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Alfaunostebas11

Escort objective

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Dear friends, I would like to focus your attention on this issue.
Maybe I'm worried about a trivial and simple solution...
I would like to carry out a mission where one of the objectives is the escort of bombers by a fighter flight, commanded by the player.
Suppose the target is to prevent more than three bombers (out of a group of six) from being shot down.
Certaynly, I could wait for the bombers to land and, with an OnPlaneLanded and a Counter to 3 to solve the problem, but we know that wait for the landing of a group of A.I.planes. it involves many minutes of waiting and therefore it is quite boring.
I can solve the problem in the negative: for each plane I apply an OnPlaneDestroyed and a Counter to 4 and therefore a Mission Objective Failure.
But I would like to generate a Mission Objective Success if, for example, after 30 minutes of mission or after reaching a certain Waipoint, when at least three bombers are still flying.
To get an idea, in IL-2 Sturmovik 46 would resolve with an Escort Target, at 50% for 30 minutes.
How to do ?
Do you already have a solution?

Thank Stebas.

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Hi Alfaunostebas,

 

I'm far away to be an expert in building missions (as you can see in the quick 'n' dirty example misison) but I would solve it like this:

 

You can add a counter to a Complex trigger that counts up to 3 (I used "OnObjectEnteredAlive"), in this case He 111 H16 in the Object scrip list,   when they reached the waypoint above the home airfield.

The counter triggers a mission objective sucess, a subtitle and a timer that leeds to the sucess mission end.

Or you can add a 30 minutes timer, object linked to the complex trigger next to a certain waypoint, that triggers the mission objective sucess and ends the mission.

 

If you use your "negative" counter, the "homecoming" counter is not necessary, if you are satisfied with that just one or the first plane of the bomber group reaches the waypoint above the home airfield.

 

 

Used planes for misison: He111 H16, Me 109 G4

 

homecoming.JPG

Missions.zip

Edited by CorvusX
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I have a similar case where you have to protect a large ship convoy and avoid more than three cargo ships and a tanker of being destroyed, and you have to land back to your base alive. The convoy is protected by destroyers.

In the mission you take-off fly to the convoy intercept bombers etc.

Then I check that the player reaches the convoy region (otherwise he can just take-off and land and its all fine). This takes time. At that point mission success is activated. Then whatever happens happens simply because the player is far from being alone. The bomber flights and fighter flights, escort fighters, destroyers etc. all this makes it that the mission may succeed or not. With good player interventions the chances of success are higher. Anyway there is a counter and it is activated by killed ships (its filtered so a ship can send a kill signal only once) and soon as you have more than three killed ships mission has failed. When you fly back and land the configuration of the mission makes it that you are 95% sure you saved the convoy. 

So it is not perfect. But so is life. When something is True it is final. When something is not proven to be true it does not mean it is False.

 

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Dear Corvus, your solution works very well and I have adopted it as a template for my missions. Thank you.
And I also suggest it to IckyAtlas, because in this way we have the certainty that the goal has been achieved, because as I said in the opening post, when the failure of the goal has not been certified, we cannot yet be sure that the goal itself has been achieved.

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Hi Alfaunostebas,

 

I'm glad I could help, and thank you for your kind feedback to let me know it.

I'm sure you already know but i just want to add the hint that the ComplexTrigger must not lead to missions end, as far as i understood the game mechanic it is only necessary that it triggers the "MissionObjective" translator as success.

So to land your aircraft safely can be still a necessary part of the mission.

With a combination of counters, complex trigger and mission objective MCUs, it should also be possible combine more tasks that needed to be fulfilled to complete a mission successfully. 

Like in IckyAtlas mission 1st fly to an area, then protect the ships convoi and maybe finally land at a specific airfiled.

Or to give an amount of task to choose of to be fulfilled, lets say 3 of 5 have to been completed to succeed a mission, also with a negative check if 3 are failed you lost the mission, and so on.

 

Edited by CorvusX

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I must admit I have never used the Complex Trigger MCU. Maybe time to study it a little more in detail.

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Yes Corvus, I know.

I normally use more objectives.

Normally primary is safely land for player and some secondary objectives, the last of whose is often to park in limited airfield"s area into an hangar or near a service truck.

You can download my 2 first mission for BoK: "Bloody skies of Kuban"

Edited by Alfaunostebas11

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