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Posted

Hello!

 

About this Topic:

 

-Me

-Mission

-My Plan

-Questions

-Suggestions

 

Me:

I am Papagon2, Norwegian Mission maker. I am familuar from earlier editors such from Arma3, IL-2 1946, Age of Empire, DCS and so on.

I am now started on IL-2 Sturmovik Battle of Stalingrad due to request's from friends and so. Yes I do like Fly simulator games allot specially from WW2.

 

Mission:

I have tested and failed just like everyone ells in this editor to figure out how it works. I am now familluar witht he basic of it and feel I can start a big mission.

Well I have heard that bigger it is the more CPU it takes. So far with many enteties activated I have not seen any CPU killing yet. (but have allso not been more than 4-5 ppl. on the server.)

 

My Plan:

Well we have Stalingrad Map and scene here:

image.thumb.png.f0655ae67562be8440ef02b771dc98c4.png

PLZ tell if something is wrong here in this pic. But I do not think so. Maybe my Tree selection can look unclean but back to that.

 

Mission goals:

Axis have to take over Allied Airfield and destroy much or most of Stalingrad city.

Allied have to hold them back or take over Axis Airfield.

 

in the Mission:

AAA on every Airfield ofc, with Searchlight.

Constant resuply of damaged/out of ammo or destroyed AI planes. That will fly to Stalingrad City to patroll. (hopfully make them spawn in airfield to take off and land when finished.)

Convertable Airfields. if either side destroy xxxx objects on the Airfield, the airfield will switch side.

Vehicles that spawn, do mission than despawn(if not killed) and than respawn again.

 

Questions:

- How to make the AI units respawn.

- If I make xxx object destroyed with Counter trigger, than Deactivate trigger on the airfield stop enemy from spawning there?. 

- If ^so^^^^^ How to make the Activation Trigger + Swap Airfield coalition syncronized with this^^^^^^ ?

- I have made Bomb AI's (HE-111) to do bombing run on the city BUT. They keep flying around the city after drop. How to make them stop this?

- I have made my tree group in the same tree group as the "Scene group" is, I do not want it to be in that tree group. How to move this tree group out of that Tree group? Is something like this possible?

 

Suggestions:

-If you guys know something like this could be better if or ells, than please tell me! :) 

- I made some Templates to help me add and delete stuff so plz ask if wish for some templates or PLEASE make a working template for.. well for eksample AI respawn or something.

image.thumb.png.7582a630236c8150820fdc8625a4534f.png

 

At last:

If this type of mission have allrdy been made. Could I get that mission to look how stuff been done. I tried looking on the "example-dogfight" mission from the dev's But I could not

understand it propperly sorry.

 

Regards for all help's and tips. I hope in max 2 days this mission will be complete or maybe earlier. :)

 

Sorry for my bad English!

Thanks again!

Papagon2

Posted (edited)
23 minutes ago, Papagon2 said:

- If I make xxx object destroyed with Counter trigger, than Deactivate trigger on the airfield stop enemy from spawning there?. 

 

See "Manage Airfield Availability" on pg. 131 of the editor manual.

 

Quote

- If ^so^^^^^ How to make the Activation Trigger + Swap Airfield coalition syncronized with this^^^^^^ ?

 

See "Change Control of an Airfield to the Enemy" on pg. 132 of the editor manual.

 

Quote

- I have made my tree group in the same tree group as the "Scene group" is, I do not want it to be in that tree group. How to move this tree group out of that Tree group? Is something like this possible?

 

See this post.

Edited by JimTM
  • Thanks 1
Posted (edited)
50 minutes ago, Papagon2 said:

Questions:

1- How to make the AI units respawn.

- If I make xxx object destroyed with Counter trigger, than Deactivate trigger on the airfield stop enemy from spawning there?. 

- If ^so^^^^^ How to make the Activation Trigger + Swap Airfield coalition syncronized with this^^^^^^ ?

- I have made Bomb AI's (HE-111) to do bombing run on the city BUT. They keep flying around the city after drop. How to make them stop this?

- I have made my tree group in the same tree group as the "Scene group" is, I do not want it to be in that tree group. How to move this tree group out of that Tree group? Is something like this possible?

1- In the unit properties, add an event on killed you link to a counter. Link that counter to a timer and link the timer to the spawn command you use to spawn the unit at the begining of the mission.

