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IL2 Great Battles Easy Mission Generator


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Posted (edited)

SYN_Vander

 

                            Thanks very much!

                      

                            Its this mission editor that really provides me with the required mode of access to this wonderful simulation.

 

                           V58 is another excellent step up.

Edited by timothy55
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  • Thanks 1
Posted
On 9/28/2021 at 10:17 PM, Ski3143 said:

Is it possible to create a co-op mission using this generator where all players are on the same side but they can fly any aircraft? And if so how?

 

Yes, choose the 'dogfight' mode. And then select the player side. The types of aircraft available depend on the map chosen. If you select "any" in plane type you can choose from all available planes for the map. You can even extend the plane list using a custom plane set.

Posted (edited)
On 9/29/2021 at 9:31 PM, Mtnbiker1998 said:

Might be a crazy request, but PWCG is currently working on implementing dates for certain aircraft modifications becoming available. looks like he's got the list of dates figured out over on his subforum. Any chance we could see something similar in the EMG?  

 

I have added this to the backlog. Need to have a proper data structure for this. It would be great if we can all use /maintain one list. The official career should also have a list like that.

Edited by SYN_Vander
  • Upvote 1
Posted (edited)

Hi Vander, your 58 EMB is fine, but it overdoes at times ... a first tester with quite a few 2.5 x twin brothers in arms ready for business:

Seems that the bombs load set for player p51b were missing, attachment see below, corrected it later in the ME though.

 

1274920006_-P51bclones.thumb.jpg.bc5a3e03f083a78d3de3841cab37f159.jpg

Syn Generated v58.zip

Edited by jollyjack
Posted
29 minutes ago, jollyjack said:

Hi Vander, your 58 EMB is fine, but it overdoes at times ... a first tester with quite a few 2.5xtwin brothers in arms ready for take-off:

 

1274920006_-P51bclones.thumb.jpg.bc5a3e03f083a78d3de3841cab37f159.jpg

 

You must have selected anti-armor loadout or chose 'armor' as target... 

  • Upvote 1
Posted (edited)

Probably, expected bombs (payload 7?) ...

Edited by jollyjack
Posted

Hi Vander, loving the new update! I've had a strange thing happen a few times though. I was using a custom plane set that was just a copy of the Rheinland planeset so I could play those aircraft on a different map, but every time I do this I get WWI planes mixed in. I double checked that they don't appear in any of the tabs of the custom planeset. 

 

I'm afraid these poor Spads didn't fare too well...

20220128205251_1.thumb.jpg.0220c34128a34e71b9d734a755c99937.jpg

Posted
7 minutes ago, percydanvers said:

Hi Vander, loving the new update! I've had a strange thing happen a few times though. I was using a custom plane set that was just a copy of the Rheinland planeset so I could play those aircraft on a different map, but every time I do this I get WWI planes mixed in. I double checked that they don't appear in any of the tabs of the custom planeset. 

 

I'm afraid these poor Spads didn't fare too well...

20220128205251_1.thumb.jpg.0220c34128a34e71b9d734a755c99937.jpg


Can you provide the config file? I’ll have a look…

Posted (edited)
20 minutes ago, SYN_Vander said:


Can you provide the config file? I’ll have a look…

config.rarThank you very kindly!This is techincally not the config from the screenshot but I was able to reproduce the occurrence of WWI aircraft with this.

 

Edited by percydanvers
Posted
3 hours ago, percydanvers said:

config.rarThank you very kindly!This is techincally not the config from the screenshot but I was able to reproduce the occurrence of WWI aircraft with this.

 

Thanks and oh, can you also post your custom_planeset.json?

  • Thanks 1
Posted (edited)
4 hours ago, percydanvers said:

config.rarThank you very kindly!This is techincally not the config from the screenshot but I was able to reproduce the occurrence of WWI aircraft with this.

 

 

Never mind, I was already able to replicate this. Now to understand the root cause.... Thanks for reporting.

 

EDIT: Found the bug; because I moved the custom_planeset.json to a subfolder the generator couldn't find it and reverted to the all_planeset.json.

I'll fix this tomorrow.

