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Picture of Hoarmurath
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i was trying to have them start in the air... don't work.. i tried to have four individual flights, each with its glider, but can't have them in formation, if i set the towers wp to one of them, they free the gliders and then go in formation with the leader... I suppose i will have to coordinate them all by myself...


56Kers are strongly advised to NOT click on my signature Smile
 
Posts: 1162 | Registered: Thu November 21 2002Reply With QuoteEdit or Delete MessageReport This Post
Moderator: Maddox and General forums
Picture of Tully__
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quote:
Originally posted by gascan75:
I find that some of the missions I'd actually like my guys (in coop) to have to look for- like ship convoys for example. Routine war patrol type stuff. Unfortunately, the way I'm doing it now, I simply don't designate any gattack waypoints and instead just outline the patrol area. Unfortunately, if it's just AI- or a human player mixed with a few AI in different pairs, that they'll shoot down an aircraft throughout the patrol and then call the mission over without following the rest of the waypoints and finishing the patrol. Any way to get them to make sure they go through the rest of the waypoints?


Set a recon target over the "true" objective. AI piloted aircraft wont trigger it, but the will follow waypoints if they still have ammo. Human pilots will have to fly all the way to the intended target to get the mission successful message (unless they have "No Instant Success" turned off in difficulty settings).

=================================================




Tully's X-45 profile (SST drivers)

Salut
Tully
 
Posts: 12117 | Registered: Wed November 26 2003Reply With QuoteEdit or Delete MessageReport This Post
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I have made some custome dogfight maps to host on the TX-OC3 server on HyperLobby.Problem is that using the FBD2 the maps will not rotate.When the first mission is finished there error comes up that the following map has no .map file.Any ideas gents??

TX-Cuda
WWW.TXSQUADRON.COM
 
Posts: 82 | Registered: Wed April 17 2002Reply With QuoteEdit or Delete MessageReport This Post
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ok i can get planes moviing where i want them, but when i want my b17s or any bomber to gattack a ship, as soon as i start the mission the bombers drop their payload miles away from the intended target. am i using the gattack command wrong?
 
Posts: 91 | Registered: Thu September 09 2004Reply With QuoteEdit or Delete MessageReport This Post
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Fenrir383: Heavy bomber AI like the B-17's won't search and attack specific targets like ships but drops its load directly at the GAttack waypoint. Medium bombers like the B-25 behave differently; they will leave their waypoint route to attack their assigned target.

TX-CUDA: For questions concerning FB Demon go to the Greatergreen Forum.
 
Posts: 1495 | Registered: Sat May 31 2003Reply With QuoteEdit or Delete MessageReport This Post
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thanks. i got them bombing now.
 
Posts: 91 | Registered: Thu September 09 2004Reply With QuoteEdit or Delete MessageReport This Post
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How do I set a normal object like a building to be the target. I have set the "destroy ground" target symbol on the building but the AI always ignore the building and go for military targets (tanks, etc...) which are nearby.

Mashie_Nibblick

AFAIK, there's no way. Unfortuantely, strategic bombing's out of the picture, as you can't get your bombers to specifically target industry of infrastructure. The B-29 soes make a rather formidable tactical bomber, though, I'll wager.
When I've buitl missions and I want bombers to target, say, a factory, I'll put a jeep or GAZ or some such thing under or next to it and designate it as the target. Seems to get the job done, provided the jeep doesn't get squished by the first flight of heavies and you have a second wave incoming! Moral of the story: jeeps are cheap.

Tully__

Mashie_Nibblick has it right, just place one or more objects from the Stationary Objects menu inside the buildings of choice. For bridges there's a "Destroy Bridge" target type.

-HH- Beebop

Often I'll place Object 188 (fuel train car)inside buildings/ships/storage tanks. It makes a very satisfying BOOM!
 
Posts: 410 | Registered: Mon March 29 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of RxMan
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Where is the "Hold Fire function for AAA" as mentioned in the ReadmePF.rts. It doesn't sound like the 'sleep' function.
 
Posts: 868 | Registered: Tue December 04 2001Reply With QuoteEdit or Delete MessageReport This Post
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Only land-based AAA has the 'Hold Fire' function. I'm sure you'll find it now, it's obvious.
 
