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IL2 Great Battles Easy Mission Generator


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New version after latest user feedback:

 

Release Notes v30
-Added flight altitude option (applies for all flights)
-In Dogfight mode airfield(spawn) location preference is now taken into account
-Added Transport (rescue/resupply) objectives to Kuban
-Tuned waypoint position & altitude calculations
-Chosen scenario will be retained when changing maps
-Removed obsolete code for tanks (will be based on new code base)

 

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

Edited by SYN_Vander
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Great fun on a cooperative generated by the easy editor yesterday!  Hot Action on Novo despite the 6 degrees!
Ideal for a little training of virtual Normandy "almost" real. Yes yes yes the AI do not have the baccalaureate!
Moreover the edition is clean so we can easily make modifications to adapt it to the training needs of the group. 

Thanks again.

49771511482_fa6dda2091_c.jpg

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1 hour ago, NN_Elanion said:

Great fun on a cooperative generated by the easy editor yesterday!  Hot Action on Novo despite the 6 degrees!
Ideal for a little training of virtual Normandy "almost" real. Yes yes yes the AI do not have the baccalaureate!
Moreover the edition is clean so we can easily make modifications to adapt it to the training needs of the group. 

Thanks again.

49771511482_fa6dda2091_c.jpg

 

Thanks! But I also noticed a bug: The waypoints should not be named like that. In the English version they would be named "WP1" through "WP5" and point 2 and 7 would be named " Patrol".

I also noticed the mission description is off. I will investigate this; it's possible I have to delete the old language files before I create a new mission otherwise they will not be overwritten.... 

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Should be fixed now. I released a new version:

 

Release Notes v30.1
-Fixed issue where language files other than English were not updated if they already existed

Edited by SYN_Vander
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9 hours ago, SYN_Vander said:

New version after latest user feedback:

 

Release Notes v30
-Added flight altitude option (applies for all flights)
-In Dogfight mode airfield(spawn) location preference is now taken into account
-Added Transport (rescue/resupply) objectives to Kuban
-Tuned waypoint position & altitude calculations
-Chosen scenario will be retained when changing maps
-Removed obsolete code for tanks (will be based on new code base)

 

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

Awesome, thanks for making it possible to change airfield span location! We'll test this out in MP soon I imagine :)

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Hi Vander,

 

We played a couple of missions yesterday. Works great! I have some observations, but first and foremost: you did the community an amazing service with this tool! I bought you a coffee on your website.

 

- It would be really nice if the 'close to the front like' air start doesn't start exactly over the close airport, but somewhere halfway or one thirds towards the front line (so a bit closer to the action that it is now). In our longest battle we were fighting near the enemy airfield, and my buddy was all by himself swarmed by enemy fighters. By the time I got there he was shot down. But then I was there and he was at our airport. Flying time was just a bit too long and we kept missing each other.

- This is a minor thing and might be intentional: if you spawn in the air, you're flying ~ away from the action instead of towards it.

-The AI bombers fly in a line instead of in formation, which is a bit weird, especially if you have 10 of them. We'd just come up behind them and pick them off one by one and they don't really respond until you get really close. The latter is an AI thing I imagine, but it would be cool if they were flying in formation.

- There was plenty of fighter activity, but the bombers didn't really have a fighter screen supporting them, more like random clumps of fighters appearing. That is really fun, but it would make sense to have some escort fighters right above the bombers as well.

- It would be cool if you can select sets of air planes. Like, all the BoK planes. Or the BoK/BoM/BoS planes, but not the BoBp (because we love flying the 109-f4 but the bodenplatte planes are way OP).

 

Thanks again for the hard work!

 

Cheers,

Benjamin

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Hi Benjamin,

 

Thanks for the coffee!

 

Let's see if I understand your concerns about "Dogfight mode". I haven't given that mode a lot of attention, so maybe now it's time to improve on that.

 

Quote

- It would be really nice if the 'close to the front like' air start doesn't start exactly over the close airport, but somewhere halfway or one thirds towards the front line (so a bit closer to the action that it is now). In our longest battle we were fighting near the enemy airfield, and my buddy was all by himself swarmed by enemy fighters. By the time I got there he was shot down. But then I was there and he was at our airport. Flying time was just a bit too long and we kept missing each other.

 

So this is about flying time to target? The enemy airfields are obviously not near the front, if you would pick an artillery or armor target they would be much closer to the front, but as it is now the bombers fly to 2 other targets as well, so you never really know where they are going to be.

