TG-55Panthercules Posted September 25, 2023 Posted September 25, 2023 (edited) originally posted by SYN_Vander: Today I have created several short video tutorials on mission editing. They cover the basics and should be enough to get you started: Rise of Flight Mission editing: 1 - Setting up a new missionhttp://www.youtube.com/watch?v=kvN86qjIZV8 Rise of Flight Mission editing: 2 - Creating scenery in Rise of Flighthttp://www.youtube.com/watch?v=0IUFyzriMIg Rise of Flight Mission editing: 3 - Creating the objectshttp://www.youtube.com/watch?v=nqG3MJhxBCw Rise of Flight Mission editing: 4a - Waypoints. Moving your objectshttp://www.youtube.com/watch?v=0Rhb_nu-jlw Rise of Flight Mission editing: 4b - Waypoints. Moving your objects -continued-http://www.youtube.com/watch?v=FIeNly9xmkk Rise of Flight Mission editing: 5 - Advanced use of Waypoints and morehttp://www.youtube.com/watch?v=uJOsmZL4cmc Rise of Flight Mission editing: 6 - More on triggershttp://www.youtube.com/watch?v=9uJAlDLQtjg Rise of Flight Mission editing: 7 - Groupshttp://www.youtube.com/watch?v=aFi4pWSakNE Rise of Flight Mission editing: 8 - Moving vehicleshttp://www.youtube.com/watch?v=JXXE9MCClkA Rise of Flight Mission editing: 9 - Creating a TDM multiplayer missionhttp://www.youtube.com/watch?v=6mgXjvnyGdY Select 720p as video quality and maximise the screen so you can read the text. Any specific topics that need to be covered? You can let me know in this thread! J2_squid, on 24 May 2010 - 05:26, said: How would i go setting up a TDM mission Vanders? SYN_Vander, on 24 May 2010 - 06:17, said: Simple, check lesson 9 ( just added /forum/public/style_emoticons/phpbb/icon_e_wink.gif) and read Oesau's excellent tutorial WWSittingduck, on 12 Aug 2010 - 09:56, said: =IRFC=Randy I've been converting mission over from co-op to TDM. To get the ai to attack the players, ive had to use the Translator AI POI mcu I ususally set it to attrack planes, and attack planes. And although ME indicates the type you set the POI to is only for Icon purposes, ive found that unless you set it to default, the ai will only attack the host. I try and put a 2 min delay into the begin of mission. The host is always the first one at the pick field screen, and it gives the other pilots time to join and get onto the field before things start happening. In order to have multiple tdms in the pool, you either have to have a EOM timer (which always kills the game at the worst time), or another means of ending the mission. Ive been putting an aerostat on the home field, and shooting it down triggers the eom after a 2 min delay. And a strange one, if you want to be able to see your other Piolts in external, when you assign planes to the fields, you have to give them unique names. I use 1a 1b etc for the first field I put into the mission, and if i put in a respawn field (so pilots dont have to start all the way back at the home base) I'll use 2a 2b etc. Vanderstok: Your Cambrai balloon protection and Rear Guard patrol have always been favorites of the Old Fokkers Squad. Ive noticed the 4 Allied Patrols are triggered by the 4 check zones (which in turn trigger the spawn ai timers), but the check zones have no Objects connected to them. Could you explain how you get that to work? The only way ive been able to get player craft to spawn AI in a TDM mission is to have them shoot something down. SYN_Vander, on 12 Aug 2010 - 10:58, said: Vanderstok: Your Cambrai balloon protection and Rear Guard patrol have always been favorites of the Old Fokkers Squad. Ive noticed the 4 Allied Patrols are triggered by the 4 check zones (which in turn trigger the spawn ai timers), but the check zones have no Objects connected to them. Could you explain how you get that to work? Well, these are Coops aren't they? The check zone MCU doesn't need an object assigned. You can just tick the appropriate sides that should trigger it.To get the ai to attack the players, ive had to use the Translator AI POI mcu I ususally set it to attrack planes, and attack planes. And although ME indicates the type you set the POI to is only for Icon purposes, ive found that unless you set it to default, the ai will only attack the host. Very interesting! Didn't know that…. Rutzen, on 25 Feb 2011 - 11:34, said: I have two questions: 1. The written "Mission Editor Lessons" found elsewhere at the RoF website don't seem to be accurate as to how the mission builder works now works. Should one attempt to follow those or the videos? 