4 hours ago, percydanvers said:

config.rarThank you very kindly!This is techincally not the config from the screenshot but I was able to reproduce the occurrence of WWI aircraft with this.

 

 

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

 

Release Notes EMG Version 58.1

-Fixed bug when using a custom plane set; it would revert to all_planeset.

Edited by SYN_Vander
  • Thanks 2
Posted
2 hours ago, SYN_Vander said:

 

Never mind, I was already able to replicate this. Now to understand the root cause.... Thanks for reporting.

 

EDIT: Found the bug; because I moved the custom_planeset.json to a subfolder the generator couldn't find it and reverted to the all_planeset.json.

I'll fix this tomorrow.

 

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

 

Release Notes EMG Version 58.1

-Fixed bug when using a custom plane set; it would revert to all_planeset.

 

Wow thank you Vander! Excellent work as always!

 

Posted
On 2/17/2019 at 5:33 PM, SYN_Vander said:

Uploaded the utility! See previous post for full instructions.

 

So lets buy Vander more coffee, and makes sure he stays awake ! Thanks again !

  • Haha 1
  • 2 weeks later...
Posted
Are all the bases of his side (in co-op) "service area" allowing resupply?

Thank you for this wonderful tool allowing us to fly in multiplayer
  • 2 weeks later...
Posted (edited)

Thank you very much for this mission generator!  V58.1 is the first I have used and I love how it adds more playability to Great Battles.

 

I really like attacking armor and ground targets.  Is it possible to add more tanks etc. to the armor missions and possibly having the tanks attacking an enemy position?

 

Also, it would be great if these battles were in more than one location.  As it is now, flying from each airfield always goes to the same target.  It would be nice to have more variety of target locations.

 

This is great and your work is much appreciated!

Edited by CzechTexan
  • 3 weeks later...
Posted (edited)

New version is out, following the 4.703 game version!

 

Version 59
-Added configuration presets. It is now possible to save multiple config files. You can manage them on the first tab. I can't guarantee 100% compatibility with future releases though.
-Added new option 'target distance'. Default is 'random', but you can now also pick 'close' or 'distant' as options. The actual distance is relative and depends on target type, ie you will not find an HQ close to the front line! 
-Added Gotha G.V and Handley Page O/400 to the plane list and Arras map
-Added Ju-88 C6 to the plane list and Kuban and Rhineland map
-Added years 1916, 1917 and 1940 to the date picklist for future/custom scenarios.
-Windspeed near ground is limited to max 6 m/s to avoid AI having issues with taxiing
-Changed "Random" button to "Randomize" and "Defaults" which is more clear. Also changed some of the default values.

 

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

 

On 2/10/2022 at 4:00 PM, 51THHotStick said:
Are all the bases of his side (in co-op) "service area" allowing resupply?

Thank you for this wonderful tool allowing us to fly in multiplayer

 

Only the one you start from.

On 2/23/2022 at 4:45 PM, CzechTexan said:

Thank you very much for this mission generator!  V58.1 is the first I have used and I love how it adds more playability to Great Battles.

 

I really like attacking armor and ground targets.  Is it possible to add more tanks etc. to the armor missions and possibly having the tanks attacking an enemy position?

 

Also, it would be great if these battles were in more than one location.  As it is now, flying from each airfield always goes to the same target.  It would be nice to have more variety of target locations.

 

This is great and your work is much appreciated!

 

Thanks. I can have a look at different/bigger armor and vehicle groups.

About same target: That depends on the target type and map; sometimes there just are very few suitable locations (ie train station). With the new version you can try to select close or distant target distance, perhaps it helps.

Edited by SYN_Vander
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  • Upvote 1
Posted

Excellent update!  I'm really loving this little tool and it's so simple to use.  I've also learned how to add more tanks, etc. to the mission objective area using the Game's Mission Editor.  Armor battles are my favorite.  I'm getting fairly skilled with the Sturmovik, if I might say so ?

Although I have not tried this new version yet, I like the idea of target distance and that it'll give more options.

