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Posted

I was trying to follow some guides here but still don't really get it. Can someone help? This is a map I've worked on so far.

 

1. I drew a path of waypoints for the AI to follow. The AI will be 1 Ju-88 which I want to bomb artillery at the spot where the truck icon is.

 

2. In the MCU properties window, Which one of the X/Y/Z positions represents altitude? I tried changing the value of Z but then the icon location moves so I don't think that's altitude. I also tried changing the Y value but then the icon vanishes.

 

3. I've already inserted 1 Ju-88 (in red). How do I make it follow the path of waypoints? Must I place the plane icon  directly on top of waypoint 1?

 

Untitled.png

Posted (edited)

Salutations,

 

I suggest Prangsters mission building guide. Once competed you will have a good basic knowledge of mission creation.

 

Or download and explore the much larger and more detailed Mission Editor and Multiplayer Sever Manual. Links below.

 

Prangsters Mission Building Guide

 

Mission Editor And Multilplayer Server Manual

 

Or for a shortcut...

 

Third Party Mission and Campaign Building Applications

Edited by Thad
AEthelraedUnraed
Posted

Looking at your screenshot, I notice a couple of things:

- You use Translator:Icon MCUs instead of Trigger:Waypoint MCUs. The Icon MCUs are used for the waypoint icons that are drawn on the map, the Waypoint MCUs are the actual waypoints that the aircraft follows.

 

- You need to link all commands for them to work. This means that, once you've placed the Waypoint MCUs, you need to link every one of those to the aircraft that should follow them. Links can be either Target links or Object links; Object links are usually needed for things that actually show up in the game, such as aircraft or vehicles, and Target links for "abstract" concepts such as commands or waypoints. So in this case, they should be Object links since you should link them to the aircraft.

 

- If you want the Ju-88 to bomb the artillery, you should tell it to, using an Attack or Attack Ground MCU.

 

- All of the Trigger or Command MCUs (including waypoints and attack commands) only become active after they've been triggered by a target link from another MCU. The Translator:Mission Begin MCU is triggered automatically at the beginning of the mission. Always follow it up with a small delay (Timer MCU) of 3s or so, to ensure that the waypoints are only triggered after the aircraft have completely spawned. Trigger the Attack MCU by a target link from the waypoint before the attack.

 

As Thad says, I advise you to read a couple of manuals. I don't have experience with Prangster's guide, but JimTM's Mission Editor manual is fantastic.

 

At first, mission building can seem a bit overwhelming. But once you understand the basics, you'll do fine :).

Posted (edited)

Thank you! I was reading other guides but this one is very nicely done.

 

I'm still having difficulty understanding the concept of translator objects though.


Can anyone tell me what I'm doing wrong in this file?
I'm trying to get the Ju-88 to follow the waypoints I marked.

 

https://1drv.ms/u/s!AlCUz2HsoRb1hu9Raq79MIFz8wBnAA?e=lr16Mf

 

@AEthelraedUnraed

Thank you! I just saw your message after I posted. I'll have a read in detail later tonight.

Edited by Sausage69
Posted
23 minutes ago, Sausage69 said:

Thank you! I was reading other guides but this one is very nicely done.

 

I'm still having difficulty understanding the concept of translator objects though.


Can anyone tell me what I'm doing wrong in this file?
I'm trying to get the Ju-88 to follow the waypoints I marked.

 

https://1drv.ms/u/s!AlCUz2HsoRb1hu9Raq79MIFz8wBnAA?e=lr16Mf

 

@AEthelraedUnraed

Thank you! I just saw your message after I posted. I'll have a read in detail later tonight.

I make some correction for you.

MyTestIL2mission V2.zip

Posted

Thank you! I just got off work, I'll have a look later.

Posted

I played through your edits, and the mission does exactly what I had in mind, thank you!

But I have new questions. You added the lines in green, which linked the first Ju88 to every waypoint.

 

I want to add more enemy planes. Since everything is linked, does that mean I have to link every new plane to the same waypoints as the first Ju88? Won't this get very messy fast?

 

Or can I create a group, and add them all to the same group, and just link this group to the waypoints?

 

image.thumb.png.e6921cff167d45ed99ed67da970d7932.png

Jaegermeister
Posted
2 hours ago, Sausage69 said:

I want to add more enemy planes. Since everything is linked, does that mean I have to link every new plane to the same waypoints as the first Ju88? Won't this get very messy fast?