2. I cannot get the scenery to load as you describe in video #2. I followed your instructions twice. The first time the scenery seemed to download completed but nothing appeared on the map. The second time, the download never seemed to finish. What am I doing wrong? SYN_Vander, on 25 Feb 2011 - 12:10, said: 1. Videos are of a later date than the lessons, but both should still work? 2. If this is about the "ntrunc" etc template files.. these are very big and can take a looong time to load. Be patient, sometimes you need to click once to let the objects apear. Also, are you sure you don't have objects filtered out? See tools->object filter. Rutzen, on 25 Feb 2011 - 12:31, said: I found now that they did appear. I happened to click on my test mission in the mission tree and a list of blocks was there even though the white icons squares did not appear on the map as they did on your video. I zoomed way in on the map and found the objects to be there. The lessons caused me a problem because in lesson one it says I needed to download the "Base for trunc and Base notrunc group files. But, they were not to be found because they apparently now are already located in mission builder. It took a long time to figure that out. Perhaps the lessons should either be updated or just deleted and your videos substutited into their place at the RoF website. Thanks for the reply. Rutzen, on 25 Feb 2011 - 21:14, said: Sorry to bother you again but in video 4a, I cannot make your instruction regarding connecting the initial waypoint to the plane work. I have watched the video and then jumped to mission builder immediately and followed your instructions exactly perhaps 25 times and it will not work. Everything appears as in the video but when I click on "Find object" and then left click (or click any other way), nothing happens. What am I missing here? WW1EAF_Ming, on 26 Feb 2011 - 12:35, said: The initial waypoint needs to be triggered somehow before it becomes an instruction to your plane Rutzen, you can do this from Mission Begin or from an OnTakeOff message. Then make your plane the Object of the initial waypoint Ming Rutzen, on 26 Feb 2011 - 15:15, said: Thanks Ming. I studied your info and suddenly the light went on. The reason the green line and green arrow weren't appearing is they weren't turned to appear in the hotkeys. I fumbled around clicking on the hotkeys until I found the right ones. Now I am back on track. I have a feeling I will need the inspiration of your materials some more. Until next time, thanks, Rutzen, on 28 Feb 2011 - 11:52, said: Ming - I am a bit farther along in the videos and now can see the value of a basic flight circuit set up that can be used as sort of a template rather than creating the flight circuits from scratch in each mission. I don't know that I have yet the knowledge to be able to import flight circuit templates into a map each time I want to make a mission. Have you created such flight circuits that can be obtained from somewhere or should I just create them on each map for use every time I make a mission on that map? WW1EAF_Ming, on 28 Feb 2011 - 16:18, said: Now you will see the power of the team's Mission Editor- When you have a flight of aircraft that can takeoff correctly and fly a circuit and then land correctly You can look down from the 2D map at the group of objects that make up the flight, the icons for the MCUs and the objects - even airfields and bridges - drag a box around them all to highlight them Now you can export the whole group, you can save your selection to use as your first template /forum/public/style_emoticons/phpbb/icon_e_smile.gif From the File menu- 'Save Selection to File' At this point I would save the selection to the data folder, inside a user-created folder- I'm using \MingsGroups In this context a template is simply a group of ME objects, where all the iconic objects making up the mission (bridges, timers, planes, triggers, helpers, commands) form the template, it's just a group* You have the flight tucked away, now a New mission, File menu then 'Import From File' and bring in the flight. Grab the group and you can drag it to an airfield anywhere on the map, stretch out the waypoints to make the flight plan - off we go /forum/public/style_emoticons/phpbb/icon_e_smile.gif In your data folder, Missions folder there may be files with a -gen prefix. Open them and find huge templates (big groups) - now you can chop out groups of objects 'AmiensGroup' and export them, ready to bring them back into a New file to get started quickly The Mission Editor is an excellent Windows-happy application. You can use the Ctrl + c hotkeys to Copy things, the Ctrl + v hotkeys to Paste things (selections or groups into the ME). Not sure about Ctrl + z though /forum/public/style_emoticons/phpbb/icon_e_smile.gif Tip: Create your basic flights in the off-map area, where you don't have to worry about hitting the scenery. I use bottom left of the ME 2D viewport, in the dark and very flat spaces. Then when everything is working: select the group, copy it, move on the 2D map to where you want the selection to be inserted for this mission, click on the map, hit Ctrl + v to paste the flight to your mouse-click's position. Tweak endlessly /forum/public/style_emoticons/phpbb/icon_e_smile.gifHave you created such flight circuits that can be obtained from somewhere or should I just create them on each map for use every time I