 

2- The logic is good, but for airfield, you have to use the command Behaviour and switch teh side to neutral.

 

3- Use another command Behaviour to change the coalition. You have to use the index in the airfield (where you add plane) to change the plane avaliable.

 

4- Add an event on the leader with Onbingo bomb and link it to the next waypoint which begin the RTB.

 

5- Select your group, then export them in a temporary directory, then delete your original group and import the group. Carrefull, do some test to avoid any loss of data.

 

Have a look on Jim's guide which is a bible.

Edited by Habu
  • Like 1
Posted
32 minutes ago, Habu said:

1- In the unit properties, add an event on killed you link to a counter. Link that counter to timer and link the timer to teh spawn command you use to spawn the unit at teh begining of teh mission.

 

So just to be clear I understand what you wish me to do. is this?.

 

image.thumb.png.016e0a00d9ae4df14196d76d8d807ba6.png

Posted (edited)

It seems good on the screen.

 

In the counter, set the number on 3, so when the 3 tanks are killed, they will respawn after the time you set in the timer.

 

Carreful, you need another timer to activate teh first waypoint of the tank.

 

 

 

Edited by Habu
Posted
3 minutes ago, Habu said:

It seems good on the screen.

 

In the counter, set the number on 3, so when the 3 tanks are killed, they will respawn after the time you set in the timer.

 

Carreful, you need another timer to activate teh first waypoint of the tank.

 

 

 

Okay! All that is done. and yes 3 is in the counter since 3 tanks. I thought that might be right. 

 

And first waypoint for the tank do alrdy got timer but it's outside the picture.

I did.

"Mission start trigger" -> "timer <3sek>" -"linked to 2 target's"-> 1 "Waypoint target" and 2 "Counter". As I believe the counter for respawn need a mission start aswell?

Posted

Here is what is the best as you have all in the same group. I didn't put the counter and the add event. You have to link the counter to the timer named Timer spawn 2S.

 

For the debugging, it's better to group all the event of teh group in the same part.

STEditor_2020-05-03_21-17-41.jpg

Posted (edited)

So now I stumbeled on another figuration.

 

I have fighters that spawns and got orders to go to city and patroll. BUT! when they die will this same trigger function work for airplanes ^^^^^^^? :) 

And if they run out of fuel. is it just to add a land command and than set the airfield event "Bingo fuel" and they will go RTB?

 

+ How to make the tanks follow road? it seems they just go straigt line to the next waypoint. EDITED: NVM This one. I found the solution in the BIBLE "Jim's Chapter 5, 67-68" ? 

 

The AAA's seems to fire for a while but than they just stop.. Do they run out of ammo? do I need to check the "limit ammo" for them to be able to shoot endless?

Edited by Papagon2
Posted (edited)

Okay. so my fighter does not spawn... what am I missing here?

 

image.thumb.png.37bde0a33c83449e00438e636c21310a.png

 

Okay.. Might it be that.. Fighter -> on killed event. it triggers the Timer that has 10 min since it should only be counting after plane is dead. And the

first timer after mission start. it is 3 seconds.

Edited by Papagon2
Posted (edited)

Use the same group as for your tank. But instead of the tank you have a plane.

 

But for plane, you have to add some otehr event. as you understand, if he running out off fuel, he's not killed, so you don't have a tick on your counter, and it stop the spawn process.

 

In the plane properties, you have a checkboxe for AI return to base decision, check it, and when the plane is serverly wound, ou if he's running out off fuel, he's going to go to the closest airfield to land.

 

So for the plane, you have to have at least thoses events :

- Onkilled

- Onplane landed

 

I add too :  On plane crashed, because if the plane crash on the ground, but he's not killed, there will be no tick for the counter.

 

About your tank and the road, add a timer after the timer which activated the first waypoint, which is is link to a Command Formation. In the properties of the command formation, select : Vehicle on road column.

Edited by Habu
Posted (edited)
5 hours ago, Habu said:

About your tank and the road, add a timer after the timer which activated the first waypoint, which is is link to a Command Formation. In the properties of the command formation, select : Vehicle on road column.

I did this. and it work for Allied tanks. But the Axis still goes off road.

 

Another question.... if I linke one tank to tank leader.. do I still have to link both to the respawn trigger? or is it enugh just for the Tank leader?. same for aircraft's?

Edited by Papagon2
Posted (edited)
2 hours ago, Papagon2 said:

...

