WillyWacker Posted October 18 Posted October 18 My biggest wish for Christmas from Frosty 1C is an easy to use mission editor like in some other sims. The sim is otherwise great, all modules and maps work for me cool after release, never had issues (aside the mapping, that is always in every sim a pain in the ..fingers).
Sandmarken Posted October 24 Posted October 24 The editor is a little overwhelming at first, but I find it not much harder than, for example, Arma 2 or VTOL VR editor. 1 1
Flashy Posted October 24 Posted October 24 (edited) Agreed, its not that hard to learn and its pretty easy to do simple things, but it can become complicated, but those are not the same thing. The thing to remember is that it's an event-driven editor (when this event happens, do that ), and its entirely visual (you build missions by connecting objects to little blocks of logic), which is actually pretty clever and means you never have to write any actual code or scripts to achieve anything - you just connect lines to things. This is also its major problem though - you cant write any scripts for more complex logic, so you are stuck trying to build increasingly complex networks of timers and control units (MCU's) to try and get it to do what you want it to, instead of just being able to write a simple If -> then -> else statement. @WillyWacker what kinds of things are you trying to do? Maybe we can help... Edited October 24 by Flashy
Sandmarken Posted October 24 Posted October 24 25 minutes ago, Flashy said: This is also its major problem though - you cant write any scripts for more complex logic, so you are stuck trying to build increasingly complex networks of timers and control units (MCU's) to try and get it to do what you want it to, instead of just being able to write a simple If -> then -> else statement. @AEthelraedUnraed just managed to get a working radar into the sim, so advanced logic must somehow be possible! The forum has a section for sharing different stuff. For example, the logic setup for artillery spotting is a lot of work, but it is very easy to just save the group and use it when someone has already made it. Its great that people are willing to share their work like that! 2
Flashy Posted October 24 Posted October 24 (edited) 31 minutes ago, Sandmarken said: The forum has a section for sharing different stuff. For example, the logic setup for artillery spotting is a lot of work, but it is very easy to just save the group and use it when someone has already made it. Its great that people are willing to share their work like that! That is a major plus, yes - you can just import groups which do a specific thing into your mission without having to build it from scratch every time. Once you have a library of groups, If you just want to build missions which are mostly "static" and play out similarly every time, then its quick and relatively easy to do. You even get groups which can do some basic randomisation, so you can build a bit of variability into the mission quite easily. 31 minutes ago, Sandmarken said: @AEthelraedUnraed just managed to get a working radar into the sim, so advanced logic must somehow be possible! I am keen to look at that mission logic to see how he did it.. it must be a very complex rats nest of timers and activate/deactivate MCU's I guess.. 😄 I have seen people build some amazing stuff in the mission editor before. One guy back in the RoF days built an entire state machine to keep track of the number of planes in a specific area.. he needed hundreds of timers to make that work.. he was literally creating OR,AND and XOR gates in the editor using timers! Its kinda like those guys who build a working computer inside Minecraft - its awesome and impressive, but does kinda make you think there should be an easier way 😄 Edited October 24 by Flashy 1
JG4_Deciman Posted October 24 Posted October 24 2 hours ago, Flashy said: One guy back in the RoF days built an entire state machine to keep track of the number of planes in a specific area.. he needed hundreds of timers to make that work.. he was literally creating OR,AND and XOR gates in the editor using timers! Its kinda like those guys who build a working computer inside Minecraft - its awesome and impressive, but does kinda make you think there should be an easier way 😄 Created it a very long time ago to let the aerostats go down when enemies were close even added a random possibility that they were not seen by the guys inside the aerostat, so it didn't fire the first time (or even the next times) Later used the same logic inside BoX. But furtunately now the 'trigger check zone' is also working in multiplayer missions, so the whole massive logic could be reduced to 2 check zones, each activating the other one and triggering some output actions... Deci 2