But it seems what you are looking for is an extra respawn location (in the air) somewhere near the front. I guess this would have to be an option, as you don't always want to have that available; it depends on the kind of server you are running. I'll see if it can be done without too much effort.

 

Quote

- This is a minor thing and might be intentional: if you spawn in the air, you're flying ~ away from the action instead of towards it.

 

This is determined by how the airfield spawn point below is laid out and usually depends on the wind. For the extra respawn airfield mentioned above you can make it so it points to the front.

 

Quote

-The AI bombers fly in a line instead of in formation, which is a bit weird, especially if you have 10 of them. We'd just come up behind them and pick them off one by one and they don't really respond until you get really close. The latter is an AI thing I imagine, but it would be cool if they were flying in formation.

 

Strange, that would be a bug. They spawn in as a line, but are then ordered to fly in V formation. Let me check that.

 

Quote

- There was plenty of fighter activity, but the bombers didn't really have a fighter screen supporting them, more like random clumps of fighters appearing. That is really fun, but it would make sense to have some escort fighters right above the bombers as well.

 

Correct. As I said this is a very simple implementation. I can add fighters or perhaps have one of the current fighter flights escort them. I also need to think about other mission scenarios for Dogfight but it's hard as in theory a player can join in the middle of a mission and then how to sync with AI flights? It would be great if there was a way for the player to trigger say a new bomber sortie , ie by firing a flare, but so far it seems that trigger doesn't work.

 

Quote

- It would be cool if you can select sets of air planes. Like, all the BoK planes. Or the BoK/BoM/BoS planes, but not the BoBp (because we love flying the 109-f4 but the bodenplatte planes are way OP).

 

Yeah, this one is already on the wishlist. Need to have some sort of planeset management. Will take some time though to figure this one out so it works in a simple way.

 

 

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11 minutes ago, SYN_Vander said:

Strange, that would be a bug. They spawn in as a line, but are then ordered to fly in V formation. Let me check that.

 

I have a feeling all the a.i. flying in line-astern in coops and single missions too.

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6 minutes ago, DD_Arthur said:

 

I have a feeling all the a.i. flying in line-astern in coops and single missions too.

Same, I keep seeing this in various scenarios and missions, maybe a game bug.

Edited by Retrofly
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43 minutes ago, Retrofly said:

Same, I keep seeing this in various scenarios and missions, maybe a game bug.

At least in PWCG, where I currently run through a Bomber campaign, the AI He-111's stay well in formation. I'm usually the one meddling around...

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On 4/22/2020 at 6:25 PM, SYN_Vander said:

 

But it seems what you are looking for is an extra respawn location (in the air) somewhere near the front. I guess this would have to be an option, as you don't always want to have that available; it depends on the kind of server you are running. I'll see if it can be done without too much effort.

 

 

Yes, this is exactly what I am looking for! Thanks for checking it out. 

 

Regarding the dogfight server: we’re usually not using it for dogfighting, but to do co-op missions. The reason to choose dogfight is because you can re-spawn on dogfight servers, while in the co-op mission, once you die, you’re out. That doesn’t really suit our level of skill or playing style haha. So indeed it would be awesome if we can have other mission types in dogfight mode. But the current attack mission is also quite fun, so if I had to choose, I would prefer an extra respawn point in the air first ;)

 

Cheers,

Benjamin

 

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@SYN_Vander, what a great tool you have provided, thank you!

 

I have noticed spelling errors in some of the missions where it should say "protect" instead it says "protext". I have re-edited it in the mission editor for my own needs.

 

I have done a quit few patrol mission now, even following the flight lead (as I like to be last most of the time), I always get a "Mission Failed", I must be doing something wrong or is this a problem?

 

Keep up the great work SYN_Vander

Edited by Finney
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On 4/25/2020 at 7:38 AM, Finney said:

@SYN_Vander, what a great tool you have provided, thank you!

 

I have noticed spelling errors in some of the missions where it should say "protect" instead it says "protext". I have re-edited it in the mission editor for my own needs.

 

I have done a quit few patrol mission now, even following the flight lead (as I like to be last most of the time), I always get a "Mission Failed", I must be doing something wrong or is this a problem?

 

Keep up the great work SYN_Vander

 

Thanks, I have corrected the spelling mistake.

The win conditions for Patrol are not very clear. I think you have to destroy a certain number (6 ) of planes. Perhaps I should change this to simply checking if the waypoints have been followed. What would be good criteria? In any case I'll check if there is a bug in the current plane count mechanism (EDIT: can't find it, so I think it's 6 kills).