Another question.... if I linke one tank to tank leader.. do I still have to link both to the respawn trigger? or is it enugh just for the Tank leader?. same for aircraft's?

 

Don't spawn formations because the "wingmen" ignore commands given to the leader. However, you can spawn individual tanks and give them each a separate route that keeps them in formation. On the other hand, you can activate a formation, in which case, you target link an activate trigger to the formation leader only and the wingmen will follow the leader.

Edited by JimTM
Posted

As Jim said, if you use a spawn command, each object work alone and must have its own waypoint. In that case, each tank must have it's own command formation with the option on road.

 

If your group is activated, the spawn command (and all the command) have to be link to the leader only.

Posted (edited)

Okay, Thanks Habu and Jim.

 

I tried much now but still cant get the units to spawn.

 

image.thumb.png.d1dd0a5b2b3e3aa6217396ef10cfe9ce.png

The trigger that is behind the window is a "Mission begin".

 

My AI aircraft: order Defend Airfield. Setup:

image.thumb.png.a989e21d7aefb397159a894315e99a70.png

It does not spawn when inside 4000m.

 

The altitude does not matter right? that is if I un-check the "Zone Type" ?

 

What is wrong here? why do they don't spawn when I am closing with my plane? ?

AND! I hear Airplane flying over airfield but cant see him. I have set-up the airplane like this aswell. just bigger range.

Edited by Papagon2
Posted

What are you doing : single, dogfight or coop mission ?

Posted
3 minutes ago, Habu said:

What are you doing : single, dogfight or coop mission ?

Dogfight mission.

Posted

Use a complex trigger instead of the checkzone. i don't remind if the checkzone has been fixed in dogfight mode.

Posted
4 minutes ago, Habu said:

Use a complex trigger instead of the checkzone. i don't remind if the checkzone has been fixed in dogfight mode.

image.png.d097b8bff5138676d3ff863fef41b555.png

 

It kinda works. The plane spawns now when i got this trigger system. BUT it does not despawn when plane's leaves the area.

I am trying to figure that out now. any ideas?

Posted (edited)

The checkzone trigger does not (or perhaps did not) detect a player plane if the mission is run on the in-game server rather than the DServer. See here for the bug report.

 

Take a look at "Example: Spawn an AI Fighter Whenever a Player Enters a Zone" on pg. 107 of the editor manual.

Edited by JimTM
Posted
15 minutes ago, JimTM said:

The checkzone trigger does not (or perhaps did not) detect a player plane if the mission is run on the in-game server rather than the DServer. See here for the bug report.

 

Take a look at "Example: Spawn an AI Fighter Whenever a Player Enters a Zone" on pg. 107 of the editor manual.

 

Okay, I will check.

For now. The checkzone did work in well one way. it detected the first player arrived but when he were shot down they despawned while I was still there.. So they kinda work. but looks like it works only for one unit at the time. This does not happen when we use complex trigger?. 

Posted

Okey So I been digging and testing but still cant seem to figure this one out. 

 

What I have done:

image.png.0338483011f1fa614891be4f8e33843c.png

This one did not work. well it seem to work for otter player's but not for me as Admin or host.

 

image.png.91b0a02301767f2c528d52af92a2db0b.png

I have tried this one. Spawn trigger + use delete trigger instead. This does not seem to work either.

 

image.png.83b211b9d6103bb009297764d5e21c17.png

This is what I have on the AAA's and vehicles.. They spawn for players but not me as admin/host.

 

I am running in-game server yes. is in-game server and DServer any different when it comes to trigger detection's? ? 

Really apreciate the responds.

Posted

Checkzone had a problem if the mission is played on a dserver, but i didn't check since a while.

 

Organise your icons with a dark background (change the mission hours) to help to read. But we'll need to have the group to have a look in the parameters of the triggers.

 

Have a look on Jim's guide.

 

 

Posted (edited)

Well. my second pictiure there does work. if look on the Mission begin. I manage to fail epic. ? 

But not it is just like the resst of picture's. It spawns for everyone ells but not me.

 

Okey, I did try Jim's guide on pg 110 (the picture) and it is just like the rest of the trigger's. It detects players and other units. but not the Admin/host itself.

 

I think only way to fix this is if I creat a DServer and use another user on that as host and than join myself.

 

So question now... Can I make a user for the DServer for free or does it cost money? 

