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how to make a 3 tanks playable in co-op


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Posted

hello. all. hope your safe and well.

if possable how do i make 3 tanks, for 3 players in the mission builder for co-op. ive tried to make and made 1 tank live player, but when it comes to the next live playable tank, the 1st tank over rides. the first. so im at a lost. new to this mission editor thing. any help would be of great help.

 

so thank you. and stay well and safe.

  • 2 weeks later...
Posted (edited)

Here's a simple mission Lesson CoOP for ya TWC and anyone else and who'd like some insight in creating working CoOP content for TC.
A functioning knowledge of the ME is very helpful. A rudimentary knowledge of the ME is required.

 

Download the Mission below.

 

TWC CoOP Lesson.zip


To Install for Cooperative Play and ME exploration:
A) Extract all the enclosed files. MISSION, MSNBIN, LIST and the 7 Language Files to your \IL-2 Sturmovik Battle of Stalingrad\data\Multiplayer\Cooperative folder.


Before you play the mission open it up in the ME and look at how the logic is arranged.

 

CoOP Basics:
Your three playable KV-1 43's are part of a 4 tank squad with an AI, "Bison One", as the Leader.
*Note how Tanks 2-4 are target linked (Red Line) to the Leader. Open up the advanced properties of each tank and note the differences.
*Enabled and Cooperative checked for the human playables.
*Proper naming of human playable Tanks allow them to show up correctly within the CoOP GUI. Additionally this designates how they will function as a squad when moving should you wish to run the driver in auto-pilot.

 

Activating and getting the squad to move:
*Mission Begin translator MCU targets 6s Timer which in turn targets the Activate trigger. (All 4 Tanks become visible and unless occupied by a player automatically start up.)

*The 6s Timer also targets a 2s Timer which then targets the Squads 1st Waypoint. The AI "Bison One" Leader begins to roll.

*This 2s Timer also targets a 5s Timer which then Targets the CMD: Formation. Double left click on the CMD. Note how it is set up. Also note that it object links (Green Line) only the AI leader.
     Tanks occupied in the driver position and then set to auto-pilot or unoccupied, will now align themselves in an off road column according to how they are named and proceed to follow "Bison One" and the waypoints.

 

Waypoint properties and making things happen:
*Double left click on the 1st waypoint. (Note Priority, Area and Speed settings.) Importantly note that it Object links to the Squad Leader) Explore the settings for all the waypoints.)

*Note that waypoints 1 and 2 also target link respective timers in addition to the next waypoint in line.

     These timers then target counters and for the 1st Waypoint, its targeted timer also targets a Subtitle translator. Double left click on both and note how they are set up and what their respective options are.
 *The 2 Counters both with a value of 1 target link a third counter named Main Axis Column Counter.

*Double Left Click on Main Axis Column Counter and see it has a value of 2. Note that this Counter target links to a group named, Axis Column Group. Also note that this could be achieved by the use of a Trigger: Checkzone MCU. However for this mission we will go with counters.

 

     Before we get into Creating the Engagement below here. Whomever is the making the mission. (Test this out by playing the mission within the games CoOP Server software and choosing Bison Two as your tank. Start up the Engine and Click "A" for Auto-pilot and change to the Gunner Position. Using Lft-Shift-F5 and Lft-CTL-F5 to watch the results without firing. (Note how each of your squads Tanks engage the enemy.) Note how the enemy column behaves and engages your squad.) Engage the Axis Column. (Note any changes to your squads disposition or the enemy column attack behaviors.)

 

Creating an engagement in TC:
*Open up the Axis Column Group. Highlighting it by Left Mouse Click then Right Mouse Click. Then Left Click on "Set Group as Working".

*The setup to activate and begin to move for the Axis Column is the same as your Bison squad with the exception that their CMD: Formation is set for ON Road Column.

*The Main Axis Column Counter discussed above was target linked to a 10s timer which began the activation sequence for the Axis Column.

*In this setup the Axis column travels to the 1st waypoint, target links a 2s timer which then target links a CMD: Attack Area. (Double Lft-Click this open and explore the options)

     Note that it Object links the Axis Column Leader named Flak_1.) To close the Axis Column Group back up. Right Click anywhere on the map and then Left Click "Reset Working Group".

 

*As you have seen this column will initially come to a stop and engage your Tank Squad. When the first Axis vehicle (Flak_1) is disabled or destroyed the 2nd Flak_2 vehicle moves up and around the first to engage whilst the Panzers in the rear are already lobbing shells at your squad and so on.