 

Yes, it does...

 

If you group the planes, you can copy and paste the whole group. Each flight should have its own waypoints.

 

Posted (edited)
8 hours ago, Sausage69 said:

I played through your edits, and the mission does exactly what I had in mind, thank you!

But I have new questions. You added the lines in green, which linked the first Ju88 to every waypoint.

 

I want to add more enemy planes. Since everything is linked, does that mean I have to link every new plane to the same waypoints as the first Ju88? Won't this get very messy fast?

 

Or can I create a group, and add them all to the same group, and just link this group to the waypoints?

 

image.thumb.png.e6921cff167d45ed99ed67da970d7932.png

Once you have placed the first WPT and marked your aircraft as an object, you can place as many WPTs as you want by pressing "SHIFT + MOUSE LEFT". It is necessary that each WPT is marked as an object.  

Edited by namhee2
Posted

Thanks all. 

I've managed to update the file, but I still have some problems and I don't know how to solve them.

 

https://1drv.ms/u/s!AlCUz2HsoRb1hu9UI7cbab887uXO0g?e=FI4Sd9


1. My wingman seems to start really far from me. In the mission editor, I've already assigned a formation to him, so why does he start so far from me?

 

2. I used 2 flight groups for the enemy bombers, 2 groups of 6 each.
They are assigned the same waypoints, but they don't seem to fly together. The 2 flight groups appear to be flying in different directions. Even within each flight group, the planes don't seem to be in formation.

Do I have to give any MCU to make them continue towards the bombing target even when I engage them?

Posted (edited)
1 hour ago, Sausage69 said:

Thanks all. 

I've managed to update the file, but I still have some problems and I don't know how to solve them.

 

https://1drv.ms/u/s!AlCUz2HsoRb1hu9UI7cbab887uXO0g?e=FI4Sd9


1. My wingman seems to start really far from me. In the mission editor, I've already assigned a formation to him, so why does he start so far from me?

 

2. I used 2 flight groups for the enemy bombers, 2 groups of 6 each.
They are assigned the same waypoints, but they don't seem to fly together. The 2 flight groups appear to be flying in different directions. Even within each flight group, the planes don't seem to be in formation.

Do I have to give any MCU to make them continue towards the bombing target even when I engage them?

Your second Ju 88 group needs its own flight plan. You cannot connect it to the flight plan of the first group. It is also very important to place all aircraft in front of the WPT, because if the leader does not hit the area of the WPT, the aircraft will not know what to do.  

One wingman is neutral:umnik2:

Ju 88 leader 1200m  WPT 1000m:blush:

Edited by namhee2
AEthelraedUnraed
Posted
9 hours ago, Sausage69 said:

1. My wingman seems to start really far from me. In the mission editor, I've already assigned a formation to him, so why does he start so far from me?

Aircraft start wherever you place them. If you mean that he ends up far from you, then it's probably because he's neutral. Besides, although you've linked the formation command to the player, you never trigger it.

 

You do trigger the formation command for the bombers, but you need to delay it with a timer as well.

 

The AttackArea for the Yaks should be larger; with an AttackArea command, aircraft will basically only attack aircraft that are inside the circle. If you want your Yaks to attack the bombers regardless of where the latter are, you should use an Attack command, object-linked to the Yaks and target-linked to the bombers.

 

For the AttackArea command for the bombers, you've checked neither the Attack Ground nor the Attack Ground Targets box. Generally, you want exactly one of those checked. Attack Ground is for level bombing, Attack Ground Targets for divebombing/strafing attacks. If neither is checked, the bombers will do nothing at all.

 

You've linked the AAA to an AttackArea with both Attack Ground and Attack Ground Targets checked, and priority set to High. Priority High means "don't attack anything except this specific target", so your AAA won't fire at the bombers but only at a random spot on the ground (Attack Ground) or a German ground vehicle (Attack Ground Target), of which there are none. Which you want instead is to check the Attack Air Target box, or use an Attack command instead. Alternatively, you can use neither the Attack nor the Attack Area command, but link a Force Complete command with the priority set to Low to the AAA. This will set the above-mentioned priority to Low, meaning "attack whatever you like", which will be the bombers as soon as they get within range.

 

10 hours ago, Sausage69 said:

2. I used 2 flight groups for the enemy bombers, 2 groups of 6 each.

They are assigned the same waypoints, but they don't seem to fly together. The 2 flight groups appear to be flying in different directions. Even within each flight group, the planes don't seem to be in formation.