make a mission on that map? See above but yes mate, here's my basic (and safe, well-behaved pilots) five-flight circuit template [link broken] Open the mission in the ME, select all the icons/objects/MCUs etc, export as a group, New mission, drop the group in there as described above Ming * like 'paradigm'- which just means 'model' /forum/public/style_emoticons/phpbb/icon_e_smile.gif Rutzen, on 02 Mar 2011 - 15:11, said: Ming - I am now attempting to create my first mission - a very simple cooperate type. I placed your download (above) into a folder in the game as you suggested and it appears there when I check it in the main RoF/data/saved folder in Windows Explorer. But when I try to import it into the mission, nothing appears to be in the folder. I did create a five waypoint flight when following the videos and was able to get that to import into the mission. That does work and the plane does take off. But, I would like to try yours. How do I get it to appear so I can import it into the mission? I have a few other questions too, if you or anyone else is willing to answer. 1. The plane that I managed to import into the mission is a bomber and I want it to be a fighter? How to I change the plane type that is in the template of the flight I have imported? I can't find even where to look to determine what type of plane it presently is let alone figure out how to change its type. 2. Eventually, I am going to need to locate additional airfields on the map. I know how to do that but can they be just set anywhere without regard to whether the ground is level there? There is an object called "terrain leveler" in "Locations". Will I have to set that terrain leveler down before I place an airfield at a location? If so, will the terrain leveler work on any ground on the map or does the ground have to be somewhat level for the terrain leveler to work? How do I put a terrain leveler in place if it is needed. Thanks for any input? WW1EAF_Ming, on 02 Mar 2011 - 15:44, said: You need to unzip the files into your \Missions folder Rutzen, then you should see the mission from the Missions screen in your main Rise of Flight GUI (interface) You can create a folder in your \Missions folder, something like 'RutzensMissions' - I'm using 'MingsMissions' and then you should be able to select that folder when flying Missions Importing/exporting is different from saving/loading. You import groups under that function and you open files in the other Another idea, stand by /forum/public/style_emoticons/phpbb/icon_e_smile.gif Here's a few Groups, Import them into a New mission and examine them… [link broken] Unzip the groups into your Missions folder, open the Mission Editor, start a New mission, Import one or moreHow to I change the plane type Click on the aircraft icon to select it, a Properties window may open up somewhere onscreen, look at the object's (the aircraft's) Properties by right-clicking or selecting Advanced Properties. Something like that look there's football on /forum/public/style_emoticons/phpbb/icon_e_smile.gifI can't find even where to look to determine what type of plane it presently is let alone Ah- look then for my posts last year (when we first got it) on how-to get started, and there's lots of info around from other people, video tutorials, Vanderstok OR You could have read the thread I posted above, skimming /forum/public/style_emoticons/phpbb/icon_e_smile.gif Ming Rutzen, on 05 Mar 2011 - 16:21, said: What a bummer. I spent numerous days struggling to figure out how to make a multiplayer mission and when I got to the very end, I ran into a problem I can't solve and can't find accurate info about. If I can't solve this, I can't make a usual multiplayer coop mission. In the mission brief area at the beginning of a mission, I can't get the online mission map to display the course lines for the two sides so they are viewable just to the players for their own side. The written mission builder manual doesn't seem to up to date about how it works as what it describes doesn't look like what appears in the translator icons section. Still, it looks simple enough to make work. What I would like it to do is just show the course line for each type flight of aircraft after that aircraft is selected to fly. What I get now is all the course lines appearing for all the flights no matter which aircraft is selected. If I use that, all the players will know the flight course for all the opposing planes. Others seem to be able to do this so it must be possible. Is there some instructions somewhere explaining current way to do this. WW1EAF_Ming, on 05 Mar 2011 - 16:48, said: What I would like it to do is just show the course line for each type flight of aircraft after that aircraft is selected to fly You mean the waypoints? You want multiplayer pilots to NOT see the enemy's waypoints on the ingame map? That sounds reasonable, maybe it's a server-side setting, but someone will know. Perhaps ask at