 

Hints in closing:
*Setting up engagements in TC require the mission designer to make use of line of sight topography and timing delays in activating or spawning the opposition and opening fire. We did this by using the counters to delay the activation of the Axis column after Bison Leader made the turn to starboard. We delayed the Axis column from engaging your squad by traveling to the bend in the road before beginning to fire. Additionally the trees lining the roadway make obstacles for both sides to fire through.

 

 

I'll be around to answer a few questions on this but it's up to the Mission Designer to understand how to use his tools by exploring the MCU's, how they effect the AI, gameplay, and properly creating the logic in achieving your mission design.

Good Luck,
Tip

Edited by [DBS]Tx_Tip
Updated to v.4.501
  • Thanks 1
  • Upvote 3
Posted
13 hours ago, [DBS]Tx_Tip said:

44 kB · 0 downloads

Ibut it's up to the Mission Designer to understand how to use his tools by exploring the MCU's, how they effect the AI, gameplay, and properly creating the logic in achieving your mission design.

Good Luck,
Tip

 

Very, very.... very... very true. :coffee:

Posted (edited)
On 9/3/2020 at 10:11 PM, [DBS]Tx_Tip said:

Here's a simple mission Lesson CoOP for ya TWC and anyone else and who'd like some insight in creating working CoOP content for TC.
A functioning knowledge of the ME is very helpful. A rudimentary knowledge of the ME is required.

 

Download the Mission below.
To Install for Cooperative Play and ME exploration:
A) Extract all the enclosed files. MISSION, MSNBIN, LIST and the 7 Language Files to your \IL-2 Sturmovik Battle of Stalingrad\data\Multiplayer\Cooperative folder.

 

TWC CoOP Lesson.zip 7.44 kB · 4 downloads


Before you play the mission open it up in the ME and look at how the logic is arranged.

 

CoOP Basics:
Your three playable KV-1 43's are part of a 4 tank squad with an AI, "Bison One", as the Leader.
*Note how Tanks 2-4 are target linked (Red Line) to the Leader. Open up the advanced properties of each tank and note the differences.
*Enabled and Cooperative checked for the human playables.
*Proper naming of human playable Tanks allow them to show up correctly within the CoOP GUI. Additionally this designates how they will function as a squad when moving should you wish to run the driver in auto-pilot.

 

Activating and getting the squad to move:
*Mission Begin translator MCU targets 6s Timer which in turn targets the Activate trigger. (All 4 Tanks become visible and unless occupied by a player automatically start up.)

*The 6s Timer also targets a 2s Timer which then targets the Squads 1st Waypoint. The AI "Bison One" Leader begins to roll.

*This 2s Timer also targets a 5s Timer which then Targets the CMD: Formation. Double left click on the CMD. Note how it is set up. Also note that it object links (Green Line) only the AI leader.
     Tanks occupied in the driver position and then set to auto-pilot or unoccupied, will now align themselves in an off road column according to how they are named and proceed to follow "Bison One" and the waypoints.

 

Waypoint properties and making things happen:
*Double left click on the 1st waypoint. (Note Priority, Area and Speed settings.) Importantly note that it Object links to the Squad Leader) Explore the settings for all the waypoints.)

*Note that waypoints 1 and 2 also target link respective timers in addition to the next waypoint in line.

     These timers then target counters and for the 1st Waypoint, its targeted timer also targets a Subtitle translator. Double left click on both and note how they are set up and what their respective options are.
 *The 2 Counters both with a value of 1 target link a third counter named Main Axis Column Counter.

*Double Left Click on Main Axis Column Counter and see it has a value of 2. Note that this Counter target links to a group named, Axis Column Group. Also note that this could be achieved by the use of a Trigger: Checkzone MCU. However for this mission we will go with counters.

 

     Before we get into Creating the Engagement below here. Whomever is the making the mission. (Test this out by playing the mission within the games CoOP Server software and choosing Bison Two as your tank. Start up the Engine and Click "A" for Auto-pilot and change to the Gunner Position. Using Lft-Shift-F5 and Lft-CTL-F5 to watch the results without firing. (Note how each of your squads Tanks engage the enemy.) Note how the enemy column behaves and engages your squad.) Engage the Axis Column. (Note any changes to your squads disposition or the enemy column attack behaviors.)

 

Creating an engagement in TC:
*Open up the Axis Column Group. Highlighting it by Left Mouse Click then Right Mouse Click. Then Left Click on "Set Group as Working".