=FI=Genosse
Posted

Thanks a lot for your efforts, Vander! I'm already looking forward to use your new additions to your great piece of software, mate. :good:

Posted

Could it be/Is it possible to get a “Dec44-Feb45” version of the Rhineland map covering the area from column xx13 to the right edge of the map in column xx40, using the Rhineland_wi landscape, with a frontline that extends from the top of the map at 0122 down to the Rhine River at 1322 then down the Rhine River to 3231 and the bottom map edge.  ALL bases would need to be selectable in this area.  How many beers would this cost me?

  • Upvote 1
Posted
2 hours ago, 352ndOscar said:

Could it be/Is it possible to get a “Dec44-Feb45” version of the Rhineland map covering the area from column xx13 to the right edge of the map in column xx40, using the Rhineland_wi landscape, with a frontline that extends from the top of the map at 0122 down to the Rhine River at 1322 then down the Rhine River to 3231 and the bottom map edge.  ALL bases would need to be selectable in this area.  How many beers would this cost me?

 

The good news is that you can do it yourself :) as it requires no code-change, in theory just adding an entry in maps.json and changing the template in the Full Mission Editor.

But since I'm waiting on the DCS upgrade anyway, here is a quick jab at it. It only uses previously defined airfields and there could be some scenery missing in the Eastern part.

 

44-45 front.zip

 

Unzip this in the folder where EMG is located (overwrite). Is this roughly what you are looking for?

 

  • Thanks 2
Posted

Map looks fantastic!  I’ll start testing it tomorrow.  Thanks a bunch for this!

Posted
11 hours ago, 352ndOscar said:

Map looks fantastic!  I’ll start testing it tomorrow.  Thanks a bunch for this!

 

I think it needs a couple more airfields and possible target locations....

Posted

Yes, those are things I’ll be looking at.  I can do those, I just didn’t know how to get the map version into the EMG.  I’ll send along any template changes I make in case you want to use them; i.e., statics, helpers, etc.

Posted
5 hours ago, 352ndOscar said:

Yes, those are things I’ll be looking at.  I can do those, I just didn’t know how to get the map version into the EMG.  I’ll send along any template changes I make in case you want to use them; i.e., statics, helpers, etc.

 

Anyway, I added Dortmund airfield and a score of target locations, smoke locations, AAA...

 

44-45 front_v2.zip

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Posted

Just saw this…… got it.

Posted (edited)

Many thanks again Vander for your long-term work on the mission generator. Thanks to this one we could make a modest but very sympathetic meeting between the Virtual Normandie Niémen and the CCG ( " Circle of Gallic Combat " ) Thursday evening. Here are some memories:

799622259_Unponttroploin01.thumb.jpg.3be3e71e65f94080dde3dc89f5ccdcb9.jpg

241048159_Unponttroploin03.thumb.jpg.95c99796e405a0dd03a91f7e767c0ba0.jpg

2021282125_Unponttroploin04.thumb.jpg.c73b319c8beba4b7f3f52630c573418c.jpg

723033900_Unponttroploin05.thumb.jpg.286aadffbfed29dca482683ac1d25d2f.jpg

2024011834_Unponttroploin06.thumb.jpg.a182e1dadca562fda9a74cbd364c05bb.jpg

 

 

Un pont trop loin 07.jpg

Edited by NN_Elanion
  • Like 1
Posted (edited)

Hi Vander,

thank you again for this fantastic tool and all the joy it brings. One suggestion on the latest version v59. Could you please add the Ju88 C-6 to intercept missions so it can be used to intercept bombers (I think it was definitely used for and is capable in that role). Afaik this currently is not possible. Also, in the single player campaign- I think the Ju 88 C-6 is available in the Stalingrad campaign- should it not be present in the editor as well from the dropdown?

One more observation: would it be possible to randomize the intercept of enemy aircraft more? So when I create a co-op mission to attack a certain target with attackers or bombers- the defenders always just fly circles over the target area. What would be nice is if they could intercept you at any point of your flight path, either on your way to the target or on the way back (or both). I tried to create that scenario by adding more ambient AI planes to the scenario and set them to aggressive- but this is not really working out as the planes get equally distributed and often your friendly units destroy all enemies or vice versa which leads to very unbalanced outcomes.
I would also strongly second the request for larger armor/ vehicle columns and varied locations so when you do a co-op with 4+ people there are enough targets around ?

