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IL2 Great Battles Easy Mission Generator


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Posted (edited)
5 hours ago, CorvusX said:

 

I tested a little more, with an U2 as rescue plane on allied side, it worked. Looks like it only affects axis rescue missions.
Same behavior on my sons PC.

 

working-resupply-config.zip 1.85 kB · 0 downloads notworking-rescue-config.zip 1.85 kB · 0 downloads

working-allied-u2-rescue-config.zip 1.84 kB · 0 downloads

Thanks!

 

Yes , there is a bug in the objectives template, for Axis only. It will be fixed in next release.

Edited by SYN_Vander
  • Thanks 2
=FI=Genosse
Posted

Hi Vander,

 

I'm not sure if this has already been asked but is there a way to determine the number of ambient flights somehow? In terms of warp free playabilty I'd rather like to reduce this number depending on the the size of the map ...

Gen "I'm not a number! I'm a free man!" osse ;)

Posted

Question .. after successfully generating a mission and enjoying the combat with my friends .. a message comes up early into the dog fighting that the mission is successful and will end in 10 seconds ??  I cannot find a box to check the mission parameters, is there a way to extend the game play without it ending it on it's own ?  

I created a Dogfight , Russian Bombing with Axis intercepting them.. we find them shot down maybe two or three and mission ends ? can you help;) Artie

firdimigdi
Posted
4 hours ago, DDArtie said:

Question .. after successfully generating a mission and enjoying the combat with my friends .. a message comes up early into the dog fighting that the mission is successful and will end in 10 seconds ??  I cannot find a box to check the mission parameters, is there a way to extend the game play without it ending it on it's own ?  

I created a Dogfight , Russian Bombing with Axis intercepting them.. we find them shot down maybe two or three and mission ends ? can you help;) Artie

Check the points value on your server settings. It's probably set real low so you score enough points to trigger The End Of The World Mission.

  • Like 1
SYN_Vander
Posted (edited)
On 5/1/2021 at 8:23 AM, =FI=Genosse said:

Hi Vander,

 

I'm not sure if this has already been asked but is there a way to determine the number of ambient flights somehow? In terms of warp free playabilty I'd rather like to reduce this number depending on the the size of the map ...

Gen "I'm not a number! I'm a free man!" osse ;)

 

Not currently, it's on (two flights per side) or off (no extra flights)

I have a new version in the works where you can set the # of AI planes and based on that will spawn one or multiple AI flights per side

8 hours ago, DDArtie said:

Question .. after successfully generating a mission and enjoying the combat with my friends .. a message comes up early into the dog fighting that the mission is successful and will end in 10 seconds ??  I cannot find a box to check the mission parameters, is there a way to extend the game play without it ending it on it's own ?  

I created a Dogfight , Russian Bombing with Axis intercepting them.. we find them shot down maybe two or three and mission ends ? can you help;) Artie

 

This is a setting of the server. EndOfMission timer or something. However, I'm struggling with this myself. If you would set this to 30 min so everyone can wrap up their mission it will then show every minute '30 minutes until end'....'29 minutes until end'..... etc. So perhaps I'll create an option to turn this off completely, but then you will only see a subtitle, but in the stats it will not show who has won.

Edited by SYN_Vander
Posted
16 hours ago, 335th_GRFirdimigdi said:

Check the points value on your server settings. It's probably set real low so you score enough points to trigger The End Of The World Mission.

Thanks for the reply , I will double check the options in the server settings and get back with the results ;) 

12 hours ago, SYN_Vander said:

 

Not currently, it's on (two flights per side) or off (no extra flights)

I have a new version in the works where you can set the # of AI planes and based on that will spawn one or multiple AI flights per side

 

This is a setting of the server. EndOfMission timer or something. However, I'm struggling with this myself. If you would set this to 30 min so everyone can wrap up their mission it will then show every minute '30 minutes until end'....'29 minutes until end'..... etc. So perhaps I'll create an option to turn this off completely, but then you will only see a subtitle, but in the stats it will not show who has won.

