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Posted


Hello fellow Pilots, I searched around a bit and was not able to find any information regard my issues, so I hope perhaps someone may be kind enough to give me some pointers here.

For starters, when placing a fake airfield:
(Image 1)
image.png.cff00d93776f11015afc76f890fd1f75.png

Try as I might, this will not work for me, interestingly enough whenever I search for the keyword "Multiplfier" I get next to nothing.
And when searching for topics related to rearming refueling and so forth, whenever I do find something the Advanced Properties tab looks very different:

(Image 2)
image.png.d89ab0fde6ffb8dee173b6baabb96b7d.png

Now problem 1 is that when set the settings like in Image 1, and run the game in multiplayer, I do not get any options to refuel rearm etc when near the Fake Airfield.
Interestingly enough when I do the same settings with a Opel Blitz in its advanced settings it suddenly works.

Problem 2:
Unlike in Image 2, I do not have Time (s), instead I have this "Multiplfier", I can only enter values from 0 to 100, and setting a value of 60 (Which I presumed initially as 60 seconds) in the multiplayer server the rearming time takes around 2 and a half seconds, no were close to 60 seconds.
So can anyone please explain how this works and what I must do to make the rearming take a minute?

Problem 3:
I was able to make AI planes follow way points, but they seem to ignore these way points when they are spawned into the game after a condition is met.
So in other words, if I place the planes, and they are already spawned and give them way points, they work as one thinks they would, but when spawning, and then giving a way point they seem to ignore the command:
(Image 3)
image.png.e0c2f0d0bc90a635cea0bdfbf9d61004.png
(Image 4)

image.thumb.png.9e20fdc42de363eb2c89cb68e42e599d.png

 

In image 3 we can see the aircraft's that are to be spawned, and spawn they do without any issues, in image 4 we see where they should be flying to, but this they do not do.

The mission is a survival mission where the enemies attack wave after wave, its pretty lack luster however that the enemies do not engage.
I tired also messing with the way point priorities as low means they will ignore everything and go for the way point but even that does not seem to work so it must be something else.

And the last problem, problem 4:

Complex Trigger is not picking up anything seen below here:
(Picture 5)
image.png.c6ca3bac40a954d7772f0f521e47f672.png

 

So the players here are playing as Germany, so I added that, and my actual goal is to make a complex trigger that counts how often a player dies or is critically damaged, and say after 5 deaths the mission is over.

However for trouble shooting I made a much simpler complex trigger, all that it should do is pick up when a player spawns, this then activates a timer and then the timer activates a subtitle which just says yay this works.
But I was not able to get the complex trigger to detect the player spawn.

I also tried this with attaching the Translator Mission Begin and giving some delays, still no joy.

I hope a more experienced IL2 Mission Builder can help me out here with the various issues.

Many thanks in advance.
 

Posted (edited)

1) This is normal behavior. The fakefields respawn MCUs don't offer rearm, repair, or refueling even though the options are there in the advanced tab. Conversely, to use RRR in your mission, as you found out, you must use a vehicle MCU and add the repair, rearm, and refuel checks in the advanced tab.

 

2) The values for each multiplier goes from 0 to 3 I believe. Zero being the slowest repairing, rearming, and refueling state. Since some planes take more fuel than others, you will never be able to set the refuel timer to exactly 60 seconds. Additionally, I don't believe you can adjust the time it takes to repair or rearm - even with a lower multiplier number.

 

image.thumb.png.df275a0eddd3708d2a107427fd4260fa.png

Set values from 0 to 3, three being the fastest.

 

3) In your image, nothing is pulsing to the Waypoint MCU to tell the Waypoint MCU to make the plane entities come towards that Waypoint. Normally, you would use a target link from MCU to MCU to make that MCU pulse along the chain of MCUs. However, I recommend using 'onSpawned Report' event to send a pulse to the Waypoint MCU after the vehicle spawns. The CMD goes to the Spawner MCU, and the Target goes to the first Waypoint MCU in your chain. The rest of the Waypoint MCUs will be sent pulses to them via Target Linking.

 

image.thumb.png.81128d60fee35cde72ebd3a76cb8b349.png

When using the Spawner MCU, it's a good idea to use 'onSpawned Report' to send any necessary pulses to MCUs that need to pulse after the spawned entity has spawned in.

 

image.thumb.png.8f997812df4d34db4f42b74c4e24ced6.png

The first waypoint in my chain of Waypoint MCUs has a blueish line. This is because I have an Object Link to the Vehicle Entity and I have a onSpawn Report from the Spawner MCU to the Waypoint MCU.