SimHQ if nobody knows here Did you select the correct Mission Type? Ming Rutzen, on 05 Mar 2011 - 20:08, said: Yes, that's correct. I don't want the opposing side to know the wayoint (course) of the other side. I think that is how it is usually done as it would not have a lot of realism to allow them to see it. I think when I play in multiplayer and select an aircraft and look at the map, I see only one course line - mine. I do not see the course even for the other friendly planes in a flight going elsewhere. If one right clicks on the Translator Icon of mission map icons on advanced settings, he can set which side the plane is on, presumably for the purpose of disallowing the other side from seeing the setting. Either that is an incorrect presumption or it doesn't work that way. But, there are no instructions elsewhere that I can find. SYN_Vander, on 06 Mar 2011 - 19:05, said: You use Icons to show the flight path right? With "Advanced properties" you can set the side(s) for who the Icon will show. So you can use "Central", "French" or both. If you select "Neutral" then player that have joined the game, but have not yet chosen a side can see the Icon as well. So if you only want to show a flight path to the French side, make sure "Neutral" is not ticked! A weird feature (bug?) in MP is that when you log in, you see the game map and you can only see the "neutral" Icons. If you then pick an airfield, say Central, you can still not see all Central Icons. However, if you then go into the hanger screen and get back into the Game Map, then they suddenly show themselves…. Rutzen, on 23 Mar 2011 - 13:11, said: I am new to RoF and am posting this mission building question here because I can't find a mission building forum area anywhere to post in. So, that becomes my first question. Where is a good place to poise mission building questions? My second question involves ending a mission in multiplayer coop missions. I assume that involves using the end mission translator somehow but I can't figure out how to do it. What I what to do is have a way for the host to be able hit a key on his keyboard to end the mission as opposed to needing to wait for all players to hit finish mission. I have looked at the mission builder guide extensively and watched the videos but can't find anything helpful. Is there a way to do this? SYN_Vander, on 23 Mar 2011 - 13:28, said: Hi Rutzen, welcome to Rof editing! You can just start a new thread in the 3rd party sub forum under missions or something like that. It may be useful to others as well. About ending a coop mission: As you know all players have to hit "finish" and there is no shortcut for the host, except to go back to main menu! What some of us do in TDM missions is to place a truck somewhere and if you destroy the truck it will trigger the END mission MCU, but in coop this is probably not useful as the host might not even be flying anymore! Rutzen, on 23 Mar 2011 - 16:15, said: Thanks, but I have got airplane circuits down pretty well now. Trouble is there are several areas that I can't figure out that the mission builder guide isn't clear on or just doesn't cover. Figuring it out on my own can take several hours before inspiration strikes, if it strikes at all. My question about how to end a mission in multiplayer coops without having to go out of the server and lose the stats so the players can't see them is one of them. But, I haven't been able to get the primary and secondary target operation figured out nor what substrate and terrain leveler are (let along how they work). I put a question on SimHQ's RoF mission builder forum and didn't get a single response. I am on my fifth coop mission and seem to learn something new with each one I build. Rutzen SYN_Vander, on 23 Mar 2011 - 17:12, said: Perhaps you just missed my last post on the previous page about mission ending (but I don't have a good solution unortenately). -substrate and terrain leveler I think are used for generating missions or for map creation, but afaik they are of no use in coop/dogfight missions. -primary and secondary objectives are just to assign points to certain goals. If the primary mission for a side is victory and it has been met then that side will win when the mission ends. If you click on the "Results" tab in the debriefing screen you can see which objectives have been achieved, so the place and description of the Icon also matters. Rutzen, on 23 Mar 2011 - 20:11, said: Thanks for the welcome. I did miss your post on the previous page. Your information was helpful. I was hoping a trigger for ending the mission in coop would have been the host hitting a key or two. There are legitimate reasons for doing so before landing, such as the players agreeing to end the mission because flying home will take too long. If that is possible, perhaps it could be included in a patch down the road. In the meantime, I will see what can do with understanding making victory conditions. I