*The setup to activate and begin to move for the Axis Column is the same as your Bison squad with the exception that their CMD: Formation is set for ON Road Column.

*The Main Axis Column Counter discussed above was target linked to a 10s timer which began the activation sequence for the Axis Column.

*In this setup the Axis column travels to the 1st waypoint, target links a 2s timer which then target links a CMD: Attack Area. (Double Lft-Click this open and explore the options)

     Note that it Object links the Axis Column Leader named Flak_1.) To close the Axis Column Group back up. Right Click anywhere on the map and then Left Click "Reset Working Group".

 

*As you have seen this column will initially come to a stop and engage your Tank Squad. When the first Axis vehicle (Flak_1) is disabled or destroyed the 2nd Flak_2 vehicle moves up and around the first to engage whilst the Panzers in the rear are already lobbing shells at your squad and so on.

 

Hints in closing:
*Setting up engagements in TC require the mission designer to make use of line of sight topography and timing delays in activating or spawning the opposition and opening fire. We did this by using the counters to delay the activation of the Axis column after Bison Leader made the turn to starboard. We delayed the Axis column from engaging your squad by traveling to the bend in the road before beginning to fire. Additionally the trees lining the roadway make obstacles for both sides to fire through.

 

 

I'll be around to answer a few questions on this but it's up to the Mission Designer to understand how to use his tools by exploring the MCU's, how they effect the AI, gameplay, and properly creating the logic in achieving your mission design.

Good Luck,
Tip

Thanks for taking the time to share this. I noticed that you put a lot of emphasis on naming each unit. I have searched the ME manual for more information on this, but the only reference I was able to find was regarding the use of callsigns for radio communications. How important is using a callsign for AI tanks in mission building?

 

Also, I will be doing a complete reinstall of my system a little later as suggested by Jim, but I was wondering if you would be able to take a look at the attached mission. I can't see what causes the 3 AI tanks to spawn in at mission startup. There shouldn't be any AI tanks spawning in until a player tank reaches the second check zone.

Flank Attack.zip

Edited by LachenKrieg
Posted
43 minutes ago, LachenKrieg said:

...

Also, I will be doing a complete reinstall of my system a little later as suggested by Jim, but I was wondering if you would be able to take a look at the attached mission. I can't see what causes the 3 AI tanks to spawn in at mission startup. There shouldn't be any AI tanks spawning in until a player tank reaches the second check zone.

 

The tanks in group 3,4, and 5 are enabled in the advanced properties.

Posted
8 hours ago, JimTM said:

 

The tanks in group 3,4, and 5 are enabled in the advanced properties.

Thanks for pointing that out. I never checked again because I thought I had already done that after the advice you initially gave. I must have missed it from all the going back and forth. But now I am still back where we started, the random switch is still not working, and I can't see why, when it was working before. I just made sure all the enabled boxes are cleared, gave all 5 AI tanks a callsign based on Tip's advice, and then ran the mission again. Still nothing spawns in.

 

A mission begin timer sets the two check zones to on. Both check zones are set to detect axis vehicles entering. The second check zone is target linked to the input timer of the random switch. The 5 output timers of the random switch are target linked to the respective activate triggers for each of the 5 vehicles. Can you tell why nothing spawns in when an axis vehicle enters the 2nd check zone? The updated file is attached here.

Flank Attack.zip

Posted
9 hours ago, LachenKrieg said:

Thanks for pointing that out. I never checked again because I thought I had already done that after the advice you initially gave. I must have missed it from all the going back and forth. But now I am still back where we started, the random switch is still not working, and I can't see why, when it was working before. I just made sure all the enabled boxes are cleared, gave all 5 AI tanks a callsign based on Tip's advice, and then ran the mission again. Still nothing spawns in.

 

A mission begin timer sets the two check zones to on. Both check zones are set to detect axis vehicles entering. The second check zone is target linked to the input timer of the random switch. The 5 output timers of the random switch are target linked to the respective activate triggers for each of the 5 vehicles. Can you tell why nothing spawns in when an axis vehicle enters the 2nd check zone? The updated file is attached here.

Flank Attack.zip 13.54 kB · 2 downloads

 

Because your  Checkzone 1 is deleting the unactivated tanks. They never get a chance. Remove the target link.

 

Additionally:

As your intention within the mission is to have the tanks respawn after they or the players are killed you need to have these tanks spawned not activated. You will also need several counters, deactivates and reactivates for Checkzone 2 and Checkzone 1.