Edited by p78nutz
Posted
On 3/15/2022 at 8:43 PM, CzechTexan said:

Excellent update!  I'm really loving this little tool and it's so simple to use.  I've also learned how to add more tanks, etc. to the mission objective area using the Game's Mission Editor.  Armor battles are my favorite.  I'm getting fairly skilled with the Sturmovik, if I might say so ?

Although I have not tried this new version yet, I like the idea of target distance and that it'll give more options.

Would you be willing to share any instructions on how to add more armor, vehicles using the in game editor? I am trying to do the same thing but no luck so far ?

Posted

Check this link out. One needs a 'basic' knowledge of the editor. No luck required.

 

Editor tutorial

Posted (edited)
19 hours ago, p78nutz said:

Hi Vander,

thank you again for this fantastic tool and all the joy it brings. One suggestion on the latest version v59. Could you please add the Ju88 C-6 to intercept missions so it can be used to intercept bombers (I think it was definitely used for and is capable in that role). Afaik this currently is not possible. Also, in the single player campaign- I think the Ju 88 C-6 is available in the Stalingrad campaign- should it not be present in the editor as well from the dropdown?

One more observation: would it be possible to randomize the intercept of enemy aircraft more? So when I create a co-op mission to attack a certain target with attackers or bombers- the defenders always just fly circles over the target area. What would be nice is if they could intercept you at any point of your flight path, either on your way to the target or on the way back (or both). I tried to create that scenario by adding more ambient AI planes to the scenario and set them to aggressive- but this is not really working out as the planes get equally distributed and often your friendly units destroy all enemies or vice versa which leads to very unbalanced outcomes.
I would also strongly second the request for larger armor/ vehicle columns and varied locations so when you do a co-op with 4+ people there are enough targets around ?

 

Hi,

 

You can add Ju88 C-6 yourself to fighter class in your custom plane-set. See the second youtube tutorial here: https://sites.google.com/view/il2-great-battles-emg/tips-tricks?authuser=0 or scroll to the bottom of that page for a guide.

 

The intercept locations should already be randomized: They intercept point can be on the waypoint to the target, on the target or on the waypoint existing the target. Perhaps there is some bias, I'll check the code. It also depends where/how you start and let the enemy start. If you start from the airfield and the enemy starts from the air, then yeah they will fly circles because they'll have to wait for you to come.

 

Yeah, more vehicles in the columns is already on the backlog! :) 

 

 

13 hours ago, p78nutz said:

Would you be willing to share any instructions on how to add more armor, vehicles using the in game editor? I am trying to do the same thing but no luck so far ?

 

Check out this tutorial. Be aware the group structure has changed a bit over the years, the targets can now quickly be found in the " Objectives" group.

 

 

You can find these on this help page: https://sites.google.com/view/il2-great-battles-emg/tips-tricks?authuser=0

 

Edited by SYN_Vander
Posted
6 hours ago, SYN_Vander said:

 

Hi,

 

You can add Ju88 C-6 yourself to fighter class in your custom plane-set. See the second youtube tutorial here: https://sites.google.com/view/il2-great-battles-emg/tips-tricks?authuser=0 or scroll to the bottom of that page for a guide.

 

The intercept locations should already be randomized: They intercept point can be on the waypoint to the target, on the target or on the waypoint existing the target. Perhaps there is some bias, I'll check the code. It also depends where/how you start and let the enemy start. If you start from the airfield and the enemy starts from the air, then yeah they will fly circles because they'll have to wait for you to come.

 

Yeah, more vehicles in the columns is already on the backlog! :) 

 

 

 

Check out this tutorial. Be aware the group structure has changed a bit over the years, the targets can now quickly be found in the " Objectives" group.

