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XQ_Lothar29
Posted

I've been trying to learn how to use the Mission Editor for a relatively short time now, sometimes I just create my own little attempts like launching a group of planes to intercept me. But...

Other times I spend hours inspecting missions from other creators to understand the order and the MCUs they use to trigger certain actions.

But, I've come across a mission, which I'm sure is very simple for those of you who already master the editor, but I can't figure out how to do it.

This mission is very simple, I have to fight with a plane and shoot it down so that it automatically marks the mission as successful. The thing is that I wanted to add more enemy planes, I linked them to the waypoints and to the lead plane, but when I kill the lead plane, it's the same as if there's still another plane to shoot down, some launcher creates the value of a successful mission... I've searched and searched, but I can't find where I can change this.

I would appreciate your help.

I leave here the link to the mission and a screenshot

 

download mission link:https://www.mediafire.com/file/h8rtf2u1d8a5e0i/Missions.rar/file

Mission.thumb.jpg.3732c5674f9c4f8e1c13a6ba1895d118.jpg

No_85_Gramps
Posted

Maybe this:

 image.png.ab95135d96ad8e1457cf0722b7fe57cc.png

 

Add a trigger timer, maybe for 5 seconds or so, and add a Translator Mission End MCU. In the advanced properties for the plane click add event, then on the event properties window select on plane destroyed, click add target and select the trigger timer. Then link the timer to the mission end MCU. Not sure this is what you are after, only thing that I could think of.

  • Like 1
Jaegermeister
Posted (edited)
On 3/6/2025 at 1:36 PM, XQ_Lothar29 said:

I've been trying to learn how to use the Mission Editor for a relatively short time now, sometimes I just create my own little attempts like launching a group of planes to intercept me. But...

Other times I spend hours inspecting missions from other creators to understand the order and the MCUs they use to trigger certain actions.

But, I've come across a mission, which I'm sure is very simple for those of you who already master the editor, but I can't figure out how to do it.

This mission is very simple, I have to fight with a plane and shoot it down so that it automatically marks the mission as successful. The thing is that I wanted to add more enemy planes, I linked them to the waypoints and to the lead plane, but when I kill the lead plane, it's the same as if there's still another plane to shoot down, some launcher creates the value of a successful mission... I've searched and searched, but I can't find where I can change this.

I would appreciate your help.

 

I see you have added a complex trigger with both FighterTarget and Fighter Target 2 listed. When either one of those planes is killed, the Complex Trigger will fire the 10 second timer to end the mission.

 

image.png.84cfc4f6548f2f83038c54e02950cc34.png

 

To allow you to kill both targets, you could put a 2x counter between the timer and the end mission MCU, and move the mission complete message to after the counter. That way, after you have killed target 1 and 2, your end mission and message will trigger. Also you might want to add another timer for about 10 seconds or so between the counter and end mission MCU so you have time to read the message before you fade to black.

 

image.thumb.png.c51dc8804e9d895a380b4bccbc73dd95.png

 

Also just FYI, after you target link a plane to to a leader as part of a formation, you do not have to object link that plane to each waypoint or command MCU. If the leader is killed, all the commands of the leader will pass down to the next plane in formation, which would now be the leader, and still work. You just link the leader and leave the rest, unless you want to delete them. Then you have to target each linked entity with the delete command.    

 

 

 

Edited by Jaegermeister
  • Like 2
Jaegermeister
Posted
On 3/6/2025 at 6:21 PM, No_85_Gramps said:

Maybe this:

 image.png.ab95135d96ad8e1457cf0722b7fe57cc.png

 

Add a trigger timer, maybe for 5 seconds or so, and add a Translator Mission End MCU. In the advanced properties for the plane click add event, then on the event properties window select on plane destroyed, click add target and select the trigger timer. Then link the timer to the mission end MCU. Not sure this is what you are after, only thing that I could think of.

 

Also this would work without the Complex Trigger. That's more like how I usually do it. Link all the EAC to a counter with "OnCriticalDamage" so they don't have to be totally dead. If they crash land they still count. Once the total number of planes are all dead, it triggers the next event.

