View Full Version : FMB Poll
smink1701
09-21-2011, 07:47 PM
I would like to see a poll that asks how many people have used the FMB. I for one have never touched it.
pupo162
09-21-2011, 08:02 PM
Diy
smink1701
09-21-2011, 09:16 PM
diy
dkh
smink1701
09-21-2011, 09:34 PM
I use it on a regular basis
I use it sometimes
I used it once
I've never tried to use it
M1sF1rE
09-21-2011, 09:42 PM
I will use it when the game is up to my standard. They are getting close, this last patch was a huge step in the right direction, but I still need a little more to be satisfied.
I look forward to using it a lot.
Ze-Jamz
09-21-2011, 09:49 PM
Smink you XXXXXX..
I just went and created a poll for yer..
:rolleyes: nvm
snwkill
09-21-2011, 09:59 PM
How about I have tried it but will need some serious documentation on how to use it.
LoBiSoMeM
09-21-2011, 10:07 PM
How about I have tried it but will need some serious documentation on how to use it.
+1000000000000000000000
Since first IL-2 OFFICIAL documentation of FMB is a joke. Trial and error is boring if we have a life.
ElAurens
09-21-2011, 10:22 PM
I use the IL2 FMB a lot, but have yet to make sense out of the CLOD FMB.
I enjoy making DF missions based at least on historical plane sets and locations, and have done a lot of them for the BlitzPigs and friends.
But in CLOD i fire up the FMB and my head explodes, or I'm reduced to a fumbling drooler.
I readily admit I am totally lost.
Blackdog_kt
09-21-2011, 11:56 PM
I use it occasionally to create custom missions for testing/training on specific scenarios. For example, instead of having to start a free flight mission to train my bombing techniques, i made a custom mission with complete take-off,cruise, attack, RTB and landing phases, plus some actual targets on the ground and a bit of flak to spice things up.
As for the difficulty of it all, maybe it's a case of acquired habits. I didn't know anything at all about the old IL2 FMB until i convinced a friend to get back into flight sims after a long break of his: i had to make a simple coop mission for us to fly in IL2:1946 with a bit of easy yet diverse targets to try out and a bit of AI action on the side to spice things up, so that i could get him a refresher course on the basics.
I went to that community website (http://www.il2-fullmissionbuilder.com/) and followed the video tutorials and i had one up and running in no time at all, us flying a couple of tropical Spit Vbs on the Sicily map with a friendly convoy crossing the straits, an axis coastal battery firing on the merchant ships and the lead escort zig-zagging while returning fire. The aim was to bomb the coastal battery and then shoot down two Ju52s that were executing a supply drop over the same area. I think it took me about two hours total from knowing nothing to getting that mission done.
That being said, i didn't have any trouble at all switching to CoD FMB and i think i know the reasons for this:
1) I didn't have to break long time habits of doing things a certain way with the old FMB because i hadn't touched it up until i had to make that coop for my buddy during the last winter.
2) I didn't need to use 100% of the features in the old FMB so i certainly haven't used yet the extra ones in the new FMB either.
Documentation is indeed a necessity, but i think that anyone with a basic understanding of the old FMB can certainly use the new one for some quick and dirty mission editing. Most of what's in that tutorial website i linked still applies to the new version after all.
The main differences lie in the area of scripting, radar reporting contacts (needs stations and a defined grid) and the fusing of coop and DF into a single MP mode (spawn points now are actually objects you can place on an airfield).
Madfish
09-22-2011, 12:18 AM
I've tried but didn't succeed creating anything else beyond creating a little airport with some lights set up. The people churning out these nice missions have my full respect.
Usability wise, I believe, the current editor is a desaster. Eventually I'll boot it up again and try if I can describe what changes would help me to use it better.
CadMan
09-22-2011, 12:37 AM
all the time,
how else would you make missions for hosting persistent battles with scripts and triggers.
ATAG_Doc
09-22-2011, 12:41 AM
Exclusively use FMB.
CrazySchmidt
09-22-2011, 01:18 AM
When the game is running to a standard I am happy with to play it again, I will use the FMB frequently.
But at the moment I'm not even playing CoD, all I'm doing is watching and waiting for new patches that will hopefully make it enjoyable for me.
Cheers, CrazySchmidt. :)
xnomad
09-22-2011, 01:28 AM
I've only used it so that I can take off as a blue plane, mainly to test new features or to learn how to bomb or use a different plane's controls.
The Red's have the "Cross Country Mission for this" but I don't like flying Blue plane's with Red markings so I used FMB just to put a blue plane on a runway in France. That is all.
I don't think I'll ever create a mission as I don't like knowing exactly what is on the map it kills the immersion when you know where everything is.
He111
09-22-2011, 03:26 AM
I use it all the time to create my own scenarios, you have to! few scenarios to use.
I also use it to test COD - eg, i created a scenario with 3 Blenheims V 4 109 E1 .. results - GPU drivers crashes all the time .. changed E1s to E3s .. no problems .. does this mean the 4 machine gun 109 has problems or is it the skins ??? :confused:
My Nvidia GPU driver is 280.26
.
Gromic
09-22-2011, 05:25 AM
I have used it occasionally in the past but dropped it rather quickly. The lack of documentation is the foremost reason why. 1C really needs to get up to par and "fix" this issue as well.
