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Posted

So far i have created a good number of sp missions. Now i want to tie them up in a working campaign.

Is there a manual how? what are the crucial incredients? I already changed the mission type to campaign and bundeled a few missions up as  campaign. Looks good so far, but now i run into question i couldnt find answers for.

I can start the first mission, after ending i cant start the following one.

Easiest would be if someone could point me in the direction of a little "how to", unfortunatly i could find the answers in the manuals.

Posted

For a scripted campaign you have Jim's manual and

 

 

Hans Campaign Tutorial P1.jpg

Hans Campaign Tutorial P2.jpg

Hans Campaign Tutorial P3.jpg

Posted

ironK, best thing is to download someone else's free campaign and look at the text files...that will answer most of your questions.

Icky did good posting that, but taking it by itself it's a bit confusing.

  • Thanks 1
Posted

Thats exactly what i was looking for. Thank you guys!

Posted

Thanks to you guys there is progress, but now i have a new problem, my 3 test misssions are in wrong order. First one is ok, the other two should be  switched. Already named them in order when putting campaign together (00-Prologue, 01-Mission, 02-Mission), now even tried to rename  Name field in the Mission Properties with sequence number in the name. Still wrong sequence, any ideas?

Posted (edited)
37 minutes ago, ironk79 said:

Thanks to you guys there is progress, but now i have a new problem, my 3 test misssions are in wrong order. First one is ok, the other two should be  switched. Already named them in order when putting campaign together (00-Prologue, 01-Mission, 02-Mission), now even tried to rename  Name field in the Mission Properties with sequence number in the name. Still wrong sequence, any ideas?

 

Are your current file names in the correct order? Resave the missions if the files are not in the correct order.

 

Try this:

1. Close the game.

2. Delete file ctreecache.eng in your game /data folder.

3. Open the game.

 

If the procedure above does not work, try clicking the Begin anew button in your campaign main screen. 

Edited by JimTM
Posted
53 minutes ago, JimTM said:

2. Delete file ctreecache.eng in your game /data folder.

This did the trick! Before deleting, it didnt even show the  new names i canged in Name fields of the missions.

Thanks again Jim!

Posted

The JimTM guy is rather insightful isn't he?

 

Don't let the comment go to your head Jim. ?

  • Haha 1
  • 2 years later...
Jack_Daniels1983
Posted (edited)

Is there a way to automatically transfer the state of an object to the next mission?


For example:

In the first mission, your task is the defense of an airport. The opponent destroys only one hangar. (So you was more or less successful).

In the second mission, I want to shown this hangar then as destroyed (in case it was destroyed in the mission before)

Edited by Jack_Daniels1983
  • 1CGS
Posted

Unfortunately this is not possible.

Posted
On 10/15/2022 at 11:47 AM, Jack_Daniels1983 said:

Is there a way to automatically transfer the state of an object to the next mission?

This is a dream that we had for so long to have such a feature, and it remains a dream.

To have such a feature working this is what we would need to have.

When designing a mission and populating the map with all the objects if we had just kind of Destruction Status that was generated where the status of each object is registered when the mission is saved in the editor. Example: non-damaged or damaged: minor, major, complete. This file should be text file in readable form so that we can modify it.

At mission launch this status file would be read by the sim application and have the objects set to their status as mentioned in the file. If in the file there are non-existing objects in the mission map they would simply be ignored and eliminated from the file. At the end of the mission the status file would be updated with the status of each of the existing objects.  So that we could use this status file for the next mission and thus create a sense of physical continuity.

This does not seem for me an immense task to do in terms of coding, but I do not know the innards of the sim so no idea how easy or difficult it is to implement.

 

 

  • Like 2
Posted
9 minutes ago, IckyATLAS said:

This is a dream that we had for so long to have such a feature, and it remains a dream.

To have such a feature working this is what we would need to have.

When designing a mission and populating the map with all the objects if we had just kind of Destruction Status that was generated where the status of each object is registered when the mission is saved in the editor. Example: non-damaged or damaged: minor, major, complete. This file should be text file in readable form so that we can modify it.

At mission launch this status file would be read by the sim application and have the objects set to their status as mentioned in the file. If in the file there are non-existing objects in the mission map they would simply be ignored and eliminated from the file. At the end of the mission the status file would be updated with the status of each of the existing objects.  So that we could use this status file for the next mission and thus create a sense of physical continuity.

This does not seem for me an immense task to do in terms of coding, but I do not know the innards of the sim so no idea how easy or difficult it is to implement.

 

 

 

I like the idea. Would like to combine it with another request I made for a post-mission report log:

 

 

Jack_Daniels1983
Posted
On 10/17/2022 at 11:23 AM, IckyATLAS said:

This is a dream that we had for so long to have such a feature, and it remains a dream.

To have such a feature working this is what we would need to have.