  • Like 2
  • Upvote 1
XQ_Lothar29
Posted

Thank you so much, I never liked touching the Mission Editor.
But I've been researching for a few months how some simple missions are made, and then I try to modify them, adding MCU Waypoint vehicles, and other things, apart from watching very interesting videos about the editor. And it really is addictive like the simulator itself.

Again, thank you all very much, I hope to count on your help for future questions

  • Upvote 1
XQ_Lothar29
Posted

Could you show me how to create a set of anti-aircraft batteries that fire at an aerial target?

I would be very grateful, as I put all of this into practice and also write it down in a notebook.

 

Thx

No_85_Gramps
Posted

Give me a little time to describe one I have used and I'll post it tomorrow. Do you have a copy of the IL2 Mission Editor Guide? It's full of lots of useful information and examples. Here is the link: 

 

  • Thanks 1
No_85_Gramps
Posted

Hopefully this makes some sense. Reading the FME guides can help a lot.

 

Translator Mission Begin>
Timer>
Trigger Check Zone>
    Trigger Activate - AA units
    Trigger Timer
    Trigger Deactivate - stops the CZ

Trigger Timer > Command Attack Area > Vehicle

Trigger Counter - when all 3 guns are destroyed activates Translator Subtitle

Perimeters of the check zone and the attack area are set in the MCU's properties. When an enemy, in this case Allied, enters the check zone the guns will engage them when they enter the attack area perimeter. On the example the CZ and AA commands are set rather small so they would show on the picture.
 

I've attached a ZIP file that contains the group, you can unzip it and place it in the data/templates folder so it can be imported into missions.

 

A link to another ME guide: 

 

AAA setup.png

AAA.zip

  • Thanks 1
Jaegermeister
Posted
On 3/11/2025 at 7:42 PM, XQ_Lothar29 said:

Could you show me how to create a set of anti-aircraft batteries that fire at an aerial target?

I would be very grateful, as I put all of this into practice and also write it down in a notebook.

 

Thx

 

Here is a German AA group you can use to place various guns. You can change it to whatever faction you prefer or change the AA guns to other types. This is the minimum needed unless you want to either activate them for the entire mission or add logic to deactivate them when you are out of range. All you need to do is object link each check zone to the Player aircraft or another AI plane. You can also set the guns to activate whenever enemy AC fly in range by selecting that faction in the advanced properties of each gun.

 

I do not recommend connecting all the guns as a group to the same checkzone or activate MCU because it causes issues with reactivating if one or more gun is destroyed. 

 

You can also replace the activate MCU with a Spawn MCU and then delete it when you fly out of range with another FURTHER check zone.

 

If you want the AA to fire at max range and all directions, you don't need an attack area zone; you would use a force complete "low" to make it fire.

 

AA Group.zip

 

image.thumb.png.7696087f25f1fc7c915a58e408c17b51.png

  • Like 1
  • Thanks 1
XQ_Lothar29
Posted

Thank you both so much for helping me. I'm going to study the MCUs and their connections in depth so I can memorize how to get them.

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  • Upvote 1
No_85_Gramps
Posted

Glad to help!

  • Thanks 1
AcidBath
Posted (edited)

If you really want to dive right into building missions with the mission editor, this tutorial on the ME is highly recommended.  This is one of the pinned topics of this forum.  It's a great step by step tutorial introduction, it's written as such, and this guide is how I began learning the ME.  BTW, one of it's first lessons is building an AAA battery.

 

A sidebar here is that mission building is computer programming using a Data Flow programming language.  In Data Flow languages, data moves between processing nodes and the flow itself can be controlled by time aware and external environment aware aspects of certain processing nodes.  In the case of the ME, the processing nodes consist of things, e.g. objects such as aircraft, and the Mission Control Units (MCU).  All of these are represented by icons.  The data consists of a pulse, e.g. an event, that moves between the processing nodes.  The data is represented by the lines that connect the processing nodes (or perhaps better put, the pulses move through the lines).  Don't let this freak you out, and definitely forget about all this if it does.

Edited by AcidBath
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