Edited by SYN_Vander
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6 hours ago, SYN_Vander said:

I think you have to destroy a certain number (6 ) of planes. Perhaps I should change this to simply checking if the waypoints have been followed. What would be good criteria?

How about 3 out of 6 destroyed and 1 damaged enough it leaves the fight (would that be possible or asking too much of the mission logic?) and the waypoints followed.

Reasoning:

1. If you encountered 6 planes, destroyed 3 and seriously damaged another, the other two pilots might think twice about continuing the attack.

2. By following the waypoints you have completed the mission assignment, to patrol a particular area.  Your commander would expect nothing less of you.

 

I think a combination would be best.  If that is too complex, the first rule of air combat is to complete the mission assigned.  Flying a patrol would mean going to a certain area, covering it and if no enemy were encountered, return to base.  The priority for you or any commander is to have pilots return home alive.  Dead pilots and lost planes do not win a war.  (just ask the Germans and Japanese).  So, waypoints first IMO

 

2 kopecks from me.

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4 hours ago, Beebop said:

How about 3 out of 6 destroyed and 1 damaged enough it leaves the fight (would that be possible or asking too much of the mission logic?) and the waypoints followed.

Reasoning:

1. If you encountered 6 planes, destroyed 3 and seriously damaged another, the other two pilots might think twice about continuing the attack.

2. By following the waypoints you have completed the mission assignment, to patrol a particular area.  Your commander would expect nothing less of you.

 

I think a combination would be best.  If that is too complex, the first rule of air combat is to complete the mission assigned.  Flying a patrol would mean going to a certain area, covering it and if no enemy were encountered, return to base.  The priority for you or any commander is to have pilots return home alive.  Dead pilots and lost planes do not win a war.  (just ask the Germans and Japanese).  So, waypoints first IMO

 

2 kopecks from me.

 

 

Sounds like what I was thining. Well put Beebop!

Edited by Finney
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I can't believe my luck today. I just bought this game, career mode is extremely boring and PWCG is fucked up with the new java version. So as a last resort I tried this but when I launch the mission the screen is just black. I can only see and move the cursor and when I press ESC the game makes the menu sound.

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1 hour ago, f4l0 said:

Really nice tool! Is it planned to add the bigger bombers to the selection? Currently I just add them in the editor...

 

What bigger bombers? You can fly them as blue flight right?

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On 5/2/2020 at 2:34 AM, Tarkus8 said:

I can't believe my luck today. I just bought this game, career mode is extremely boring and PWCG is fucked up with the new java version. So as a last resort I tried this but when I launch the mission the screen is just black. I can only see and move the cursor and when I press ESC the game makes the menu sound.

 

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16 minutes ago, Nadelbaum said:

I know, I did that already. Anyway the issue was magically solved later even tho I don't know why, and I managed to play some missions, untill I realized you have to have the other DLCs to continue the campaign and play on the other maps. Nice eh

 

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5 hours ago, f4l0 said:

The he111 is missing on my side...

 

The He111 is available on all maps except Arras. Or are you creating a "Dogfight" mode mission?

7 hours ago, Tarkus8 said:

After my last post, now this doesn't work anymore. Once the mission is created it doesn't appear in the mission list in the game

 

Please check the path ("IL2 main folder")  is correct.

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6 hours ago, SYN_Vander said:

 

The He111 is available on all maps except Arras. Or are you creating a "Dogfight" mode mission?

Yes, I'm using the Rhineland and Dogfight...

grafik.thumb.png.b61d4e6d8bc12d9b64d733fa5b888329.png

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10 hours ago, SYN_Vander said:

Please check the path ("IL2 main folder")  is correct.

 

I did, several times, it is correct. I can play PWCG missions but this is having this issue now. Yesterday I could play with a generated mission with a random name (just typing randomly on my keyboard), now I keep creating new missions and they won't show in the menu

Edited by Tarkus8
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4 hours ago, f4l0 said:

Yes, I'm using the Rhineland and Dogfight...

grafik.thumb.png.b61d4e6d8bc12d9b64d733fa5b888329.png

 

That is indeed a bug. The He-111 should be there. Let me investigate.

EDIT: I see the problem I use "attacker" type for the rear airfield; the He-111 is not configured in that category. I think I'll combine attacker and bomber categories into one category.

 

For now, you can use this config file. Just unzip into your EMG folder.

 

config.zip

 

 

1 hour ago, Tarkus8 said:

 

I did, several times, it is correct. I can play PWCG missions but this is having this issue now. Yesterday I could play with a generated mission with a random name (just typing randomly on my keyboard), now I keep creating new missions and they won't show in the menu

 

Then: Are you creating single player, coop or dogfight mission? Each mission type will be generated in a different location. If you create a coop mission, but then look for it when choosing a single mission it won't be there and vice versa.