When designing a mission and populating the map with all the objects if we had just kind of Destruction Status that was generated where the status of each object is registered when the mission is saved in the editor. Example: non-damaged or damaged: minor, major, complete. This file should be text file in readable form so that we can modify it.

At mission launch this status file would be read by the sim application and have the objects set to their status as mentioned in the file. If in the file there are non-existing objects in the mission map they would simply be ignored and eliminated from the file. At the end of the mission the status file would be updated with the status of each of the existing objects.  So that we could use this status file for the next mission and thus create a sense of physical continuity.

This does not seem for me an immense task to do in terms of coding, but I do not know the innards of the sim so no idea how easy or difficult it is to implement.

 

 

From this point of view, these are two triggers.
First one -> Check Status of Objekts and report it to a file

Second one -> Take Status of the reported Objekts and Update Map with provided States.

@BlackSix What is the developer's view of the topic? Is that a feature that is planed for the future or will it stays a fantasies of the community that cannot be fulfilled.

AEthelraedUnraed
Posted
On 10/24/2022 at 9:39 AM, Jack_Daniels1983 said:

From this point of view, these are two triggers.
First one -> Check Status of Objekts and report it to a file

Second one -> Take Status of the reported Objekts and Update Map with provided States.

As well as:

- Make a mapping from all destroyed objects in the previous mission to the equivalent objects in the new mission, as there is no way to guarantee they'll have the same identifier.

- Make sure the mission writer actually wants the object destroyed. Perhaps it's just a fuel truck; if there's a long time between the two missions, chances are another fuel truck would have taken the place of the wreckage. Or perhaps it's a bridge that is actively used in the new mission, so even if it was previously destroyed, it really needs to be there or the mission will break.

 

There's no easy way around these points, and I don't think the development time of doing it the hard way weighs up against the added "nice to have" immersion.

 

As a mission writer, I usually have a pretty good idea of what objects will be attacked, so what I do is make a "best guess" of what objects were destroyed in previous missions, and set those objects as destroyed. I agree it's not perfect, but it works reasonably well.

Posted (edited)

Can anyone confirm what the new TOW numbers are post Jims manual release?

 

Given "// BoS = 1, BoM = 2, BoK = 3, BoBP = 4", i assumed "BON = 5", without thinking about FC and TC bieng released in the intervening timeframe.

 

so asking if anyone has solved for X/Y/Z in

TC = X

FC = Y

BON = Z

 

I believe TC = 5 based what i did and this guys experience:

 

thanks

 

 

Edited by Nolly
Posted

I need that info too.

BoBP=?
BoN=?
 

Need it to make a project working

  • 1CGS
Posted

BoBP: &tows=4

TC: &tows=5

FC1: &tows=6
BoN: &tows=7

  • Thanks 2
Jaegermeister
Posted (edited)

FC1: &tows=5 or not

 

 

Edited by Jaegermeister
  • 1CGS
Posted
12 minutes ago, Jaegermeister said:

FC1: &tows=5

I have no FC1 and I installed &tows=6 for the campaign in development now, it became unavailable.

  • Thanks 1
Jaegermeister
Posted (edited)
1 hour ago, BlackSix said:

I have no FC1 and I installed &tows=6 for the campaign in development now, it became unavailable.

 

I guess that means its 6? In that case anyone trying to play the Gallant Green and Red Knights FC campaigns would have to have TC installed at the moment. I'll have to correct that.

 

 

Edited by Jaegermeister
  • 1CGS
Posted
19 minutes ago, Jaegermeister said:

I guess that means its 6? In that case anyone trying to play the Gallant Green and Red Knights FC campaigns would have to have TC installed at the moment. I'll have to correct that.

I guess @Sneaksie corrected these values when you send him these campaigns. Because If you have TC these errors didn't have any effect on your version when testing. Now both your FC campaigns have &tows=6 in the info.txt files.

  • Thanks 1
Posted
43 minutes ago, Jaegermeister said:

 

I guess that means its 6? In that case anyone trying to play the Gallant Green and Red Knights FC campaigns would have to have TC installed at the moment. I'll have to correct that.

 

 

Galant green ?

Red Knights?

can’t see thèse ones 

2 hours ago, BlackSix said:

BoBP: &tows=4

TC: &tows=5

FC1: &tows=6
BoN: &tows=7

Many thanks

Jaegermeister
Posted
30 minutes ago, DN308 said:

Galant green ?

Red Knights?

can’t see thèse ones 

Many thanks

 

Update 4.702, there is a link to DL the custom skins. You have FC1, they should be in your Scripted Campaigns list.  

 

Posted

Humm… Maybe it’s due to the translation. I have to check 

Thanks a lot

Posted
7 hours ago, BlackSix said:

BoBP: &tows=4

TC: &tows=5

FC1: &tows=6
BoN: &tows=7

Thanks @BlackSix

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