Do I have to give any MCU to make them continue towards the bombing target even when I engage them?

As namhee2 says, you should generally not link a single set of waypoints to two different flights, unless you know what you're doing. Because the first waypoint is located almost behind the bombers, they'll start with a wide turn towards it. Since they're also quite small (just 200m), there's a good chance that they'll miss the waypoint, and if they miss it, they'll keep on circling back until they do hit it. Generally you want your waypoints to be wider than 1km at least, 2 or 3 preferably.

Posted

Does this mean every flight group needs its own separate flight plan, and we cannot create 1 common flight plane for them all to share, even if we want them to use the same flight path?

AEthelraedUnraed
Posted (edited)

You *can* link one set of waypoints to multiple flights. However, they will then also trigger in unison. Meaning that, if you've got A and B flights both going to waypoints (1) and then (2), with A a little ahead of B, as soon as A flight reaches (1), *both* flights will progress to (2) and B will never even reach (1).

 

So yes, for most practical purposes, each flight needs its own set of waypoints, even if you want them to use a similar flight path.

Edited by AEthelraedUnraed
Posted

Thanks to everyone for the help.

I updated the mission with a duplicated flight plan for the second bomber flight.

Do check if out and let me know if anyone has suggestions to make this mission better.

 

https://1drv.ms/u/s!AlCUz2HsoRb1hvNWX7M-lwvQG8UBlA?e=zKmZI7

 

I also wanted to check, if I want to set a starting altitude for an AI flight, do I set the altitude in the AI plane's properties? Or do I set it in their first waypoint?

Posted (edited)
On 1/24/2022 at 3:39 AM, Sausage69 said:

 

I also wanted to check, if I want to set a starting altitude for an AI flight, do I set the altitude in the AI plane's properties? Or do I set it in their first waypoint?

You need to set the altitude first on the AI plane's properties Y coordinate. It will appear at that altitude when the mission starts. Then you can set up different altitudes at each waypoint depending on the flight profile you want to have. If you plan to have it fly at that altitude for some time then set the first waypoint altitude the same and the plane will fly keeping the same altitude is started until it reaches the waypoint. Do not forget to Target link all the waypoints in sequence (WP1->WP2->WP3 etc.) and then activate through a target link the first one. Then it is a chain reaction, as each waypoint activates the next one. You need also to Object link all the waypoints to the corresponding plane flying on those waypoints.

 

If the next waypoint is higher or lower then the AI will attempt to reach that new altitude.  Be careful though to set your waypoint altitudes, speed and distances between waypoints according to your planes performance. The AI will not do more than the speed or climb rate related to a specific plane.  

 

As an extreme example if you take the U2VS loaded with bombs and machine gun, you will have a terribly slow climb rate and a speed around 130 km/hr max, better well plan your flight profile with lots of distance and time if you need to fly high and far ? 

 

You also have the waypoint priority advanced parameter. It will act on the AI.

To make it simple:

Low - means the plane flies according to the waypoint trajectory but will engage any enemy at will defend itself if attacked.

Medium - he will only defend itself if attacked.

High - he will not do anything but flying to the waypoint even if attacked. Basically he will continue flying without evasive maneuvers until it gets destroyed. 

 

The High parameter is very tricky for the Bombers that have defensive equipment like lateral, top bottom, back front machine gunners.

The pilot will indeed keep the Bomber flying on course despite flak, fighters attacking but the machine gunners will do nothing. You need to fly straight for a successful bomb run action despite flak and fighters but you should be able to defend yourself and here it is not the case. I have not checked the last updates but I have not spotted it in the list of items with the update.

The only way to mitigate this is to have the Bomber waypoints set to medium, and keep the distance where the plane will fly straight minimal with High up to the bomb drop area. This means you need practicing according to what your scenario is. If you have no enemy fighters around and only flak then you can plan for a longer stabilized  straight approach. With fighters all around it is much more tricky, you may need escort fighters and a shorter bomb run. All this is to be fine tuned according to the bomber plane model and the environment. Good luck.

 

Edited by IckyATLAS
  • 1 month later...
Posted

Thanks all, been busy and haven't checked here but i appreciate all the advice and the time you all took to write it out. I'll be back to working on this when I get the time. Thanks again!

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