Ram399 Posted March 11, 2022 Posted March 11, 2022 Apologies if this is the wrong section of the forum for this post, I'm rather new to this area of the community and am not really sure where else to go about this. My issue in short is that while digging around in some of the career files I found that the framework for a Transport Escort Mission (Code 1153) existed in the game but had never been implemented. I was curious about this so I went about plugging it in to a super basic career mod and gave it a shot, only to find out that it was completely missing frontline activity and any sort of enemy intercept actions. After a bit of tinkering and forcefully frankenstein-ing the autogenerated frontline activity from the regular bomber escort mission in (a daunting experience with a 19,000 line notepad file) I seemingly got it working. As I have it now the career autogenerates the missions as normal. When flown the player flight starts on the ground at their field waiting for a flight of three Ju-52s to approach and link up before flying to their designated supply drop target over a populated frontline complete with the usual hairballs and intercept flights. Once they reach their designated area they paradrop their supplies as expected- but then proceed to circle said area for the rest of eternity. I understand this is a completely ass-backwards way to go about mission making but by looking through the .group files for the AI Transport Aircraft using notepad++ the logic built using the mission editor itself seems to be intact- I just cannot for the life of me manage to force the Ju-52s to go home. (The file in question here is at: IL-2>data>scg>15>blocks_career>aircraft>friendly>transports>waypoints>waypoint-transport-action-drop.group) Oddly enough this is not an issue using regular bombers, as I have tested it and they will happily drop their bombs on friendly positions before turning for home using the same logic. This leads me to believe that the issue lies in the complex trigger that is forcing them to RTB after expending their ammo- pictured below: Spoiler It seems obvious that setting the EventsFilterDroppedCargoContainers value to 1 is part of the solution but it unfortunately does not solve the issue by itself. As such I am assuming that the OnEvent call is the culprit here- namely the "Type = 71" section which I'm guessing is coded to match the bingo bombs scenario rather than bingo supplies. This is a complete guess of course, but if anyone happens to know the type number for EventsFilterDroppedCargoContainers or would be willing to make a super basic AI airdrop quick mission using a similarly set up Complex Trigger so I can trawl through it myself then my stupid ideas and I would very much appreciate it. I would try to do it personally but the Editor is entirely Greek to me and after bashing my head against this particular roadblock for six hours I don't have the mental fortitude to undertake such a task currently.
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