Having an "ON Killed" event for each tank needs to be their delete mechanism as well as player(s) getting killed or despawning.

 

As now written frankly you will have a mess should more than one player spawn in and things start getting blown up. You are going to need a Complex Trigger to referee the logic.

Its very detailed but you could download one of the Random Teamplay Dogfight Missions in my signature to get and idea of how a Complex Trigger is used to referee the logic as well as how Counters and Activates/Deactivates control the gameplay.

 

Please continue your questions for this mission in your other topic as I started this topic to help folks with creating CoOPs.

 

Good Luck

Tip

 

Posted
1 hour ago, [DBS]Tx_Tip said:

 

Because your  Checkzone 1 is deleting the unactivated tanks. They never get a chance. Remove the target link.

 

Additionally:

As your intention within the mission is to have the tanks respawn after they or the players are killed you need to have these tanks spawned not activated. You will also need several counters, deactivates and reactivates for Checkzone 2 and Checkzone 1.

Having an "ON Killed" event for each tank needs to be their delete mechanism as well as player(s) getting killed or despawning.

 

As now written frankly you will have a mess should more than one player spawn in and things start getting blown up. You are going to need a Complex Trigger to referee the logic.

Its very detailed but you could download one of the Random Teamplay Dogfight Missions in my signature to get and idea of how a Complex Trigger is used to referee the logic as well as how Counters and Activates/Deactivates control the gameplay.

 

Please continue your questions for this mission in your other topic as I started this topic to help folks with creating CoOPs.

 

Good Luck

Tip

 

Thanks Tip, I do have some comments/questions related to your responses here as I believe you have mistaken some of the mission elements. I will continue my discussion/questions in the other thread, and would appreciate if you could take the time to respond.

 

Thanks again for your input.

Posted

thank you all, gentlemen. for your kind inputs. myself and walmart, and annomisus are look forward to trying and understanding how these work.

so once again, gentlemen, thank you to all.

 

best wishes, kind regards and uppermost stay safe.

 

Andy.AKA TWC_Noken

  • Like 1
Posted (edited)

Okay TWC and anyone else who has an interest in creating working CoOP content for TC.

 

Lesson Two: River Crossing @ Seversk

 

An introduction to the Check Zone, Spawner, Damage and Flare MCUs. Creating Failsafe working gameplay using Counters. How self-contained Groups such as a Katushka Rocket Barrage work. As well as using a maps Topography to achieve your mission designs.
A functioning knowledge of the ME is very helpful. A rudimentary knowledge of the ME is required.

 

Download the Mission below.

 

TWC CoOP Lesson Two.zip

 


To Install for Cooperative Play and ME exploration:
A) Extract all the enclosed files. MISSION, MSNBIN, LIST and the 7 Language Files to your \IL-2 Sturmovik Battle of Stalingrad\data\Multiplayer\Cooperative folder.


Suggest that you play this mission with your pards first and then open and explore within the ME.

 

CoOP Mission Basics:
Your three playable KV-1 43's are part of an independent 3 tank squad with "Elk One" as the Leader.
*Note that "Elk One" is the only playable tank which has waypoints and other logic object linked to it.
     (Also note how Tanks "Elk Two" and "Elk Three" are not target linked to the Leader. This ensures that all three playable tanks can act independently without the attempted positioning logic that the game code applies when vehicles are activated as a group.)

 

   *We see by the Activation and 45s Timer that "Elk One" will start up and move out autonomously if unoccupied or if occupied and the player has started the engine and set auto-pilot whilst in the drivers seat.

 

*Note that in addition to a Subtitle, 5s Timer and "Elk Ones" 1st Waypoint. The 45s Timer is target linked to CMD: Flare Green which is in the Tank Base Group. Additionally note that the all the Bison Groups and the first 2 "Elk One" waypoints are set to "High" until after "Elk One" crosses the bridge. The AI Bison tanks gunners will not fire. So "Elk One" will not fire until after crossing the bridge if unoccupied or occupied and the driver set to auto-pilot following engine start.

 

MCU Basics:
*Check zones.