 

 

You can find these on this help page: https://sites.google.com/view/il2-great-battles-emg/tips-tricks?authuser=0

 

Thx Vander! I am definitely able to place objects on the map. What I am not sure about is how to add an object to an existing group. For example I have created a attack vehicles mission in your mission editor, now I want to add more trucks to that same column. I was able to copy one of the existing trucks and paste it into the map and move it around. BUT there seems to be some parameters around formation with the other trucks and to make sure it is driving with them. How do I set these parameters When adding a vehicle to an existing group?

2 minutes ago, p78nutz said:

Thx Vander! I am definitely able to place objects on the map. What I am not sure about is how to add an object to an existing group. For example I have created a attack vehicles mission in your mission editor, now I want to add more trucks to that same column. I was able to copy one of the existing trucks and paste it into the map and move it around. BUT there seems to be some parameters around formation with the other trucks and to make sure it is driving with them. How do I set these parameters When adding a vehicle to an existing group?

Also how can you set mission complete criteria in terms of the specific units or buildings that need to be destroyed?

Posted (edited)
30 minutes ago, p78nutz said:

Thx Vander! I am definitely able to place objects on the map. What I am not sure about is how to add an object to an existing group. For example I have created a attack vehicles mission in your mission editor, now I want to add more trucks to that same column. I was able to copy one of the existing trucks and paste it into the map and move it around. BUT there seems to be some parameters around formation with the other trucks and to make sure it is driving with them. How do I set these parameters When adding a vehicle to an existing group?

Also how can you set mission complete criteria in terms of the specific units or buildings that need to be destroyed?

 

I have already increased the number of vehicles in my template, i will release them with the next update.

 

For now, to edit the mission in FMB:

-Open the mission

-Look for the group "Objectives"

-Inside select the group you want to change: "objective_vehicles_axis" means this is the objective FOR the axis side, so they will contain allied vehicles

-Right click -> Set Group as Working

 

Now you'll see all the vehicles. You are right, they are grouped as they will follow a lead vehicle in a certain order. Here is how to add one vehicle:

-Locate the last vehicle and select it. 

-CTRL C (copy) and CTRL V (paste) and put it behind the last vehicle (look at ehich way they are pointing)

-If needed change the type of vehicle: Select it and in 'Vehicle Properties' click on 'Model' and select a different vehicle type.

 

-Connect the vehicle to the leader: Zoom out so you can see both the new vehicle and the lead vehicle.

-Right click on the new vehicle -> Selected Object Menu -> Add Target. The cursor will now change to an arrow with the word 'Target'

-Click on the lead vehicle to target it. If the cursor changes back to normal it is done. If you double click on the new vehicle you will see a number in '# in Formation'. This determines the position in the column. If you put them in the wrong order, they will try to sort out the order and things can get messy.

 

-Now you need to make sure that when the vehicle is destroyed it will count towards the objective:

-Right click on the new vehicle -> Selected Object Menu -> Add OnKilled Event. Again the cursor will change.

-Click on the counter with name "Counter Completed".  If the cursor changes back to normal it is done.

 

-Double click the counter with name "Counter Completed". The Counter value will show how many vehicles need to be destroyed to count as "Objective completed". This should depend on the Objective difficulty level in EMG. Change as desired.

 

Edited by SYN_Vander
Posted
6 hours ago, SYN_Vander said:

 

I have already increased the number of vehicles in my template, i will release them with the next update.

 

For now, to edit the mission in FMB:

-Open the mission

-Look for the group "Objectives"

-Inside select the group you want to change: "objective_vehicles_axis" means this is the objective FOR the axis side, so they will contain allied vehicles

-Right click -> Set Group as Working

 

Now you'll see all the vehicles. You are right, they are grouped as they will follow a lead vehicle in a certain order. Here is how to add one vehicle:

-Locate the last vehicle and select it. 

-CTRL C (copy) and CTRL V (paste) and put it behind the last vehicle (look at ehich way they are pointing)

-If needed change the type of vehicle: Select it and in 'Vehicle Properties' click on 'Model' and select a different vehicle type.

 

-Connect the vehicle to the leader: Zoom out so you can see both the new vehicle and the lead vehicle.

