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Posted

Is there any way to create a mission debrief beyond the basic tally of what you killed?  I’m trying to put together a series of historical missions and I’d like to be able to end the mission with a debriefing explaining what actually happened in the real battle.

Posted

Not possible in the GUI.

However you can use a media translator to display an image/briefing.

Posted

After playing with this, it seems to raise some playability issues.  Mainly the fact that it basically hijacks the game while you are in mid air (the missions I'm putting together are based around the 8th AF, and thus you can't return to land as your air bases aren't on the map).  Is there a way to force a pause in a single player mission?

 

In a simple mission with a couple enemies, where you have to kill them all to accomplish the mission goal, this isn't too big of an issue.  But one of the missions I've created is a squadron vs squadron affair at high altitude - I figure if the player can get a single that's adequate - I don't want the player to have to hunt down every enemy aircraft from the furball in order to accomplish the mission and get the debriefing.  But I also don't want to interrupt them if they're about to score a 2nd or 3rd etc.

 

I wonder if there would be a way to use a proximity trigger or a check zone (can I dynamically create one around the player?) to launch the debrief - the idea being once you're done with the action and clear of enemy aircraft you can get your debriefing.

 

 

Posted

You can’t force a ‘pause’

 

You can use a number of things or a combination to set the condition for the debrief.

 

check zone

complex trigger

proximity trigger

counters (#enemy killed)

 

I set a # enemy killed, then the rest “bug out” and head home. This triggers player flight ‘form up’

 

Typing on my phone - can’t get any more detailed than that right now.

 

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Posted
50 minutes ago, KW_1979 said:

...

I wonder if there would be a way to use a proximity trigger or a check zone (can I dynamically create one around the player?) to launch the debrief - the idea being once you're done with the action and clear of enemy aircraft you can get your debriefing.

 

The proximity trigger gives you the dynamic "check zone" that you are after. See "Example: Attack a Russian Truck Convoy" on pg. 87 of the editor manual. For the example, just focus on the behaviour of the "Detect Far" proximity trigger.

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Posted
On 2/5/2020 at 2:42 PM, Gambit21 said:

I set a # enemy killed, then the rest “bug out” and head home. This triggers player flight ‘form up’

 

Typing on my phone - can’t get any more detailed than that right now.

 

 

Are you just using waypoint triggers to drive them to bug out, or is there a better/more elegant way to do that?

Posted
6 minutes ago, KW_1979 said:

 

Are you just using waypoint triggers to drive them to bug out, or is there a better/more elegant way to do that?

 

You can set whatever condition you want to start with. A timer, a certain number of enemy aircraft killed, a certain number of enemy aircraft bingo, or more than one condition.

You feed all desired possible conditions into a counter. Do you want one condition to trigger 'bug out', or more than one?

 

Example. I want the German aircraft to bug out if 6 of the 9 aircraft are killed as my only condition.

 

On killed report from every German aircraft connected to a counter set to 1.  

All of those connected to a single timer set to 6.

 

That "6 timer" is then connected to a "Force Complete HIGH for the German flights", then to the bug out waypoints, also set to HIGH.

Also to player flight RTB logic. 

Timers or course are involved, but trying to keep it simple.

 

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WWSitttingDuck
Posted

If i understand you correct...you would like some kind of "status report" during the mission. Is that correct?

 

if so, will agree with you, sounds like an ok idea, believe it is beyond the scope of the game.

 

bout the only thing I might suggest is to take the info you presented in the media file, and incorporate it into a subtitle.  

Posted

What we miss is an MCU that can dynamically ingame store data and then read back this data and use it in text like Subtitles.

We have Set Value and Add Value MCU as well as Server Input, but was never able to understand if they do  work and how etc.

 

Posted
8 hours ago, IckyATLAS said:

What we miss is an MCU that can dynamically ingame store data and then read back this data and use it in text like Subtitles.

We have Set Value and Add Value MCU as well as Server Input, but was never able to understand if they do  work and how etc.

 

 

Re. Server Input, see "Allow a Multiplayer Server Administrator to Trigger an Event" on pg. 105 of the editor manual.

 

Sorry, I'm not up to speed on how Set Value and Add Value work. A forum search will probably help you.

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