Note that the Main Mission begin MCU targets a "Checkzones 4s Timer" which targets 2 Trigger: Check Zone MCUs. "Checkzone Start Bison" and "Checkzone Begin Axis Defense". This gives the Check zones, or CZs "power" so to speak so they are active when the pre-named required objects or coalitions enter. Which then enables it to fire what it has target linked.
     (Open up each of the Check zones and note the difference. "CZ Start Bison" has objected linked each of the 3 playable tanks and has target linked a Deactivate and Failsafe Counter trigger. "CZ Start Axis Defense" has Vehicle Coalitions: "Allies" marked as "True" and has target linked a Deactivate trigger and a Start Main Axis Column Counter)

 

*Exploring "CZ Start Bison" we see that the diameter zone is set to 200(m). For "CZ Start Axis Defense" the diameter zone is 75(m). Both are Zone Type: (Cylinders) and Distance Type: (Closer).
      (What this all means is that when any of the 3 playable tanks enter into the 200(m) diameter zone that CZ Start Bison fires off once and only once due to its target links logic.)
      A) Note that the Deactivate trigger target links back to the CZ. So immediately the CZ is Deactivated and no longer uses any resources.
      B) Note that the Failsafe Counter is set to a Value of 1. This ensures that any further logic this counter is target linked to is only given the order to fire once.


Why the redundancy?
   (This ensures no error or multiple spawns, activations etc... due to Net Code vagrancies and should any of the CZ object linked playable tanks or Coalition Vehicles enter at exactly the same time or in very close proximity. Which does happen.)

 

*Exploring "CZ Start Axis Defense" we see that the diameter zone is set to 75(m)with Zone Type: (Cylinders) and Distance Type: (Closer). Again note that this CZ has Vehicle Coalitions: "Allies" marked as "True". There are no Object linked entities.
      (What this all means is that when any vehicle or tank set within its Advanced Properties GUI as "USSR, US or Great Britain"enters into the 75(m) diameter zone CZ Start Axis Defense fires off once and only once due to its target links logic.)
      A) Note that the Deactivate trigger target links back to the CZ. So immediately the CZ is Deactivated and no longer uses any resources.
      B) Note that the Start Main Axis Column Counter is set to a Value of 1. Again this ensures that any further logic this counter is target linked to is only given the order to fire once. 

 

*Check Zones are an intrical part for most scenarios we can create within TC. Used in association with Counters, Deactivate and Reactivate Triggers they are a powerful tool in dictating the flow of your mission. Low on resource use. They can be Deactivated and Reactivated as needed.
     (In this mission the two CZs dictate when "Bison One" starts up and moves out. Starts the Katushka Rocket Barrage and begins the Axis Defense Group.)  

 

MCU Basics
*Trigger: Spawner MCU. Report and Event Tables.

Open up the Axis Defense Group id:19. A mission begin has supplied "power" to a CMD: Attack Area which is set to Attack Ground Objects for 10ms. Note that it is Object Linked to 2 Flak Pieces and 3 Tanks.
     (We see that the above CZ "Begin Axis Defenses" had targeted a 10s Timer whichs then targeted a Spawner Flak 1_2. Double Left Click on the Spawner and look at the settings. No reason to check "Spawn at Me" that I have ever found.)

 

*Note that the Spawner MCU is Object linked to "Flak_1" and "Flak_2". Open up both Flak pieces at look at the settings. Both have Enabled Checked.

(For Spawning objects we have this Checked as opposed to Activating in which we leave this unchecked. An enabled "checked" object which will be spawned uses less resources then an object that is waiting to be activated.)

 

*Look at the Event and Report Tables for each. Both have "OnKilled" Events and "OnSpawned" Reports.
     (Double Left Click Flak_1s "OnSpawned" Reports. **Note the Reports Properties. It tells you what is Spawning that Object and then what that object is to do after being Spawned. Look at the Blue lines with an arrow. That is the OnSpawned Line. Then look at the Blue lines that also have a Green Arrow nose to nose with the Blue Arrow. That is showing you the Report Properties.)

 

*Explore the tables GUI by clicking on the AddReport... Tab and then Find Command and Find Target Tabs. Now we see how important it is to name your logic.

     (Double Left Click on both of Flak_1s "OnKilled" Events. The 1st one id: 31, targets a 5s Timer. The 2nd one id:32 targets a "F1 Killed Failsafe Start IVGs" counter.) 
*Explore the differences in creating Events and Reports Tables. Note that the Events are shown as Purple Lines on the map. Trace how these Events dictate additional logic. 

   

MCU Basics
*CMD: Flare.

Open up the Tank Base Group. We see that a CMD: Green Flare was targeted by the 45s Timer when the mission began. We also see that the Flare is Objected Linked to a gaz-aa vehicle that is Enabled.
     (Double Left Click on the Flare MCU and explore your options. Basically the the CMD: Flare must be targeted and then Object Linked to an Activated/Enabled object.)