I will try and set the parameters to reflect this and get back to you , Thanks Vander , the generator is awesome ;) 

Posted
15 hours ago, SYN_Vander said:

 

Not currently, it's on (two flights per side) or off (no extra flights)

I have a new version in the works where you can set the # of AI planes and based on that will spawn one or multiple AI flights per side

 

This is a setting of the server. EndOfMission timer or something. However, I'm struggling with this myself. If you would set this to 30 min so everyone can wrap up their mission it will then show every minute '30 minutes until end'....'29 minutes until end'..... etc. So perhaps I'll create an option to turn this off completely, but then you will only see a subtitle, but in the stats it will not show who has won.

 

19 hours ago, 335th_GRFirdimigdi said:

Check the points value on your server settings. It's probably set real low so you score enough points to trigger The End Of The World Mission.

 

19 hours ago, 335th_GRFirdimigdi said:

Check the points value on your server settings. It's probably set real low so you score enough points to trigger The End Of The World Mission.

 

19 hours ago, 335th_GRFirdimigdi said:

Check the points value on your server settings. It's probably set real low so you score enough points to trigger The End Of The World Mission.

So... when I set the "mission completion time out"  to 1800 secs ( 30 mins)  it worked just fine .. when the enemies points had reached zero the count down began at 30 mins and showing every minute after that , worked like a charm , Thanks Vander 

352ndOscar
Posted

Spelling Error is mission description files:

 

878:The Secundary Objective has been achieved!
879:The Secundary Objective has been achieved!

 

Thanks for your support!

SYN_Vander
Posted (edited)

Hi everyone,

 

I have written a totally new backend for the mission generator so it will be easier to add more features and also to add/maintain the map templates.

Some new features such as specifying # of ambient AI is already in this new version.

However it means I have changed basically all of the backend code so it's hard for me to test everything, which is why I am releasing this as 'beta' for now.

If you find any errors, please post here and include (besides description) a copy of the config.ini and the mission_generator.log file.

 

Version 48.1 (beta)
-Completely new backend with a new data structure to manipulate the mission file
-Some targets can now share suitable locations from template giving more variety
-Train is now a moving target, just as vehicles. A static 'railyard' objective will be added later
-Option to select the total number of ambient AI planes. This will result in multiple flights, depending on total number.
-Option to set AI object density. This will affect ambient AAA, vehicles, ships, trains and smoke.
-Option to select number of objectives per side, up to 5. The mission will only be a success if all objectives have been destroyed.
-Option to set difficulty for targets. 'Hard': destroy all vehicles/buildings, 'Normal': destroy 2/3 and 'Easy': Destroy at least 1/3.
-Ambient AI flights will patrol between three random waypoints, in the area of the enemy primary target in general
-A mission_generator.log is created by default

 

Download here: https://drive.google.com/file/d/13Mp0APKKNZIMsAHXRUD7-VI6ET43M_Gh/view?usp=sharing

 

 

On 5/5/2021 at 6:04 PM, 352ndOscar said:

Spelling Error is mission description files:

 

878:The Secundary Objective has been achieved!
879:The Secundary Objective has been achieved!

 

Thanks for your support!

 

Thanks. Should be fixed in this new version.

Edited by SYN_Vander
  • Like 3
  • Thanks 5
  • Upvote 3
Posted

Outstanding! ?

 

I appreciate all of your work and efforts. :coffee:

352ndOscar
Posted

Thanks Vander.  Ill do some playtesting on the new version.

Posted

So much work since 2019! This generator is extraordinary and exceptional..Thanks for your work for the community ...?

  • Upvote 1
352ndOscar
Posted (edited)

For Beta 48.1:

 

- Unable to select Red/Blue flight skins

 

DISREGARD!  User Error….

Edited by 352ndOscar
Posted
2 hours ago, 352ndOscar said:

 

DISREGARD!  User Error….

 I'm well familiar with that situation. It's almost my motto. ?

Mtnbiker1998
Posted

Couple Issues I've found so far:

-Setting the dogfight game mode to Axis or Allied still lets people join the opposite side

-checking the "Forward air spawn" option causes the generator to fail to generate the mission. 