If free or not, how do I make this User?

Edited by Papagon2
Posted
1 hour ago, Papagon2 said:

...

So question now... Can I make a user for the DServer for free or does it cost money? 

If free or not, how do I make this User?

 

See Chapter 11 in the manual. You can install a DServer for free.

Posted

Okey, I got it to work. I made a Dserver and now all work's fine. thanks!

 

BUT now when I hit "Finish Mission" so I can respawn. it actully finish the mission. (restarting it) how to fix?

Posted

Okay. I am back after acompelished many things. But now I am back again with a problem. I tried @JimTM bible chapter 8: Creat or Delete an Object while a mission is running.

 

Okay it works fine BUT if we are in dogfight with the plane and the plane leaves the zone and makes players force to leave it as well just to follow it... well we know what happens than. it gets deleted. 

 

So I am tryin to find a work arround this now... So far I tried just to make the timer 10 min before it gets deleted... Well in this case. it sometimes spawns in another plane due to leaveing and re-enter within 10 min. ? 

 

So now I am out of clues and have to ask how to fix this?. I simply do not wish the plane to delete itself just maybe use Deactivate trigger so it freezes and than activate's when some1 enters the Zone... Just so it does not spawn in more planes when there allrdy are one xxx more there from before.

 

My Vehicle setup for now:

image.thumb.png.2609ed076f9b19453cffcf15b95e6546.png

Hope with my markings it helps.. 

On this Vehicle problem. it looks like if just one tank get killed or something 3 new ones spawns.. I wish only 1 new for 1 dead to spawn. or all 3 dead = 3 new spawn.

 

My Plane setup for now:

image.thumb.png.e88a3dfdafd767cfbe1e3e434c60e9c8.png

As I try to describe in the pic.

(PS! I just changed too this, have not tried if it works propperly yet.)

 

Plane spawn when mission start, it is not Enabled (enable box unchecked for the planes) So... When enemy get in Zone, the "Activate trigger" activates the planes to

deffend. But if the enemy leave's the area.. the "deactivate trigger" wont trigger before 5 min due to 5 min on timer... In-case the enemy re-enters zone within 5 min... 

This is what I just edite'd now but have not tested yet: 

The "Spawn trigger" Is now linked to the "dead counter" (as before) but allso connected to the start "timer" (new edited).. So hopefully this will

not make the spawner spawn another plane when 1 plane still active. 

 

Any idea's how to fix this if my new edited system does not work?. I have to go bed now so I be checking back in 8'hrs. And test this system than.

 

regards!

Papagon2

Posted
On 5/7/2020 at 9:32 AM, Papagon2 said:

Okey, I got it to work. I made a Dserver and now all work's fine. thanks!

 

BUT now when I hit "Finish Mission" so I can respawn. it actully finish the mission. (restarting it) how to fix?

 

Try setting the DServer option Team points per round to a high number like 99999999.

Posted
1 minute ago, JimTM said:

 

Try setting the DServer option Team points per round to a high number like 99999999.

Sorry for not reply to this. But yes I did that and it worked. got it on 1k :) 

 

And for my last reply about the planes and Vehicles. They work as well. ? 

Posted
Just now, JimTM said:

Great!

:)

So first now I g2 learn how, well mostly the editor works. So I will begin for the Airfield take-over mission. :) 

 

But! I know this question should prob. be on another post... 

I just wounder if Il-2 1946 have same type of editor like this and not only the in-game editor. any1 knows? This editor is easier than the in-game one ? 

Posted

I can't answer about the Il2 1946 editor, i ran it a few time, a long time ago, and i never understand how it works.

Posted
1 minute ago, Habu said:

I can't answer about the Il2 1946 editor, i ran it a few time, a long time ago, and i never understand how it works.

It works, nice. its just that .. it is a bit more complex than this editor. So for that I am wundering if this type of editor are in IL-2 1946 as well. :) 

 

But I need help here. I try reading @JimTM Bible about importing and access groups to the Object library.. 

But so far no go. I couldnt understand quite what he ment.. "suffix"??? and why \data\Missions or \data\Multiplayer..

I got a subfolder in Il-2 Sturmovik with named "Templates". I have stored all there.. Now I wish to get some of them in to the 

image.png.8fe51df163613ff1347ad2636964f3da.png

As shown in the picture. 