 

MCU Basics and Gameplay
We are attempting to cross a bridge which is probably guarded or targeted by enemy forces overlooking the crossing. If that bridge is destroyed. Basically mission over. So we want to assure that we can get across to engage the enemy.

 

*CMD: Damage.

Open up the Bridge Repair Group. Double Left Click on the Bridge and explore the Bridge and Advanced Properties. Note the Durability and the Events Table. An "OnKilled" Event targets a instantaneous timer which targets a Counter with a reset value of 1. This counter then targets the CMD: Damage MCU.
     (Double Left Click on the Damage MCU and Explore its options. We use Complete Repair so the Bridge is passable if its Destroyed.)

 

Creating an Artillery Barrage:
     (We wish to soften up the town and bluffs over looking the bridge crossing as we advance. So a Katushka platoon in the rear will lay down a barrage. This creates visual immersion for the players. Open up the "VVS 3 Pieces Katushka Artillery Group")

 

* We see everything that we have discussed using MCUs above and in Lesson One come into play with this self-contained group.

 

Important: Note that the CMD: Katushka Attack Area is set to "Attack Ground".
     (**Important. Also note that its height, the Y position coordinate is set to 150, or 150 meters when the actual height of the town and bluffs is approximetly 40 meters. This creates a line of sight view to the target area for the Katushkas themselves. This must be done for all artillery within the game if the Attack Area is set to Attack Ground or Attack Ground Targets.)

 

*We see that the Attack Area is set to 3 minutes 59 seconds. We are limiting the time that the Katushkas are firing. Note that a 4 Minute Delete Timer is targeted when the Katushkas are spawned. So when they stop firing they are deleted freeing up their CPU resources.

 

Hints in closing:
*This river crossing naturally lends itself to having higher topography for the Axis forces. However we see that using limited line of sight views for the Axis along with delays in spawning the defense allows for the Russian Tanks to at least advance across the bridge.

     (We've also used the AI "Bison Group" as point to flush out potential enemy positions.)

Creating a mission within TC requires the designer to look closely at how the topography and line of sight views are going to effect gameplay. This is even more important following the last few updates.

 

I'll be around to answer a few questions on this of course. It's up to you to explore the MCU's, see how they effect AI and gameplay.
After running and viewing this mission along with Lesson One in the ME you are well on the way to properly creating the logic needed in achieving your mission design. 

 

Good Luck,
Tip

Edited by [DBS]Tx_Tip
Updated Mission to v4.501
  • Like 2
Posted

Thanks for sharing your experience using the ME. I will make good use out of both versions.

 

A quick question regarding Check Zone triggers. I notice that you have the CZ's set to "cylinders". If you aren't going to include planes in your mission, does it help with resources at all to set the CZ so that it is set to detect within a single sphere as opposed to a cylinder (infinite number of sphere's stacked on top of each other)? 

Posted
6 hours ago, LachenKrieg said:

...

A quick question regarding Check Zone triggers. I notice that you have the CZ's set to "cylinders". If you aren't going to include planes in your mission, does it help with resources at all to set the CZ so that it is set to detect within a single sphere as opposed to a cylinder (infinite number of sphere's stacked on top of each other)? 

 

A good question and since they both register the tank or vehicle as soon as an object linked or correct coalition crosses into the CZ's diameter on the ground. Frankly it's not something that I have put any effort into finding out if there's a noticeable difference in resource use.  

The mission designer has the option of when to power up the CZ and when to deactivate and/or reactivate the CZ itself to save resources for gameplay purposes. For a TC CoOP there really shouldn't be a massive amount of CZ's all powered up and pinging for use when they can controlled.

 

Tip

Posted

I couldn't agree more with your point, and as I said elsewhere, what works is probably more important then whether or not it is the absolute best way to do something. With software tools like this there is always going to be more than one way to achieve a goal. This issue might have more of a significance when using complex triggers for example, but using a complex trigger set to cylinder shouldn't prevent the mission file from running.

 

Thanks again Tip

  • Upvote 1
Posted (edited)

TWC CoOP Missions Lesson One and Lesson Two have been updated to v.4.501 and available for Download here and above with their respective summaries.