 

If I could make one suggestion, maybe instead of (or in addition to?) selecting how many ambient aircraft, being able to select how many flights. When I select say, 10 ambient planes I was envisioning multiple small flights on each side, but I ended up with 2 big flights of 5 per side.

 

Also, how will the AI activity tab work going forward? I set allied to low and Axis to high figuring it would weigh the 10 aircraft more to the Axis side, but still ended up with equal 2 flights of 5 each per side.

SYN_Vander
Posted (edited)
12 hours ago, Mtnbiker1998 said:

Couple Issues I've found so far:

-Setting the dogfight game mode to Axis or Allied still lets people join the opposite side

-checking the "Forward air spawn" option causes the generator to fail to generate the mission. 

 

If I could make one suggestion, maybe instead of (or in addition to?) selecting how many ambient aircraft, being able to select how many flights. When I select say, 10 ambient planes I was envisioning multiple small flights on each side, but I ended up with 2 big flights of 5 per side.

 

Also, how will the AI activity tab work going forward? I set allied to low and Axis to high figuring it would weigh the 10 aircraft more to the Axis side, but still ended up with equal 2 flights of 5 each per side.

Thanks! I’ll fix those.

 

About number of ambient aircraft: I’m always trying to keep the number of configuration options to a minimum so what I will do is: If the AI amount is low the numbers in a flight will be between 2 and 3, medium 2 and 5 and high 3 and 6 or something like that.

The AI activity option is now disabled. It used to be a combination between chance of being attacked and the number of AI. The number of AI is now a different option, so perhaps I use this one to influence the chance that the planes will be flying over the target.

 

EDIT: bugs are fixed and there will be more flight when choosing smaller number of AI

I'm going to remove the AI activity for now, it's redundant.

Edited by SYN_Vander
Posted

Hi there,

 

I've just updated to the latest version but I've got a strange issue.

 

I am able to create the missions and they do get saved in the data/missions folder but once I go in game, there are no missions to be seen. I'm perplexed.

 

I'm sure it's my fault and probably something fairly obvious but I've tried redownloading and verifying files on steam but the problem persists.

 

Hopefully someone will be able to help me out and thank you so very much Vander for this amazing and necessary tool.

SYN_Vander
Posted
1 hour ago, Arengada said:

Hi there,

 

I've just updated to the latest version but I've got a strange issue.

 

I am able to create the missions and they do get saved in the data/missions folder but once I go in game, there are no missions to be seen. I'm perplexed.

 

I'm sure it's my fault and probably something fairly obvious but I've tried redownloading and verifying files on steam but the problem persists.

 

Hopefully someone will be able to help me out and thank you so very much Vander for this amazing and necessary tool.

 

Can you share (copy / paste) your config.ini here?

 

Posted

thanks for the reply. here it is :

 

Spoiler

[DEFAULT]
il2_path = F:\Steam\SteamApps\common\IL-2 Sturmovik Battle of Stalingrad
template_path = .\template\
mission_name = missio
create_msbin = 1
no_mission = 0
version = 47
version_url = https://drive.google.com/uc?export=download&id=1fOcHIgpYJfZZvfrxu1uGAZVkoiHoO_FD
download_url = https://sites.google.com/view/il2-great-battles-emg/

[MISSION]
map = Moscow
date_day = 20
date_month = 02
date_year = 1942
period = A
game_type = single
side = allied
player_slot = Red leader
historical = True
enemy_objective_visible = True
ai_flights = True
fw_respawn = False
scenario_allied = intercept
scenario_axis = attack
country_allied = Russia
red_plane_type_allied = Hurricane Mk.II
red_skin_allied = default
blue_plane_type_allied = MiG-3 Series 24
blue_skin_allied = default
red_plane_count_allied = 4
blue_plane_count_allied = 4
ai_only_allied = False
start_location_allied = Pavlovskoe
plane_start_allied = in the air
plane_altitude_allied = medium
blue_plane_skill_allied = veteran
red_plane_skill_allied = regular
gunners_allied = random
mission_target_allied = aircraft
density_allied = random
country_axis = Germany
red_plane_type_axis = Bf 109 F-2
red_skin_axis = default
blue_plane_type_axis = Bf 110 E-2
blue_skin_axis = default
red_plane_count_axis = random
blue_plane_count_axis = 6
ai_only_axis = False
start_location_axis = Ruza
plane_start_axis = in the air
plane_altitude_axis = random
blue_plane_skill_axis = random
red_plane_skill_axis = random
gunners_axis = random
mission_target_axis = garrison
density_axis = random
mission_time = late afternoon
mission_wind = moderate
mission_cloud = medium clouds
mission_haze = False
mission_rain = False