How do i get some units in there? Do I have to "save selected to a file" with a group or is it enugh with units?. Do I need a icon(translator: icon) ? 

All my templates are units not grouped.

Posted

The interest is to build a library of group. Then you select the group you want, and clic on the map, and you have to tune the group to your mission (move waypoint, change plane, etc...).

 

A template is a group and a group could be a template.

 

What is a Template ?

A template is a group of object units, and to use them, you have to use Import file.

When you inport a template, you import teh group but also their location on the map tyou build your template.

 

That's why you use importe for city, bridge etc... because, they'll go to the right location.

 

What is a group in the group menu ?

It's a group of object which will copy and past on teh map at the location of your mouse. it's like you want to use any object on the map, except that you'll have a group of object with commands, etc...

If you import a group which is in the group menu, it will becomme a template, and will be locate at the location when the group has been created.

 

Where must be the library group ?

You can put them in the directory Mission, but i suggest you to create a folder names Groups, and put your group inside.

 

How to build a library ?

1- Select a group in the left column (right click). Do not do Set group as working.

2- Select : Move Camera to object. It' will move you to the icon of the group.

3- On teh icon of the group, right click and select : save selection to file.

4- Name you group and save it in that folder : E:\IL-2 Sturmovik Battle of Stalingrad\data\Missions\Group

5- Go in the group menu, then you should see teh name of teh group you saved in point 4.

 

 

If you want to test, here is one of my group with many russian vehicles.

1- Put it in a folder Group in the mission directory : then you should see it in the group menu.

E:\IL-2 Sturmovik Battle of Stalingrad\data\Missions\Group

2- Then you should see it in the group menu, a group named Tuto papagon.

3- Click on it, then click on the map.

4- Load the Kuban map, then use the import command selecting the same group. You'll see that vehicle will be near Anappa with their waypoint towards Anapa.

 

Tuto Papagon.zip

  • Upvote 1
Posted (edited)

I think there may be confusion with the term "groups". Here are the two uses of "groups":

  • There are "groups"  that you create in the View Port by selecting some objects and MCUs, right clicking, and choosing Group Objects. These groups are represented by the green group icon.
  • There are objects and MCUs that you select in the View Port and save by right clicking and choosing Save Selection to File. These objects are saved with the suffix ".Group", for example, MyObjects.Group (plus some language files such as MyObjects.eng, MyObjects.ger, etc.). If you import this ".Group" file or select it in the Object library, you will not see a green group icon unless you happened to include a green group icon in your selection of objects and MCUs in the first place.
Edited by JimTM
Posted (edited)

Thanks you both. I think I got it now.. 

 

What I g2 do is to save my templates or groups in the directory of the mission I am working on. I cant save them in IL-2 Sturmovik Battle of Stalingrad\data\Template

as I have done.. xD 

 

So this means I have to copy paste that directory I use in my map now... to the next map if I wish to have the groups there as well? or will that bug the editor?

 

nvm this^^^.. I tried but fail...

image.thumb.png.5765e9f7e447f69d03a4230aaf3eb942.png

 

I will download your Tuto and see if I can figure it out. :)

 

OKAY! got it... It has to be in Data\Mission\"Subdirectory"

it cant be anywere ells. that means when I create a Deathmatch etc mission's wich need to be saved in Multiplayer\dogfight etc... the groups/template stuff still needs to be in Data\Mission\xxxx

So thanks for the help guys :) 

 

Edited by Papagon2
Posted

Hello, Sorry to bother again.. :) 

 

But I wish to use BB-codes for the description of my mission. Are IL-2 Sturmovik using normal BB-codes? or do they have another setup?.  If so, any links that can show me what codes to use when?

 

For now I would like to know how to start text in next page or how to say it.. like this:

 

Mission Details: and than "enter"

 

Text cuntiniues here...... 

 

can I write [enter] ?

Posted (edited)

Write your briefing in the 'Description' box at the bottom of the Mission Properties dialog box.  Use HTML code.

Write in a continuous line.  Only put spaces between words and punctuation.  Do not use the 'Enter' key.  If you do nothing typed after it will appear in the in game briefing.

 

Here are the most common codes for line breaks, bold, italic and underlined texts;

 

<br> = break.  Makes the next line appear below the previous line.  Use twice to double space.