Posts: 1495 | Registered: Sat May 31 2003Reply With QuoteEdit or Delete MessageReport This Post
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Fellas,
Is it possible to drop centre wingline
bombs separately from wing bombs.
 
Posts: 11 | Registered: Sun January 12 2003Reply With QuoteEdit or Delete MessageReport This Post
Moderator: Maddox and General forums
Picture of Tully__
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To force players to use the weapon loadout chosen by the mission designer, click the Edit/Conditions menu item, select the Misc Tab and check the No Player Loadout box.

Edit: apparently not working properly in coop mode yet (out of the box PF v3.0), but will be fixed in the next patch.

This message has been edited. Last edited by: Tully__,
 
Posts: 12117 | Registered: Wed November 26 2003Reply With QuoteEdit or Delete MessageReport This Post
Moderator: Maddox and General forums
Picture of Tully__
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Courtesy of lowfighter, how do I get landing craft to actually land?

quote:
Originally posted by lowfighter:
With Pacific Fighters we have more chance to stage landing of terrestrial troups, with the landing craft and amphibious vehicles available in the ships menu. Like the debarcation in Normandie! Unfortunately, in FMB one can't make them to land but just stop at a very respectful distance from shore, such that especially bad swimming soldiers would have no chance to reach the shore. The good swimmers would anyway be annihilated by machinegun and cannon fire Frown

However one can overcome this absurd situation by the following well known trick:
After placing the landing craft waypoints in FMB place an object, eg house, at shore where you want the landing craft to land;Exit and open the mission with notepad; copy the coordinates of the house; paste them over the coordinates of the last waypoint of the landing craft. Done.It's a very unpleasant procedure, let's hope that with future addons we have more freedom to place waypoints in FMB.
 
Posts: 12117 | Registered: Wed November 26 2003Reply With QuoteEdit or Delete MessageReport This Post
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Does anybody remember the trick to get AA in a DF mission to stay dead beyond their default time? I've tried searching for it in here, but have had no luck. Thanks in advance


Razor
Air Group 51
http://www.airgroup51.com/
F.I.S.C.
http://atlas.palomo.dyndns.org/fisc/forum/index.php
"Good judgement comes from experience, and experience comes from poor judgement"
 
Posts: 675 | Registered: Mon May 12 2003Reply With QuoteEdit or Delete MessageReport This Post
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It's not a trick, it's a feature. Look for the Timeout option on the objects' Properties tab. I think you enter hours and minutes to the two boxes.
 
Posts: 1495 | Registered: Sat May 31 2003Reply With QuoteEdit or Delete MessageReport This Post
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I thought that was a time period BEFORE they would begin functioning. I'm referring to how long they stay dead before respawning. I seem to recall that there was something you had to put into the .mis file in order to keep them dead for longer than the default time (20 min?)

EDIT: I'm referring to the time AFTER the AA has been destroyed in a DF mission.


Razor
Air Group 51
http://www.airgroup51.com/
F.I.S.C.
http://atlas.palomo.dyndns.org/fisc/forum/index.php
"Good judgement comes from experience, and experience comes from poor judgement"
 
Posts: 675 | Registered: Mon May 12 2003Reply With QuoteEdit or Delete MessageReport This Post
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Ah, I didn't think of this because I had answered the same question only yesterday and the answer is still on page one of this forum, so it's easy to find. But of course it's good to have it in this thread, too. I don't remember who is the original author of this answer (Aviar?), I copied and saved it to my HD:

quote:
For online dogfight missions (on a server) you may use the following functions:

...

Static objects respawn times for the dogfight missions are set up in the section [RespawnTime] of the MIS file.

Allowed object categories are:

Bigship - (bigger ships)
Ship - (lesser ships)
Aeroanchored - (air balloons)
Artillery - (artillery guns)
Searchlight - (searchlights)

The time is measured in seconds. Minimal allowed delay is 20 second, maximal is 1000000, 1800 second is the default value.

*Example:

[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800


*Example in actual MIS file:

[MAIN]
MAP Net3Summer/load.ini
TIME 12.0
CloudType 2
CloudHeight 1000.0
army 1
playerNum 0
[RespawnTime] <-----Added Commands
Bigship 300 <-----Added Commands
Ship 300 <-----Added Commands

**This will respawn all ships in 5 minutes.
***These added commands seem to erase if map is changed (edited) and saved! You will have to enter them again.