-Right click on the new vehicle -> Selected Object Menu -> Add Target. The cursor will now change to an arrow with the word 'Target'

-Click on the lead vehicle to target it. If the cursor changes back to normal it is done. If you double click on the new vehicle you will see a number in '# in Formation'. This determines the position in the column. If you put them in the wrong order, they will try to sort out the order and things can get messy.

 

-Now you need to make sure that when the vehicle is destroyed it will count towards the objective:

-Right click on the new vehicle -> Selected Object Menu -> Add OnKilled Event. Again the cursor will change.

-Click on the counter with name "Counter Completed".  If the cursor changes back to normal it is done.

 

-Double click the counter with name "Counter Completed". The Counter value will show how many vehicles need to be destroyed to count as "Objective completed". This should depend on the Objective difficulty level in EMG. Change as desired.

 

Thank you so much!! I have put me an enormous convoy together for my friends and I to raid tomorrow and now I can keep editing this- so happy :-). One more question for you- I was also trying to edit and airfield raid and was wondering how I actually set the success criteria for a mission complete in terms of objectives destroyed. So here is a mission I generated with your tool:
I added a few more planes towards the bottom and in the pens. You can see these are not yet connected with the purple lines to the counter complete and trigger success. image.thumb.png.2c6603ede0b49c9dbfd97a5323a714dd.png

I would really like to understand how the counter completed and trigger success interact with destroyed objects either ground or air so I can better edit missions myself. Again, thank you so much for your help!

Posted (edited)
8 hours ago, p78nutz said:

Thank you so much!! I have put me an enormous convoy together for my friends and I to raid tomorrow and now I can keep editing this- so happy :-). One more question for you- I was also trying to edit and airfield raid and was wondering how I actually set the success criteria for a mission complete in terms of objectives destroyed. So here is a mission I generated with your tool:
I added a few more planes towards the bottom and in the pens. You can see these are not yet connected with the purple lines to the counter complete and trigger success. image.thumb.png.2c6603ede0b49c9dbfd97a5323a714dd.png

I would really like to understand how the counter completed and trigger success interact with destroyed objects either ground or air so I can better edit missions myself. Again, thank you so much for your help!

 

Thanks!
 

About the succes criteria: It's the same for all objectives. You will always find a "Counter_Completed" counter in the group. It's there as well in your screenshot, where all the pink lines are going to. The counter value is calculated by the EMG based on the difficulty level, but you can change it to whatever you like. So in this example you also have to: Right click on the new static plane -> Selected Object Menu -> Add OnKilled Event. to create a link between the static aircraft and this counter. Since the targets are static objects they do not need to be linked to a leader.

 

 

Edited by SYN_Vander
  • Like 1
Posted (edited)

@SYN_Vander

 

after playing with my friends over the weekend I have been thinking about one thing: Spawn points + repair and refuel. I know this feature exists and is being used on some PvP maps. But I was thinking wouldn't it be fun to incorporate this into a co-op scenario: you create a map with ground targets on both sides and whichever side manages to destroy more than a certain threshold of targets (51%) wins the enormous battle. Your friends and you keep respawning if shot down and additional planes on both sides are spawned to keep this interesting.
Is something like this possible? If it was possible- any chance that some of this could find its way into your editor? ?

Edited by p78nutz
Posted (edited)
14 minutes ago, p78nutz said:

@SYN_Vander

 

after playing with my friends over the weekend I have been thinking about one thing: Spawn points + repair and refuel. I know this feature exists and is being used on some PvP maps. But I was thinking wouldn't it be fun to incorporate this into a co-op scenario: you create a map with ground targets on both sides and whichever side manages to destroy more than a certain threshold of targets (51%) wins the enormous battle. Your friends and you keep respawning if shot down and additional planes on both sides are spawned to keep this interesting.
Is something like this possible? If it was possible- any chance that some of this could find its way into your editor? ?

 

Hi, 

 

What you want is already possible. If you want to be able to spawn, you need to choose 'dogfight' as game type. You can select up to 5 targets (objectives) on each side. the first one will be determined by the objective settings further down the Scenario screen, the others will be chosen randomly. Don't forget to set Player side as ' both'.