Zooropa_Fly Posted October 24 Posted October 24 4 hours ago, Flashy said: The thing to remember is that it's an event-driven editor (when this event happens, do that ), and its entirely visual (you build missions by connecting objects to little blocks of logic), which is actually pretty clever and means you never have to write any actual code or scripts to achieve anything - you just connect lines to things. This has to be the loveliest little summary of the the ME I've seen ! 1
Flashy Posted October 24 Posted October 24 1 hour ago, JG4_Deciman said: Created it a very long time ago to let the aerostats go down when enemies were close even added a random possibility that they were not seen by the guys inside the aerostat, so it didn't fire the first time (or even the next times) Later used the same logic inside BoX. But furtunately now the 'trigger check zone' is also working in multiplayer missions, so the whole massive logic could be reduced to 2 check zones, each activating the other one and triggering some output actions... Deci oh wow, was that you!? I couldnt remember who did it. Kudos for the skill and dedication to building something so amazing! I remember we were all having discussions and coming up with crazy solutions for the simple problem of trying to decrement a counter back in those days.. seemed like such a simple thing, but was borderline impossible back in those days 😄
JG4_Deciman Posted October 24 Posted October 24 3 hours ago, Flashy said: One guy back in the RoF days built an entire state machine to keep track of the number of planes in a specific area.. he needed hundreds of timers to make that work.. he was literally creating OR,AND and XOR gates in the editor using timers! Just digged very deep on my harddisks... And Yes, I've still got a mission with that logic for RoF available and am able to open it with the RoF Editor... And honestly... If it would not had been nessessary at that time Il'd had never created souh a massive logic. But as there was no other way... Things happened *g* But when creating that I've learned a basic lesson for mission making. There are only very little things you cannot realize with the absolut basic things. Timers, Activators/Deactivators, Couters, ... and a lot of brain power can deal with that. The only question (at that time and NOW) was and is can any server handle that... Deci 1
kraut1 Posted October 24 Posted October 24 (edited) I myself use the Mission Editor (ME) frequently, but only to create groups with additional functions e.g. warnings by wingmen or reports by ground observers. Or I create or modify EMG template missions with the ME. For the mission generation I use mostly EasyMissionGenerator by Vander (EMG) (with random options). After a the mission is generated a short 15 second mission test in IL2 GB to see if the main parameters are correct. At the end I install my wingmen warnings, Radar messages or Ground Observer messages with ME, this take about 5-10 minutes. Edited October 24 by kraut1
JG4_Deciman Posted October 24 Posted October 24 30 minutes ago, Flashy said: oh wow, was that you!? I couldnt remember who did it. Kudos for the skill and dedication to building something so amazing! I remember we were all having discussions and coming up with crazy solutions for the simple problem of trying to decrement a counter back in those days.. seemed like such a simple thing, but was borderline impossible back in those days 😄 Well... Back in those days we had to use much more brain power to solve complex problems with only simple tools. In those days I've also learned, that hardware 'power' was the only way to deal with this kind of problems. I had rented a virtual server to host my missions... It had a lot of cores, but none of the cores was matching the power my own PC was providing... So every mission hosted ended up with 'SPS 30' as a max, while it should have been 50... Result: Massive delays Also back in those days I've managed to mod the updated 'photo recon' for RoF (and I do right now not remember who created the basic mod which made all that possilbe) in a way, that even moving targets could be reconned by taking a photo... Trying to 'port' that part to BoX never gave a 'working' solution, so I gave up trying to do that a long time ago. And still now we have to solve 'complex' problems with the 'tool' that are given. But the 'tools' are better now. And the rest 'can' be solved (in most, but not in any cases) with what we can use... So 'our' brain is still needed... In former times, PI was calculated by using a pencil and a sheet of paper up to whatever digit was wanted. Nowadays we press a button on the calculator and get PI... So whenever 'nowadays' does not provide the 'quick' solution... ... do it the 'former' way by using the tools you have and your brain. In most cases the problem could be solved and in not every case the server can handle it (recources needed to solve the problem) Deci
Aapje Posted October 24 Posted October 24 1 hour ago, JG4_Deciman said: But when creating that I've learned a basic lesson for mission making. There are only very little things you cannot realize with the absolut basic things. Yes, Alan Turing figured this out in 1936: https://en.wikipedia.org/wiki/Turing_machine