 

 

SYN_Vander
Posted
2 hours ago, Arengada said:

thanks for the reply. here it is :

 

  Hide contents

[DEFAULT]
il2_path = F:\Steam\SteamApps\common\IL-2 Sturmovik Battle of Stalingrad
template_path = .\template\
mission_name = missio
create_msbin = 1
no_mission = 0
version = 47
version_url = https://drive.google.com/uc?export=download&id=1fOcHIgpYJfZZvfrxu1uGAZVkoiHoO_FD
download_url = https://sites.google.com/view/il2-great-battles-emg/

[MISSION]
map = Moscow
 

Thanks. Is the mission name really ‘missio’ or are some (special) characters missing?

Posted
14 hours ago, SYN_Vander said:

Thanks. Is the mission name really ‘missio’ or are some (special) characters missing?

 

Yes it is, no other characters. I was doing some tests and also changed the mission name to see if it worked.

SYN_Vander
Posted
22 minutes ago, Arengada said:

 

Yes it is, no other characters. I was doing some tests and also changed the mission name to see if it worked.

 

Here is the same mission, but generated by me. Can you run this?

If not and you are sure the mission files are in the correct folder, try deleting the mission tree cache: mtreecache.eng in the \data folder.

 

Missions.zip

Posted

thanks but it still does not work unfortunately

SYN_Vander
Posted
16 hours ago, Arengada said:

thanks but it still does not work unfortunately

I’m afraid I don’t have a solution. The mission seems to be fine?

  • Upvote 1
Posted (edited)
3 hours ago, SYN_Vander said:

I’m afraid I don’t have a solution. The mission seems to be fine?

thanks fo your efforts. I don't understand it either. I worked perfectly until I updated it. I guess the only thing left to do is uninstall IL2 and reinstall everything.

 

Edit: just found a solution! I renamed the folder where I unzip the mission generator files and it now works! Weird. Thanks again

Edited by Arengada
  • 2 weeks later...
SYN_Vander
Posted (edited)

New version out!

 

Following the release of IL2 version 4.602 I present version 49 of the Easy Mission Generator!

I have finally finished the backend conversion to the new data structure as I developed for the TankCrew mission generator. This will make it easier to add new features and some of them have already been added:

 

Version 49

-Added Fokker DVIII to Arras plane set and to 'All Planes' plane set

-Added Typhoon MkIb to Rhineland plane set and to 'All Planes' plane set

-Added some new Allied AAA and Axis vehicles to templates

-Added new front to Rhineland map: sep-oct 1944, covering the Schelde battle. Extra scenery kindly provided by Hamaha15

-Option to choose specific mission folder, leave blank to follow default folder structure

Version 48.2 (beta)

-Added 'stronghold' as objective

-Enhancement: Ambient AI flights will be of smaller size when fewer aircraft are chosen so there can still be multiple flights

-Enhancement: The 'AI activity' is now generic, it determines the area size where AI flights will patrol

-Enhancement: Redesigned some objectives as to have multiple objects to destroy - to support target difficulty parameter

-Enhancement: Bridge objectives are now actual bridges, not pontoon bridges

-Bugfix: Checking the "Forward air spawn" option causes the generator to fail to generate the mission

-Bugfix: Setting the dogfight game mode to Axis or Allied still lets people join the opposite side

-Added rail yard objective. Destroy the trains in the railyard. Only for Rhineland "aug - sep 44",  "oct - nov 44" since not all cities have proper rail yards (yet).

Version 48.1 (beta)

-Completely new backend with a new data structure to manipulate the mission file

-Some targets can now share suitable locations from template giving more variety

-Train is now a moving target, just as vehicles. A static 'railyard' objective will be added later

-Option to select the total number of ambient AI planes. This will result in multiple flights, depending on total number.