TWC CoOP Lesson.zip

 

TWC CoOP Lesson Two.zip

 

Good Luck with your Mission Design,

Tip

Edited by [DBS]Tx_Tip
Updated to v4.501
  • Thanks 1
Posted
54 minutes ago, [DBS]Tx_Tip said:

TWC CoOP Missions Lesson One and Lesson Two have been updated to v.4.501 and available for Download here and above with their respective summaries.

TWC CoOP Lesson.zip 16.6 kB · 0 downloads

 

TWC CoOP Lesson Two.zip 30.66 kB · 0 downloads

 

Good Luck with your Mission Design,

Tip

I just wanted to say thanks again. The exampled missions and explanations you provided are methodical and very well thought out. Combining the downloadable Mission Editor users manual with your extremely well explained mission examples should be enough to get anyone interested up and running with content creation for the IL2 platform. Your efforts are appreciated, and thank you for giving such a great service to this community so freely.

  • Thanks 1
  • 3 weeks later...
Posted

This lesson reinforces using structures and On Killed Events to create gameplay flow. With an introduction to the Complex Trigger and End Mission MCUs..

 

Lesson Three: Combat @ Stalingrad...

 

     Created using the original T-34/76 that we received in version 1.105. This Tank mission scenario was used in an early 2016 FNBF mission and in one of the FNBF "Quickies".

With the exception of changing the starting logic of the Dogfight Version to CoOP via a Complex Trigger, adding subtitles and some effects it remains unchanged from its original state. Along with using structures and the MCU logic as noted above. We are using it here for you to experiment with changing tanks and AT guns within the ME to affect gameplay.
 
A functioning knowledge of the ME is very helpful. A rudimentary knowledge of the ME is required.

Download the Mission below.

 

TWC CoOP Lesson Three.zip

 

To Install for Cooperative Play and ME exploration:
A) Extract all the enclosed files. MISSION, MSNBIN, LIST and the 7 Language Files to your \IL-2 Sturmovik Battle of Stalingrad\data\Multiplayer\Cooperative folder.

 

Suggest you play this mission with your squad first and then open and explore within the ME.

 

CoOP Mission Basics:
Your three playable T-34/76's are part of an independent 3 tank squad "Beaver".
*Note that there is no self-automated logic for the players. Your mission is clearly given in the Briefing Text. We also see that all three playable tanks are within the diameter radius of an MCU: Complex Trigger upon mission start. Additionally note how the players home base location within the Barrikady Factory District channels them into the action.

 

MCU Basics:
*Complex Trigger.

The most versatile MCU we have at our disposal it comes with a heavy CPU use though. For CoOP mission purposes it certainly needs to be used sparingly if at all. Activated upon demand and deactivated immediately after the "On Event" triggers are used if possible.   
     (Open up and explore the "Start Mission C-Trigg")

 

*First off we see that the MCU itself clearly is set apart with regards to functionality from all other Commands, Translators and Triggers. Just from the "Events Filter:" we know that it is a combination of several. I could write two pages of explanations on its use and functions without touching everything it is capable of within the ME. However lets concentrate of how it is being used for this CoOP mission.

 

*Note that it is Enabled with a cylinder diameter zone set to 25(m). "Check Vehicles" checked, "Object Scripts List" is the Player Tanks "_t34-76stz" we are using, "Countries:" is USSR and we are specifically using the 3 playable Tanks Names within the "Object Names List:" 

Within the "Events Filter:" we see that only "Objects Left Alive" is checked with 3 separate "Target IDs" within the "Events Table:"
   (What this all means is that when any of the 3 playable tanks exit the 25(m) diameter zone that two things happen)
      A) A Failsafe Counter starts a Pz Platoon.
      B) A .555 Timer that shows Players a HUD Message with start Flare, Targets the two GaZ vehicles first Waypoints, and Deactivates the "Start Mission C-Trigg".
 
Seems like overkill. Why use such a multifunctional MCU for a short amount of mission time?
   (Because only the Complex Trigger is capable of having an activated "Linked Entity" (Playable Tanks in this case) start within its set radius upon mission begin and then trigger events upon leaving said radius. In the first two lessons mission start was accomplished by the Player Tanks moving into a CZ or straight timer which will not work for this scenario.)

 

*Further exploration of "Start Mission C-Trigg" by clicking on the Object List: "..." GUI we see "Object scripts in trigger" and "Object scripts in library". Our playable tanks are shown in the left column window.
   (*Hint to add vehicles or planes from the library to the trigger column. Left Mouse click to highlight all variations of the object you wish to add. Then use the "<<<" to move them over. Click "OK" to exit.