am not new to mission building. I created about 450 multiplayer coop missions over the years for IL-2. Some friends asked if I could make some here. This game has a lot going for it but the mission builder can be difficult to learn. Some things are and harder to fathom but but there are some better features than IL-2 too. Your videos were a big help. Rutzen, on 25 Mar 2011 - 16:22, said: Well, I surrender. I spent a lot of time trying to figure out how to make a mission end in multiplayer coop but am out of ideas. The best I could do was using a timer between mission begin and mission end, I was able to make the mission stop. I tried to use a second timer with subtitles to announce the mission was going to stop in one minute, which worked to stop the mission, but I couldn't get the subtitle to appear. I had high hopes I could get use check zones to set at the landing position of AI planes so when the first one flew through it the mission would stop but apparently couldn't figure it out. I couldn't get anywhere with making mission obectives work either. The biggest problem with most of these features is the panel that appears for them in the game is not what is shown and described in the mission builder guide. I have to guess at how the updated procedure works for that function and for these items, I was unsuccessful. Isn't there an up to date explanation of how these things work somewhere? SYN_Vander, on 25 Mar 2011 - 20:05, said: Have you studied some sample missions? They are usually very helpful. I have also been making missions for IL2 and you have to "rewire" your brain a bit before you are comfortable with the rof editor. /forum/public/style_emoticons/phpbb/icon_e_smile.gif AI triggering an event to stop a mission is very doable. Timers are also often used to keep a mission from going on forever. O_Rod, on 03 Jan 2013 - 22:13, said: Vander, I have diligently followed your tut's and managed to replicate the mission. I applaud not only your work but the work of anyone that has the patience and skill to put all these things together, the amount of things you have to put just to make one part happen, wow. Anyway, this brings me to my question. I know you said that 'we' should have enough knowledge to make the entente planes land after they have completed their attack on the 2 seater, but as I see it they need waypoints to tie the land command, timer and mission force command to. They took of as a result of a check zone and have no waypoints. I sound a bit like No5 here but I need more input:) If you have time can you explain to me how to get them to land after they complete their assigned task. Cheers mate, and again, thanks. Rod SYN_Vander, on 04 Jan 2013 - 06:02, said: Hi Rod, I ususally use a timer to make the AI planes return to base. You could also use another trigger, such as count if all enemy planes have been destroyed. So after the timer expires then the timer MCU will trigger a waypoint of the AI planes. This will trigger new waypoints that will lead them back to their airfield. The last waypoint will trigger a command " Land" MCU. Place this one in the middle of the airfield. Some tuning might be required so the AI do not crash into hangars etc. /forum/public/style_emoticons/phpbb/icon_e_smile.gif O_Rod, on 04 Jan 2013 - 06:58, said: Thanks Vander, that should help a lot. Now if I can only figure out why I get the ROF.EXE about 5 or 6 minutes into it. Cheers Rod SYN_Vander, on 04 Jan 2013 - 07:31, said: mmm, I think I had it once when an Attack MCU is not connected (not belongs to) an object. Check if all commands have an owner and a target. O_Rod, on 05 Jan 2013 - 07:24, said: Thanks for the tips Vander and that also fixed the ROF.EXE too. Cheers Rod J30_von_Hammer, on 15 Jan 2013 - 01:54, said: Hi Vander, I don't get the pleasure of time to work on learning the editor as much as i'd like. But, I plug away on it. My biggest question at this time is how to get the map. Every time I set up a game, and set the map, I get a big chuck of map that I don't recognize and it's not the one I see in all the realism servers, with the no man's land running through it. I get this- see pic attachec. I just did a quick snapshot, so ignore the settings. I've played around with selctions and can't seem to escape this map, other than the island. Am I missing the big map file, or is it located in another folder and I need to copy it out? I imagine it's just not in the list, in a way the channel map isn't in the proper folder(because I haven't bought it yet)is my guess. I appreciate any help you can offer on this! J30 von Hammer SYN_Vander, on 15 Jan 2013 - 02:47, said: Hi von Hammer, You are in fact looking at the big map, but you are on the lower left corner of it. Use your mouse wheel to zoom out, then drag the map to the NE with mouse + right click until you see no-mans land…. Edited September 25, 2023 by TG-55Panthercules
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