-Option to set AI object density. This will affect ambient AAA, vehicles, ships, trains and smoke.

-Option to select number of objectives per side, up to 5. The mission will only be a success if all objectives have been destroyed. Note the AI will only attack one objective.

-Option to set difficulty for targets. 'Hard': destroy almost all vehicles/buildings, 'Normal': destroy 2/3 and 'Easy': Destroy at least 1/3.

-Enhancement: Ambient AI flights will patrol between three random waypoints, usually in an area around the objective

-A mission_generator.log file is now created

 

Be aware that although I did extensive testing there may be bugs and some things may work out slightly different than before. Just report here, but you can always go back to version 47.

 

As always download here: https://sites.google.com/view/il2-great-battles-emg/

 

image.thumb.png.080b568c534bfe6b636f3aa6b5c58533.png

 

Edited by SYN_Vander
  • Like 5
  • Thanks 7
  • Upvote 3
Posted

Thank you very much for the time and work!!!

Posted

Not sure if it was ever listed, but for missions with multiple objectives - is rearming and refueling at airfields a feature?

Jason_Williams
Posted

As usual Vander is on the ball. Thanks dude!

 

Jason

SYN_Vander
Posted
18 minutes ago, co199 said:

Not sure if it was ever listed, but for missions with multiple objectives - is rearming and refueling at airfields a feature?


Rearming etc is possible at your home airfield yes.

  • Like 1
SYN_Vander
Posted

Known bugs:

 

-Unfortunately, an old bug reappeared: In Flying Circus if you win the objective you will get a message, but in the debriefing it will say you failed. This, because the objective is set to incorrect faction, ie 'Allies' instead of ' Entente'.

Mtnbiker1998
Posted

Yay!! Super excited to see all those recent beta additions make it into the new version. Looking forward to trying out the new front in the Rhineland especially!!!

 

Thanks Vander!

Mtnbiker1998
Posted

I hope you aren't getting sick of me reporting bugs Vander, but I think I found another 2. :P I think they're related to the people joining opposite side bug.

 

On coop now, setting the coop game mode to axis or Allies allows players to join both sides, Dogfight seems to be fixed though, so thats good!

 

For dogfight however, now I've noticed that the Red and Blue AI flights no longer generate when the mission is set to Axis or Allies, not sure if thats a bug or part of the new version. Either way, thought I'd bring it up as its different from the old versions.

SYN_Vander
Posted (edited)
5 hours ago, Mtnbiker1998 said:

I hope you aren't getting sick of me reporting bugs Vander, but I think I found another 2. :P I think they're related to the people joining opposite side bug.

 

On coop now, setting the coop game mode to axis or Allies allows players to join both sides, Dogfight seems to be fixed though, so thats good!

 

For dogfight however, now I've noticed that the Red and Blue AI flights no longer generate when the mission is set to Axis or Allies, not sure if thats a bug or part of the new version. Either way, thought I'd bring it up as its different from the old versions.


Thnx, I’ll look into it! And please report, I simply can’t test everything on my own, but fixing it is usually very simple and quick.

Edited by SYN_Vander
  • Like 1
352ndOscar
Posted

No offense to my English speaking cousins, but I was working a series of DF Missions going from Sep-Nov 44 (Battle of Aachen thru Battle of Hurtgen Forest) which I now can not continue/finish with v49 because of this change in the Rhineland map:

 

"Added new front to Rhineland map: sep-oct 1944, covering the Schelde battle. Extra scenery kindly provided by Hamaha15"

 

I guess I'll have to revert back to the previous version (Beta 481) to continue it until its completion........  just saying.  I don't know of a solution to this battle area problem except dividing up the time periods based of fronts of 21st Army Group vs 1st Army Group - meaning more maps.  Discuss?

percydanvers
Posted

Thank you for adding the battle of the Schelde! It has become my favorite mission setting - perfect for the Typhoon!