Whoever destroys all targets first wins the map. The objective difficulty setting determines how much you have to destroy per target, so if you choose 5 objectives per side and 'hard' objective difficulty I can assure you it will take a lot of time to finish :)

 

Edited by SYN_Vander
  • Like 1
Posted
2 minutes ago, SYN_Vander said:

 

Hi, 

 

What you want is already possible I think. If you want to be able to spawn, you need to choose 'dogfight' as game type. You can select up to 5 targets (objectives) on each side. the first one will be determined by the objective settings further down the Scenario screen, the others will be chosen randomly.

Whoever destroys all targets first wins the map. The objective difficulty setting determines how much you have to destroy per target, so if you choose 5 objectives per side and 'hard' objective difficulty I can assure you it will take a lot of time to finish :)

 

That is fantastic! I will try that immediately. If I chose the dogfight mode though, will it spawn AI controlled planes on the other side? Will they respawn when destroyed? Can I use the refuel and repair feature on my side? Are there any special flags for this to be set in your editor or do I have to make changes in the game editor afterwards? Honestly, ideally I would like just "refuel and repair" on my side but respawns on the other side....?Sorry, way too many questions and way too excited ?

Posted
2 hours ago, p78nutz said:

That is fantastic! I will try that immediately. If I chose the dogfight mode though, will it spawn AI controlled planes on the other side? Will they respawn when destroyed? Can I use the refuel and repair feature on my side? Are there any special flags for this to be set in your editor or do I have to make changes in the game editor afterwards? Honestly, ideally I would like just "refuel and repair" on my side but respawns on the other side....?Sorry, way too many questions and way too excited ?

 

Refuel and repair will be available on your home (selected) airfield besides respawn. AI will fly as usual although I'm not sure if they respawn. Perhaps something I can improve for these types of missions.

  • Like 2
Posted (edited)
15 hours ago, SYN_Vander said:

 

Refuel and repair will be available on your home (selected) airfield besides respawn. AI will fly as usual although I'm not sure if they respawn. Perhaps something I can improve for these types of missions.

One question about the concept of respawn: While I like the concept as a last resort if one of my buddies gets shot down (so they can continue the game). I do not like the idea of people deciding to crash their planes on purpose when they are out of ammo/ badly damaged. There should be an incentive for everyone to try to keep their plane in one piece and making it back to their home airport. The only way I could imagine this to work is:
1.) when you crash your airplane gets destroyed there is a harsh time penalty before you respawn (potentially configurable + maybe a trigger condition on the frequency you lose your plane)
2.) and/ or if you do lose your plane you do get a worse one on respawn

Otherwise, I think people would abuse the ability to respawn ? Do you know if any of these kind of features are supported maybe out of the core game editor? Maybe there are other ways to accomplish this that I cannot think of.....

Edited by p78nutz
Posted (edited)
59 minutes ago, p78nutz said:

One question about the concept of respawn: While I like the concept as a last resort if one of my buddies gets shot down (so they can continue the game). I do not like the idea of people deciding to crash their planes on purpose when they are out of ammo/ badly damaged. There should be an incentive for everyone to try to keep their plane in one piece and making it back to their home airport. The only way I could imagine this to work is:
1.) when you crash your airplane gets destroyed there is a harsh time penalty before you respawn (potentially configurable + maybe a trigger condition on the frequency you lose your plane)
2.) and/ or if you do lose your plane you do get a worse one on respawn

Otherwise, I think people would abuse the ability to respawn ? Do you know if any of these kind of features are supported maybe out of the core game editor? Maybe there are other ways to accomplish this that I cannot think of.....


There are a couple of options.

First one is the simplest and you can do already: Increase the respawn timeout to say 5 min or so. You can already do this, because it’s a server setting, not a mission setting.

Another option is to limit the number of planes. This is a mission setting. Currently I think there is no limit even though you can set plane amount in EMG; it only affects Single player/ coop. This could be changed, probably as option.

Yet another option is to refresh plane availability every x minutes so you have to wait for the next spawn wave. This encourages flying together. This is not in EMG but could become an option.

 

The other options you describe are difficult or not possible because you can’t track individual players in the mission in this type of Multiplayer mode.

Edited by SYN_Vander

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