AEthelraedUnraed Posted October 24 Posted October 24 7 hours ago, Flashy said: I am keen to look at that mission logic to see how he did it.. it must be a very complex rats nest of timers and activate/deactivate MCU's I guess.. 😄 Actually, I don't use any mission logic at all. It's a flash widget script, based on the artillery spotting, photorecon etc. widgets that are available in IL2. It's somewhat powerful, even though there is no documentation whatsoever and there are some things that are sorely missing, requiring some creative workarounds. One example is the lack of any way to communicate data to the script. 2
JG4_Deciman Posted October 27 Posted October 27 On 10/24/2025 at 6:53 PM, Flashy said: oh wow, was that you!? I couldnt remember who did it. Kudos for the skill and dedication to building something so amazing! I remember we were all having discussions and coming up with crazy solutions for the simple problem of trying to decrement a counter back in those days.. seemed like such a simple thing, but was borderline impossible back in those days 😄 I've invested some time and brain power to portate that logic into BoX again. Had to use a text editor to implement the changes between RoF and BoX (latest version) for - Complex Triggers - Waypoints - Vehicles and Aerostats But finally I've got a group ready to import into BoX And all those really massive coding was only needed, because - the only way do detect any planes entering/leaving the area was the 'MCU_TR_ComplexTrigger' - counters could not be reduced or modified in those days So I had to code a really complex system, just to check if 'any' enemy plane was in range or not! Later in BoX i could recuce the logic when we got the possibility to reduce / modify counters. But I still hat to use the 'MCU_TR_ComplexTrigger', because that was the only one working in multiplayer missions. Meaning I could change the locig to manipulate the counters (and getting rid of the massive use of timers, activators and deactivators) And finally they fixed the 'MCU_CheckZone', so it was working in multiplayer missions, too. Now the whole logic could be reduced to 2 * 'MCU_CheckZone', each deactivatimg itself, activating the ohter one and doing the output actions... With the (modified) words of Neil Armstrong: A small step for the devellopers and a huge step for the community... Deci PS: I've attached the modified group showing what was needed in those days to realize really basic things... baloon5_BoX.zip 2
Flashy Posted October 27 Posted October 27 On 10/24/2025 at 10:32 PM, AEthelraedUnraed said: Actually, I don't use any mission logic at all. It's a flash widget script, based on the artillery spotting, photorecon etc. widgets that are available in IL2. It's somewhat powerful, even though there is no documentation whatsoever and there are some things that are sorely missing, requiring some creative workarounds. One example is the lack of any way to communicate data to the script. This is really interesting! Do you use mods on to overwrite the original flash script, or does the game just allow you to edit the script and run it normally? Its a very cool idea to use those widgets to do things other than what they were built for. I wonder what else they can be used to do? 36 minutes ago, JG4_Deciman said: I've invested some time and brain power to portate that logic into BoX again. Had to use a text editor to implement the changes between RoF and BoX (latest version) for - Complex Triggers - Waypoints - Vehicles and Aerostats But finally I've got a group ready to import into BoX And all those really massive coding was only needed, because - the only way do detect any planes entering/leaving the area was the 'MCU_TR_ComplexTrigger' - counters could not be reduced or modified in those days So I had to code a really complex system, just to check if 'any' enemy plane was in range or not! Later in BoX i could recuce the logic when we got the possibility to reduce / modify counters. But I still hat to use the 'MCU_TR_ComplexTrigger', because that was the only one working in multiplayer missions. Meaning I could change the locig to manipulate the counters (and getting rid of the massive use of timers, activators and deactivators) And finally they fixed the 'MCU_CheckZone', so it was working in multiplayer missions, too. Now the whole logic could be reduced to 2 * 'MCU_CheckZone', each deactivatimg itself, activating the ohter one and doing the output actions... With the (modified) words of Neil Armstrong: A small step for the devellopers and a huge step for the community... Deci PS: I've attached the modified group showing what was needed in those days to realize really basic things... baloon5_BoX.zip 16.51 kB · 0 downloads Very cool, thanks! I was wondering if the new MCU's for manipulating the counters would fix the problem. I'm glad to hear it is much easier these days. I havent tried to make a group to count planes using the new MCU's because I still wasnt sure how to decrement the counters.. I will have to play with it sometime..