SYN_Vander
Posted
15 minutes ago, 352ndOscar said:

No offense to my English speaking cousins, but I was working a series of DF Missions going from Sep-Nov 44 (Battle of Aachen thru Battle of Hurtgen Forest) which I now can not continue/finish with v49 because of this change in the Rhineland map:

 

"Added new front to Rhineland map: sep-oct 1944, covering the Schelde battle. Extra scenery kindly provided by Hamaha15"

 

I guess I'll have to revert back to the previous version (Beta 481) to continue it until its completion........  just saying.  I don't know of a solution to this battle area problem except dividing up the time periods based of fronts of 21st Army Group vs 1st Army Group - meaning more maps.  Discuss?

 

Sorry, I can't quite follow: Why does the addition of another front/map template stop you from continuing with your missions?

352ndOscar
Posted (edited)

 

Vander, my sincerest apologies. 

 

I reinstalled v481 alongside the new v49 so that I could compare the map sets in each.

 

My bad.  I see now that you “added” not “replaced” a map.  

 

Again, my apologizes, I jumped the gun.

 

I ‘could’ use the “Date” drop down to continue the ‘mission’ dates into November 44 with the “aug-sep 44” map.  However, when choosing a mission date of “17 October 44” and the “aug-sep 44” map, EMG gives me a mission that is taking place on the Rhineland Summer” map versus “Rhineland Autumn” map.  
 

EDIT: WRONG.  I just flew that mission and it’s on the Autumn map????  So, when exactly does the map change?  Aug -> Sep ??  What determines when the map seasons changes: Date or month?

 

I don’t have a solution for that…..

 

As I said, historically, you have 21st Army Group headed from Ghent (9-8)/Brussels (9-3) to Antwerp (9-4) to Arnhem (4-16) to the Ruhr (4-45) from summer to winter; then you have 1st Army Group headed from Mons (9-3) to Liège (9-8) to Aachen (10-21) to Cologne (3-45) to the Ruhr (4-45) from summer to winter.  Both of which have to holdup and bounce down to the Ardennes in December 44 before continuing into the Ruhr in Jan 45.

 

To satisfy this, historically, would require a couple more maps in different time periods.  At least, that’s my thinking…….

Edited by 352ndOscar
SYN_Vander
Posted
1 hour ago, 352ndOscar said:

 

Vander, my sincerest apologies. 

 

I reinstalled v481 alongside the new v49 so that I could compare the map sets in each.

 

My bad.  I see now that you “added” not “replaced” a map.  

 

Again, my apologizes, I jumped the gun.

 

I ‘could’ use the “Date” drop down to continue the ‘mission’ dates into November 44 with the “aug-sep 44” map.  However, when choosing a mission date of “17 October 44” and the “aug-sep 44” map, EMG gives me a mission that is taking place on the Rhineland Summer” map versus “Rhineland Autumn” map.  
 

EDIT: WRONG.  I just flew that mission and it’s on the Autumn map????  So, when exactly does the map change?  Aug -> Sep ??  What determines when the map seasons changes: Date or month?

 

I don’t have a solution for that…..

 

As I said, historically, you have 21st Army Group headed from Ghent (9-8)/Brussels (9-3) to Antwerp (9-4) to Arnhem (4-16) to the Ruhr (4-45) from summer to winter; then you have 1st Army Group headed from Mons (9-3) to Liège (9-8) to Aachen (10-21) to Cologne (3-45) to the Ruhr (4-45) from summer to winter.  Both of which have to holdup and bounce down to the Ardennes in December 44 before continuing into the Ruhr in Jan 45.

 

To satisfy this, historically, would require a couple more maps in different time periods.  At least, that’s my thinking…….

 

Season determination is very simple:

 

MISSION_SEASON = {

    '01': 'winter',

    '02': 'winter',

    '03': 'spring',

    '04': 'spring',

    '05': 'spring',

    '06': 'summer',

    '07': 'summer',

    '08': 'summer',

    '09': 'autumn',

    '10': 'autumn',

    '11': 'autumn',

    '12': 'winter'

}

 

If a map supports it it will use the season textures.

If you want to use a certain date, let's say september, but with summer textures you can manually change that in the mission editor. Or just change the date in the mission description file.

  • Upvote 1

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