:Howitzer) >> no model file! : graphics\vehicles\m1gun\m1gun.mgm
Object(2278:Howitzer) >> no model file! : graphics\vehicles\m1gun\m1gun.mgm
Object(2280:Howitzer) >> no model file! : graphics\vehicles\m1gun\m1gun.mgm
Object(11116:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11117:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11118:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11137:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11138:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11139:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11140:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11145:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11146:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11147:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11148:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Max buildings with entity number exceeded! max: 10, actual: 12
Max vehicles with entity number exceeded! max: 40, actual: 144
Max planes with entity number exceeded! max: 20, actual: 40
Max effects with entity number exceeded! max: 12, actual: 29
Max total entity number exceeded! max: 80, actual: 238
Max total Complex Triggers number exceeded! max: 10, actual: 28

 

Edited by 361st_Bugsy

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Hi Vander, 

First, thanks for a great tool I really appreciate the effort you put into this. Second, I have a similar question to Bugsy's. I generated a mission and ran an integrity check on it but it failed the check and returned the following results. 

 

Object(2137:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
Object(2149:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
Object(2338:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
Object(2350:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
Object(11193:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11194:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11195:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11214:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11215:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11216:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11217:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11222:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11223:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11224:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11225:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Max buildings with entity number exceeded! max: 10, actual: 14
Max vehicles with entity number exceeded! max: 40, actual: 156
Max planes with entity number exceeded! max: 20, actual: 40
Max effects with entity number exceeded! max: 12, actual: 32
Max total entity number exceeded! max: 80, actual: 253
Max total Complex Triggers number exceeded! max: 10, actual: 26

The mission will still run and seems to be OK, but as I'm new to all of this I was wondering if this is something I should be worried about and will it have a negative effect on the performance of the server? 

Thanks

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20 hours ago, JG51_Moostafa said:

Hi Vander, 

First, thanks for a great tool I really appreciate the effort you put into this. Second, I have a similar question to Bugsy's. I generated a mission and ran an integrity check on it but it failed the check and returned the following results. 

 

Object(2137:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
Object(2149:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
Object(2338:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
Object(2350:Block) >> no model file! : graphics\blocks\millitarytower1.mgm
Object(11193:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11194:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11195:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_a20raf.txt
Object(11214:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11215:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11216:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11217:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11222:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11223:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11224:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Object(11225:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\static_fw190d9.txt
Max buildings with entity number exceeded! max: 10, actual: 14
Max vehicles with entity number exceeded! max: 40, actual: 156
Max planes with entity number exceeded! max: 20, actual: 40
Max effects with entity number exceeded! max: 12, actual: 32
Max total entity number exceeded! max: 80, actual: 253
Max total Complex Triggers number exceeded! max: 10, actual: 26

The mission will still run and seems to be OK, but as I'm new to all of this I was wondering if this is something I should be worried about and will it have a negative effect on the performance of the server? 

Thanks

 

The _a20raf.txt and _fw190d9.txt errors is something the IL2 devs should fix as these are missing in the game. I have reported it on closed test forum.

The others I have just fixed. Uploading the new version again....


 

Edited by SYN_Vander

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New version out!

 

Release Notes v27:
-Changed intercept logic. There should now be more variation when enemy AI flights attack and they will be more persistent, resulting in higher chance of encounter.
-Added " Transport" mission type. Warning: Only available on Stalingrad and Rheinland map for now. Intended for a (blue) flight of one aircraft only.

-Main objectives of both sides will now be chosen so they will be closer to each other (depending on objective type)
-Fixed bug where Red flight would not escort Blue flight after take off.
-Updated Rheinland map template with new airfields
-Updated durability values of static objects. Static vehicles couldn't be destroyed with gun fire.
-Objective success counter for multiple targets only applies to Dogfight mode now. For Single/Coop you only need to destroy the main target.
-For "Take-off from runway": improved plane positioning on runway
-Removed difference between "high" and "low" targets. Attack method (level bombing or dive bombing) now only dependent on scenario type.
-Increased max planes per flight to 10 - Do not use for single player! Only intended for coop with many players

 

https://sites.google.com/view/il2-great-battles-emg/

 

Edited by SYN_Vander
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Ran across a minor issue yesterday with V27. Kept getting a "cannot create mission" error and after a bit of trial and error it seemed to happen when I chose overcast weather. Rhineland map.

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Vander, I got a small request: Could you please delete the .mission file (in case no_mission = 1 was set) before you show the popup showing the mission was generated?

It looks like the file is being deleted after one presses OK.

 

For now it has not been an issue, but should I once not press it, and the clients start connecting and downloading ... way longer loading times!  :) (The DangerDogz are an easy going and patient bunch, but they do have their limits!)

 

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5 hours ago, DD_FT- said:

Vander, I got a small request: Could you please delete the .mission file (in case no_mission = 1 was set) before you show the popup showing the mission was generated?

It looks like the file is being deleted after one presses OK.

 

For now it has not been an issue, but should I once not press it, and the clients start connecting and downloading ... way longer loading times!  :) (The DangerDogz are an easy going and patient bunch, but they do have their limits!)

 

 

Sure, I'll have a look. Added to backlog

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22 hours ago, SYN_Vander said:

 

Sure, I'll have a look. Added to backlog

 

Done. All it took was moving a line of code 4 rows down :)

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Hi Vander, I've tried several combinations of maps, planes and phases with the recent version. As soon as I choose "Blue flight with 0 (zero) fighters/bombers/aircraft ...", I'll get an error "Could not generate mission". Error seems resistant against re-install etc pp. As soon as there is no "Zero Blue" in the first line of the Black-Cross-section, missions will be generated as usual. THX!

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16 minutes ago, JG4_Retnek said:

Hi Vander, I've tried several combinations of maps, planes and phases with the recent version. As soon as I choose "Blue flight with 0 (zero) fighters/bombers/aircraft ...", I'll get an error "Could not generate mission". Error seems resistant against re-install etc pp. As soon as there is no "Zero Blue" in the first line of the Black-Cross-section, missions will be generated as usual. THX!

 

Ha thanks, you have found a bug. You shouldn't be able to choose 0 planes for Blue Flight. Must have slipped in somewhere. Blue Flight should always be there as it is the flight that has the flight plan and logic around it.

Fixed it already for next release.

Edited by SYN_Vander
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Hi Vander, you did and you are doing a beautiful job!

For a couple of months now I have been using your dog mission generator on an permanent online server with stats, and we're having a lot of fun.

I have a question: how come you can't see the friendly objectives on the mission map (only AAA are seen)? Can I do something about this?

THX!

map.jpg

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8 hours ago, ITAF_LG965 said:

Hi Vander, you did and you are doing a beautiful job!

For a couple of months now I have been using your dog mission generator on an permanent online server with stats, and we're having a lot of fun.

I have a question: how come you can't see the friendly objectives on the mission map (only AAA are seen)? Can I do something about this?

THX!

map.jpg


It’s by design so you can’t see where the enemy is going. Perhaps this should be an option?

Or if it is normal to see both I can make it as default.

Edited by SYN_Vander

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