JG4_Deciman Posted October 27 Posted October 27 (edited) 23 minutes ago, Flashy said: This is really interesting! Do you use mods on to overwrite the original flash script, or does the game just allow you to edit the script and run it normally? Its a very cool idea to use those widgets to do things other than what they were built for. I wonder what else they can be used to do? As I've modified the photo reacon for RoF a long time ago... IIRC there was no need to use 'mods on'. I've just 'attached' my modified flash script (with a diferent name) as a 'file' installed by a 'Media Operator', where it was 'Flash' as media type and in the advances settings I made all the connections from the script to internal targets. That way it was allways downloaded (and available) on the payers computer... Deci PS: The 'modified' script was saved with a different name, so no 'basic' file was overwritten. Just an additional script was downloaded Edited October 27 by JG4_Deciman
JG4_Deciman Posted October 27 Posted October 27 (edited) On 10/18/2025 at 8:07 PM, WillyWacker said: My biggest wish for Christmas from Frosty 1C is an easy to use mission editor like in some other sims. The sim is otherwise great, all modules and maps work for me cool after release, never had issues (aside the mapping, that is always in every sim a pain in the ..fingers). Well... After beeing in touch with that editor since a very long time (since Rise of Flight) I partially agree with - for a new user it's very complicated (and at the beginning there ist a lot of frustration because you do not know how do use it) - some things could be much easier with additional functions or a better documentation (where the documentation is up to noy done by the community, because there is no official documentation!) But: After having understood - what you can use - how to use it there is not realy much that cannot be done with the given options! Cons: - Hard to learn for a beginner - Hard to understand for a beginner - even harder when having to use complex operations - does not get many updates (new functions, ...) - no official documentation - after updates of the game there is sometimes _no_ way to edit an older mission, in case you do _not_ have the '*.mission' available Pros: - Documentation was done by the community - Lots of 'mission source codes' and 'hints' available - The '*.mission' is a plain text file, so after understanding what (and how) you can realize you can create/modify missions by scripts (and that is what not only I'm working with) So as a summary... Yes, it's hard to understand and hard to learn and even harder to master. But once you've learned and understood it you'll be able to master it. And afterwards you'll still think that 'some things are missing', but you know how to realize them and wait for these things to be implemented and reduce the 'workarrounds' in your missions... Take (and master) what you've got. And it's really a lot! But it takes time!!! And wait for (not very much) updates and new features to make life easier. Deci PS: I still do have a long jorney to 'master' it myself, but I think I'm on a good way... Edited October 27 by JG4_Deciman 2
Zooropa_Fly Posted October 27 Posted October 27 A couple of miscellaneous tips : Try and be organised, i.e. 'group' things and be logical with it, to suit your needs. For example 'German AF'.. 'Allied AI Planes'.. 'Trains'.. 'Effects'.. 'Mission Flux'. That sort of thing. As you probably know you can display one 'group' only, so organising things in groups helps make it easier to work / edit things. You can also toggle the background with F9 from 2D to 3D.. and ALT F9 to switch between map view and black background. The black background is handy for making your logic stand out better. Oh, and save often ! Excuse me if you know all this already. S!
[DBS]Tx_Tip Posted October 29 Posted October 29 First start with What, Why, Where, When and most important learn How to make AI aircraft, vehicles, ships, and artillery logic routines work. Next you'll need to learn your own and AI aircraft startups, taxi paths, take-offs, fly, combat logic different for most, then return to base, land, taxi paths back to parking and of course driving, fighting routines with tanks or vehicles you're interested to make Single Player, Multiplayer or Campaign missions. Then Santa might just bring some creativeness and see something noteworthy to play. Good Luck with your mission designing, Tip
JG4_Deciman Posted October 29 Posted October 29 On 10/27/2025 at 5:48 PM, Zooropa_Fly said: Try and be organised, i.e. 'group' things and be logical with it, to suit your needs. For example 'German AF'.. 'Allied AI Planes'.. 'Trains'.. 'Effects'.. 'Mission Flux'. That sort of thing. As you probably know you can display one 'group' only, so organising things in groups helps make it easier to work / edit things. 2 hours ago, [DBS]Tx_Tip said: First start with What, Why, Where, When and most important learn How to make ... logic routines work. To see both you can download the 'group file' I've uploaded some mesages ago. Even if it's furtunately completely obsolete nowerdays 'what' was coded inside it shows 'how' to split up complex things into smaller groups (and without doing that I'ld newer beeing able to code that) it shows what can be done with the real 'basic' operations (and with the operations added later even more can be done) In that group I've realized things with 'basic' functions, that exest now but were not available at those days... Now you can use different 'Check Zone' Triggrs in multiplayer to see if any of the 'selected' units (nations, types, ...) is present in an area or not. Now you can manipulate counters (so counting 'down' is possible) In those days 'nothing' of that was possible. And all I needed was: Is there any plane inside that area or not... So the only way that I could imagine was, to build the counter with timers, activators and deactivators feeded by 2 compley triggers, one reacting on 'exited for whatever reason' and one for 'entered for whatever reason' Later I've also added some 'logic' to create 'false alerts' and 'no alerts even if planes were inside' as a furher feature. So just download, import into an empty mission and try to understand. And according to the 'naming' and 'grouping' of the single items maybe it takes some time to understand. But at least you will understand and then you know 'what' can be done and 'how' to make it understandable even 5 years afterwards. And to be honest: I know that coding took me a very long time those days Trying to code that again from the scratch would also take me a long time now, but due to my knowledge much shorter than those days And understanding 'what' I've been coding those days takes me really short time, because of naming and grouping everything inside! Deci
Flashy Posted October 31 Posted October 31 @JG4_Deciman since the OP of this thread has disappeared, I wanted to ask if you had an idea on solving this problem I posted about last week: Can you think of anyway to detect the player aircraft in SP missions without having to create OL or TL's to his plane?
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