**I don't think these commands work on stationary objects, but they DO work on stationary armor (I tested it). For instance, the ZSU-37 (stationary armor), which I use a lot for AA will respawn using the 'Artillery' setting. Basically, anything that spawned earlier can have their respawn time changed. For tanks and AA guns, just use 'Artillery'.

 
Posts: 1495 | Registered: Sat May 31 2003Reply With QuoteEdit or Delete MessageReport This Post
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Many thanks Plumps, that is exactly what I was looking for. Smile


Razor
Air Group 51
http://www.airgroup51.com/
F.I.S.C.
http://atlas.palomo.dyndns.org/fisc/forum/index.php
"Good judgement comes from experience, and experience comes from poor judgement"
 
Posts: 675 | Registered: Mon May 12 2003Reply With QuoteEdit or Delete MessageReport This Post
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hi.

How can i do a target like 50% of ships that is moving?
I was trying target ground destoy with no success.

Tks.
 
Posts: 8 | Registered: Mon November 22 2004Reply With QuoteEdit or Delete MessageReport This Post
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Some useful tidbits:

1. A zero with 2x60kg bomb crashing into a DD (or bigger) will make it smoke, but not sink. Other settings will work, but this does (not kamikaze, either, they fly around first for that if possible to set up atatck).

Place zero 70m alt above rear of DD and behind a plane length or 2 I made the firts waypoint gattack to have him drop the bombs (not sure if they "counted" otherwise in a non-kamikaze attack). Speed lowest possible. Set 2d waypoint on ship 0 alt, lowest speed. I turned on "radio silence" and unchecked parachute. They spawn in, drop bombs, and crash. Smoked all DDs without sinking them, along with the USN CA. Useful for making pre-damaged ships. I'm working on what will damage but not sink a merchant.


2. You can "park" a Val anyplace on map, even in revetments. Select Val (or any fixed gear plane)and set loadout to default or empty if you don;t want tail gunner to shoot---no bombs! Make 2 waypoints. Turn waypoint 1 to "takeoff", then back to "normalfly". Set alt to 4-5 m. Second waypoint set minimal speed, and alt slightly below 1st waypoint. Place it a plane length plus out in front. Val will spawn with nose slightly down (draw line between alts at 1st and 2d waypoints to get the idea) and prop will hit grouns as it bounces and bend. Plane will now stay parked (with bent prop).

3. AI torp planes will try for a specific angle attack at the bow of a ship. If the ship is turning they will circle around to get proper angles (needs more testing, but it seems this way so far). To get a ship to "comb" a torpedo attack, set gattack for torp planes without target set, and coordinate with the turn. Takes a lot of checking in the FMB to get right, but looks neat when it works.

4. Getting AI to skip bomb. select a flight of 1 plane only. Set waypoints for good speed, 350 plus is good, and at low alt (15m+ will clear a merchant). Set gattack without target more than a couple hundred meters away from target. next waypoint I usually climb the bomber a little. Tweak for hit without blowing up the bomber (alt and speed and next waypoint all make a difference.

The planes specifically designed to make skip bombing attacks are actually harder (A-20,G, B-25G/H). If you set gattack, they do a pop-up climb a little past the waypoint before gattack, then do a glide-bomb attack at low level. You must follow the same rules for the other bombers, but place a regular waypoint a few plane lengths before the gattack. the bomber will pop-up, but drop before it climbs much. I have these guys drop a little farther out because they toss the bomb up a little. I also hjave them come in lower. For all of them, the lower they drop, the closer the drop, higher alt means it takes longer for the first skip, and you need to drop farther (skipping slows the bomb which is the only way AI with no-delay fuses can live).

tater
 
Posts: 4015 | Registered: Tue December 31 2002Reply With QuoteEdit or Delete MessageReport This Post
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I can't set a purpose. I've checked the various tutorials but they don't match what I see. I don't see "view>object>target." When I open the object window for my flight, I can click 'set' to set the target, but don't get the other destruction options to give my mission a purpose. The manual says there is a section for 'type' but I can't find this. Any help would be greatly appreciated.
 
Posts: 2 | Registered: Sat December 11 2004Reply With QuoteEdit or Delete MessageReport This Post
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