Edited by SYN_Vander
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42 minutes ago, SYN_Vander said:

Then: Are you creating single player, coop or dogfight mission? Each mission type will be generated in a different location. If you create a coop mission, but then look for it when choosing a single mission it won't be there and vice versa.

 

I double checked, yes I'm creating single player missions. I tried the random name again and it didn't work this time

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1 hour ago, Tarkus8 said:

 

I double checked, yes I'm creating single player missions. I tried the random name again and it didn't work this time

 

Well I have no clue what is happening so need more information to solve this. Can you create a new single mission, give it a name "emg_test_01". Make a screenshot of the tool when you generate the mission. Then look inside your ..\data\missions folder and show me which files show up there? 

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Thank you for taking your time and helping me. Anyway, here they are. There is also my Missions screen in game. I did the Steam Verify integrity of game files yesterday but it didn't help

 

AeLWa3n.png 

 

Screenshot (577).png

 

Screenshot (579).png

Edited by Tarkus8
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2 hours ago, Tarkus8 said:

Thank you for taking your time and helping me. Anyway, here they are. There is also my Missions screen in game. I did the Steam Verify integrity of game files yesterday but it didn't help

 

AeLWa3n.png 

 

Screenshot (577).png

 

Screenshot (579).png

 

Strange. The mission file has been created and is clearly in the correct location.

 

Try to delete the mission tree cache file. It's called mtreecache.eng and it sits in your ..\data folder. Just remove it and restart the game.

 

If that doesn't work then please attach the mission so I can have a loo inside.

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6 hours ago, SYN_Vander said:

 

That is indeed a bug. The He-111 should be there. Let me investigate.

EDIT: I see the problem I use "attacker" type for the rear airfield; the He-111 is not configured in that category. I think I'll combine attacker and bomber categories into one category.

 

For now, you can use this config file. Just unzip into your EMG folder.

 

config.zip 2.33 kB · 1 download

 

Thx 😀. Works if historical planes is checked otherwise it's still missing. As a workaround I added

"He 111 H-6": "he111h6", "He 111 H-16": "he111h16"

to attackers_axis in the custom entry

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55 minutes ago, SYN_Vander said:

 

Strange. The mission file has been created and is clearly in the correct location.

 

Try to delete the mission tree cache file. It's called mtreecache.eng and it sits in your ..\data folder. Just remove it and restart the game.

 

If that doesn't work then please attach the mission so I can have a loo inside.

 

Tried that, nothing changed

emg_test_01.rar

Edited by Tarkus8
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43 minutes ago, f4l0 said:

 

Thx 😀. Works if historical planes is checked otherwise it's still missing. As a workaround I added


"He 111 H-6": "he111h6", "He 111 H-16": "he111h16"

to attackers_axis in the custom entry

 

Ah, yes. It should be there as well

 

32 minutes ago, Tarkus8 said:

 

Tried that, nothing changed

emg_test_01.rar 248.78 kB · 0 downloads

 

Thnx. So I extracted this mission into my \data\missions folder and I can see the mission, select it and it runs just fine.

Not sure if I can help further. The only difference I can see is that I don't have a Steam version. Is it possible that Steam manages the missions in a different location?

Edited by SYN_Vander
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Great, so something must be wrong on my end. No, the location is the same, as I said PWCG missions run fine. I don't know, I'll try to reinstall the game, don't know what to do really. Thanks again for the help anyway

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3 hours ago, SYN_Vander said:

Thnx. So I extracted this mission into my \data\missions folder and I can see the mission, select it and it runs just fine.

Not sure if I can help further. The only difference I can see is that I don't have a Steam version. Is it possible that Steam manages the missions in a different location?

 

Sorry to bother you again, but could it be that the mission was created with a plane that I do not own? I only have Battle of Stalingrad (I bought the game just some days ago, so...). What was the player plane for the mission that I gave you?

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You can see every plane in the entire series even if you only own one title.  The caveat is you can only FLY the planes that come with the title(s) or Collector Planes you bought.

Now if one of those is the one you chose as the "Player" plane then you would most likely have a problem.  It shouldn't be a problem as long as you chose a plane that you "own".

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How do I choose the player plane from the mission generator then?

 

I've also opened one of the missions that I can't see into the editor but I can't understand anything and I can't find the player plane

Edited by Tarkus8
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