**Do not us the objects with an 80_ in the name. Rather scroll down and use the _Name and its variables instead. Is moving all the variables over still required? It was for several objects back in 2015 and frankly the small amount of time needed to make sure that this object and all its variables are correctly logged into the trigger script makes more sense than wondering why the C-Trigg is not working.)

 

*The "Object Names List:" is set up by <Edit> <+> then type name of Object exactly as you named them in its Properties. Ie... "Beaver One". To remove: Highlight the Objects name and use <edit> <->.

 

***Important: The checked items in the "Events Filter:" and the "On Events Table:" must match for the C-Trigg to work.
 
CoOP Mission Basics:
Changing vehicles or aircraft within its Properties Window, Advanced Properties and Corresponding Logic.
   We have set up the CoOP using the original T-34/76 STZ straight out of the Tractor Factory against historical opponents at Stalingrad. The Player Tanks themselves have had the Ammo adjusted on start to account for this. What if we want to use the Sherman M4a2 or another Russian Tank?

 

*Left Click on "Beaver One".
In the Vehicle Properties window click on "Model". Left Click to Highlight the _M4a2. <OK>
Now Double Left Click on "Beaver One" to open up the Advanced Properties window. Explore the "WEAPON MODS:" and "PAYLOAD ID:" Tabs. We set the original T-34/76 STZ with MODS 1 and 4 Selected and set up the ammo load for 19 AP and 19 HE.
     (The WEAPON MODS may have carried over to the M4a2 but it is incorrect and we see that the PAYLOAD ID: is entirely new and respective of the M4a2. Explore how using the WEAPON MODS: changes the PAYLOAD ID:) Adjust both of these according to your squads preference and make sure to set "Lock" Payload and Modifications within your CoOP server settings.

*Note how everything is greyed out in the arming screen. The player is forced to use the "PAYLOAD ID:" that you set.

 

*Do the same for "Beaver Two" and "Beaver Three" or have a combination for your squad if so wish.

***Important. Complex Trigger Adjustment.
   Now we have our Squads Line up set but have to adjust the "Mission Start C-Trigg" to account for the M4a2 being added to the Squad.
     (Open up the "Mission Start C-Trigg" and navigate to the "Object Scripts List" <...> and add the _M4a2 along with the other 9 variables to the "Object scripts in trigger" windown <OK>.)
Close everything up. <File> <Save>.

 

*We now wish to change the AT Guns and/or the Axis Tanks. We would follow the same steps that we used for changing "Beaver One" over to the M4a2.
     (Note that the Marders are spawned when corresponding Axis AT and MG Positions are Destroyed using "ON KILLED EVENTS" and Counters.)
   Change All the Marders to StG 37/24s, StG 40/43s or a SdKfz10-38 and note the difference. Selectively change some of the AT Guns from PaK_35 and PaK_38s to PaK_40s if so desired.

 

CoOP Mission Basics:
*End Mission

As mentioned this Tank scenario was part of an early 2016 FNBF "Quickies" mission. So a Time limit was set to end the mission at 90 minutes requiring an End Mission MCU.

    
 *Note that we have used the End Mission MCU for 3 separate outcomes.
     (Mouse over and Zoom in on the logic chains in Sectors 0822, 0923 and 0928)
   A) After 75 minutes the Allied Side receives 1 of 3 inputs to its Victory Counter. This reflects the Fact that they are still in the game and actively attempting to achieve Victory.
   B) Unless Victory was achieved by either side, after 89 minutes the Players will get a HUD Message saying that there was a stalemate and the Mission will End in 1 minute.
   C) Several different scenarios result in Axis Victory. All entail AI Panzers moving into close proximity to the Players Home Base. Thereby capturing the Barrikady Factory District.

 

*Hints in Closing:
   You've just explored the tip of the iceberg in the use of a Complex Trigger in this CoOP. There will be some scenarios where it's use will be a neccessity and others where you can use different logic chains to the same purpose. This mission highlights the use of structure to shield the players and the opponents line of sight in a very confined space. I would caution the Mission Designer in substituting playable vehicles from straight AI and visa-versa due to the vagrancies in the games code. Waypoints, Attack Areas and other CMDs may no longer work. And would need to be completely redone in some instances.
  
Again I'll be around to answer a few questions on this. It's up to you to explore the MCU's, see how they effect AI and gameplay.
After running and viewing this mission along with Lesson One in the ME you are well on the way to properly creating the logic in achieving your mission design. 

 

Good Luck,
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