<b> = bold text 

</b> = end bold text

<i>= italic text

</i> = end italic text

<u> = underlined text

</u>= end underlined text

 

Here is an example from one of my missions.  The text between the borders was entered into the 'Description' box:

*************************************************************************************************************************************************************************

<b>Winter Of Discontent</b><br><i>a Beebop Mission</i><br><br>Velikie Luki<br>December 6th, 1941<br>12:35 PM<br>-15C<br>Heavy overcast and snow.  Cloud ceiling at 1200 meters<br>Winds variable from the West-Southwest, 2~10 MPH<br><br><b>THE SITUATION:</b><br>The Fascists are now at our doorstep and we are forced to draw back.  We have been left with the task of covering the retreat.  The best planes have been pulled back leaving us with only a few old I-16's and Po-2 trainers converted to to carry machine guns and ordinance.  We have a few bombs and rockets left and not much fuel.  Though it is all we have, we will put up a good fight!<br><br><b>THE MISSION:</b><br>In Manistrova, Grid 0612-3, is a German garrison and marshaling point for the offensive.  Our mission is to attack it and do as much damage as possible to slow the advance.<br> Po-2's will concentrate on supply and fuel trucks as well as train cars.<br>I-16's will attack the Ju-52 that will drop supplies for the garrison.<br>Watch for enemy air patrols.<br><br>After takeoff turn left to 254.  Po-2's maintain an  altitude of ~100 meters to target to avoid detection by enemy air units. I-16's fly at 800 meters.<br><br>The situation is dire and survival is not assured but it is our job to give our brave comrades every opportunity to regroup and fight for Mother Russia!<br><b>Good Luck pilots.  You will need it</b>

*************************************************************************************************************************************************************************

Here is a link to an HTML converter courtesy of JimTM.  You write in plain language and it converts it to HTML.  Copy/Paste the result into the 'Description' box.

http://www.unit-conversion.info/texttools/text-to-html/

 

I hope this helps

 

Edited by Beebop
  • Upvote 3
Posted
5 hours ago, Beebop said:

Write your briefing in the 'Description' box at the bottom of the Mission Properties dialog box.  Use HTML code.

Write in a continuous line.  Only put spaces between words and punctuation.  Do not use the 'Enter' key.  If you do nothing typed after it will appear in the in game briefing.

...

Here is a link to an HTML converter courtesy of JimTM.  You write in plain language and it converts it to HTML.  Copy/Paste the result into the 'Description' box.

http://www.unit-conversion.info/texttools/text-to-html/

...

 

The link is courtesy of JimTM, not the converter.  :)

 

This post adds a link to a utility that removes line breaks, so you can format your description the way you want to see it and then convert it to HTML in one continuous line, which you can paste into the mission Description box.

Posted

That was poor sentence construction on my part. 

I apologize if anyone got the wrong impression.

Posted
On 5/13/2020 at 10:24 AM, Beebop said:

Write your briefing in the 'Description' box at the bottom of the Mission Properties dialog box.  Use HTML code.

Write in a continuous line.  Only put spaces between words and punctuation.  Do not use the 'Enter' key.  If you do nothing typed after it will appear in the in game briefing.

 

Here are the most common codes for line breaks, bold, italic and underlined texts;

 

<br> = break.  Makes the next line appear below the previous line.  Use twice to double space.

<b> = bold text 

</b> = end bold text

<i>= italic text

</i> = end italic text

<u> = underlined text

</u>= end underlined text

 

Here is a link to an HTML converter courtesy of JimTM.  You write in plain language and it converts it to HTML.  Copy/Paste the result into the 'Description' box.

http://www.unit-conversion.info/texttools/text-to-html/

 

I hope this helps

 

Here is what I got when I tried the converter:

 

<address><strong>Axis assault on Moscow By Jebby.</strong></address><address><span 
style="text-decoration: underline;">Weather/date:</span></address><address>21.09.1943 15:30</address><address>Medium Clouds 800-1300m</address><address>
Wind: 2-13m/s</address><address><strong>Brieffing:</strong></address><address>
We are about to start our assault on Moscow, but first we have to damage their FOB and Airfield. So we can start our invade with our ground forces.</address><address><strong>Task:</strong></address><address>-Destroy at least 5 Buildings in their FOB.</address><address>-Destroy at least 5 Targets in their Airfield.</address>

I get like <address> or <p>xxxx</p>  and <strong> instead of <b>. am I doin somehting wrong on that site?

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