 

NOTE: Children Entities will not follow their Parent Entity when they're spawned in using the Spawner MCU. If you want to use any of the Command MCUs to a group of entities, you must use the Activate and Deactivate MCUs instead of the Spawner MCU.

 

image.thumb.png.5912d6dd7753b9cfb2739ca878e7748d.png

In this image, only the bottom group of Vehicle Entities will work correctly because they're being activated instead of spawned in.

 

4) For a Complex Trigger MCU to find the correct entity, you must specify it correctly. In your image, you've only specified Germany as the nation, but you did not specify what type of entity. I assume you want to check for planes of the German coalition, so therefore you must check the checkbox - 'check planes'. You can be even more specific by saying exactly what entity to look for, and even more specific than that, by telling the Complex Trigger to find a specific named entity.

 

Broad Search:

  • Check Vehicle or Plane
  • Set Coalition

NOTE: This is exactly the same search as a Checkzone MCU, which uses less resources. If you're using this type of search, I recommend using a Checkzone instead.

 

Narrower Search:

  • Check Vehicle or Plane
  • Set Coalition
  • Set Entity Type

Narrowest Search:

  • Check Vehicle or Plane
  • Set Coalition
  • Set Entity Type
  • Set Entity Name

 

image.thumb.png.ac613ccae62fb8b0a83cb7db506fc0d7.png

In this image, I'm searching for a Panzer III, that is in the German coalition, and has a name of 'A Name Here'. 

 

 

 

Edited by Sketch
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  • Upvote 1
Posted

Thanks Sketch, super informative and helpful, I will give all these examples a go and see if I can get it running with your method.
I'll report back after and let you know how it went.

  • Upvote 1
Posted

Hey Sketch, thanks a million again, I got almost everything to work, just two things really that leave me still a bit confused.

I tried doing the onSpawned Report, I can connect the bomber this way to the activation or spawner trigger but I cannot seem to connect it oddly enough to the waypoint. My mouse cursor changes though to a Pointing arrow and next to it reads "CMD". I cannot seem to attach it to the way point.

The other is that I tried to implement your suggestion of using a Checkzone instead.
image.png.a88d0b52c653515abfa5d3c5d08cd366.pngimage.png.6b7bb2288c3100ec0481788e9050c52c.png

 

I can set it so that it detects the planes in a Coalition, but how would I go about it so that this CheckZone activates only if a Player Pilot gets killed?
The Pilot also has to come from a Fake Airfield.
I do not have an here a onPilotKilled event.
image.png.59d6baa35973667e8cdf9761d1596e83.png

I got close to what I planned to do with the complex trigger, thank you for that, I got it working but unfortunately there is only a onKilled Event.image.png.4ddf7e9e73b855adfc48218c22856361.png

Which triggers also when the plane is lost. If possible I'd like it to trigger only if the Pilot is killed.

I tried approaching it a different way of somehow altering the Fake Airfield so that I can add a onPilotKilled Event from within the Fake Airfield but there is no option to do it that way.

Any suggestions or ideas?

The gist would be to have way to check if a player pilot is killed, then say 3 player pilots are killed the mission is a failure.
Now if I added planes on the field and did it like so I do not think it would be difficult, but trying to check if a player pilot is killed that spawned from a fake airfiled is what really confuses me.

Posted

Hey Sketch, thank you so much, I really did not expect that you would go out of your way and spend your time making a video on how this works, I really appreciate it.
I am five minutes in and I see now how you did the onSpawned Report, just wanted to leave a quick reply that I am having a look at your video right now.
I didn't realize that I had to first select the Spawner and that the Curser then changes to Target, I was really scratching my head before how you got those blue connections and how you managed to connect it to an object.
I'll fire up the editor and follow along there, and give this a go, I'll get back again hopefully with good news of this method working.
Awesome, thanks again so much!

  • Upvote 1
Posted

You're welcome. Good luck and let me know if you need anything else.

  • Upvote 1
Posted (edited)

Awesome video Sketch, I had a full viewing and you explained everything very well and clearly, the added sound effects was the finishing touch haha.
I gave it a test after, and I got the planes to finally fly towards the way points.
Unfortunately it seems that what I wanted to do with the onPilotKilled event seems to be a technical limitation, so I will have to come up with a different system as I do want to keep it as a Dogfight mode rather than a Coop mode, and have a Airfield with a airplane selection.

Once it is done, I shall gladly share it with you and everyone else here as a thank you for all the help.
Its a coop mission designed for beginner pilots with enemy waves attacking, inspired by tower defense and zombie games really, where each wave gets progressively more difficult, and there is a limited supply of aircraft and pilots.

Edited by XallZall
  • Upvote 1

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