Yesterday, our dedicated server saw the light of day and I really could use some more official info (as do alot of us) about the hows and wheres. My free time is rather short these days and spending it pulling out my hair is not what I'd like to do with it.
Cheers
mcmatt
09-22-2011, 06:45 AM
I use it always when I play COD (that doesn't mean I like it). And I play on very rare occasions. Only when patch came out to see if game is playable for me.
bolox
09-22-2011, 06:46 AM
voted occasionally.
the need to use C+ scripting to do anything more than very basic functions without any documentation is a big problem for me and does seem to be holding back the release of much in the way of user generated missions campaigns.
the dev shots of what appeared to be an IL2 fmb gave me great hopes that the community would be able to cover 1C's apparent lack of time/ability to create anything other than rather sterile missions/campaigns, to date this is not happening at anything but a snail's pace
there are a few 'clever' people who are making great efforts to understand scripting/triggers (many thanks to you guys doing this stuff) and hopefully this will eventually 'take up the slack' and show some of the great things that seem to be hiding inside this sim
Norseman
09-22-2011, 08:03 AM
ZUTI.. pls help them out.. :)
ATAG_Dutch
09-22-2011, 08:32 AM
Use it all the time, but only in a very minor way, i.e. for setting up particular scenarios, usually to make a video clip or summat, and then only using what I know from old IL2.
Also firmly in the 'need a manual' camp.
David198502
09-22-2011, 09:50 AM
i really like the FMB....i used it in 1946 and i use it in COD.
but i have to say,...that the old FMB was easier to understand.although the main functions are the same, and also the layout remained.but with the new possibility of scripting, im totally lost.i dont understand a word, if i look at scripts, and never could create one by myself.all i could do is to copy and paste.but i would like to understand how it works, to use the full potential of this feature.
one thing that bugs me most, is that im not even able to start different flights at different times anymore.it was sooo easy in 1946 and now one have to write a script for it....
detailed documentation is really required, but not only for the fmb but also for the planes...
6BL Bird-Dog
09-22-2011, 10:02 AM
I have tried it but it realy needs a detailed manual to utilise all its features .I have not tried it since the early game paches and it seemed pretty buggy then.
KG26_Alpha
09-22-2011, 11:31 AM
Using the FMB most of the time.
Waiting on some more sensible maps to come forth or the map sdk :)
The scripting side of things is out for me, learning C# or C++ isn't on my list of "things to do" at the moment.
I asked for a more "intelligent" and up to date version of the FMB interface and was told by Oleg it wasn't happening as the "old FMB" worked fine
and wouldn't be made to look and function any different.
Personally after making thousands of missions and campaigns including using Lowengrins DCG for IL2, the new FMB is a mess without a manual,
and the scripting just too much for the average mission builder from IL2's click and fly ability.
I don't expect there will be one for CoD as there never was a comprehensive manual for the IL2 series.
Anyways ...................
ZUTI.. pls help them out.. :)
NO please noooooooo
He has single handedly ruined Coop code in IL2 1946 UP3 RC4
Just because he doesn't like CooP's ........... and is not prepared to fix what he's broken it would seem.
http://www.sas1946.com/main/index.php/topic,16639.12.html
He111
09-22-2011, 11:33 AM
voted occasionally.
the need to use C+ scripting to do anything more than very basic functions without any documentation is a big problem for me and does seem to be holding back the release of much in the way of user generated missions campaigns.
the dev shots of what appeared to be an IL2 fmb gave me great hopes that the community would be able to cover 1C's apparent lack of time/ability to create anything other than rather sterile missions/campaigns, to date this is not happening at anything but a snail's pace
there are a few 'clever' people who are making great efforts to understand scripting/triggers (many thanks to you guys doing this stuff) and hopefully this will eventually 'take up the slack' and show some of the great things that seem to be hiding inside this sim
+1
Please C1 staff give us a hint how triggers and scripts work etc
.
David198502
09-22-2011, 11:34 AM
Use it all the time, but only in a very minor way, i.e. for setting up particular scenarios, usually to make a video clip or summat, and then only using what I know from old IL2.
Also firmly in the 'need a manual' camp.
+1
i use it, but have not much knowledge about it, unfortunately.
Blackdog_kt
09-22-2011, 05:45 PM
In all honesty, i don't think we can expect everyone to be up and running with c# in no time at all, it's a full-fledged programming language after all that many people use to earn their living, not a point and click interface.
I think it's great we can use c#, i just don't think it's meant for everyone. So why is it useful?
Well, because people with the required knowledge can pool resources and make their work available to the rest. We might not have extensive pre-made trigger lists just yet, but we will certainly have a few community-made libraries in a few months so that we can simply copy-paste what we need into our mission. The ability to insert interface items into the game might also mean we'll end up with a graphics front-end to use those scripts: you choose a function and what it applies to, the front-end then assigns the variables you specified to a pre-made script and that's it.
I expect that this will take a leap forward with the release of the SDKs.
In short, just because c# scripting is available doesn't mean it's mandatory to use for everything (for some things yes, eg conditions and environment management in dedicated servers, but certainly not for making a simple mission to enjoy with a couple of friends). I think it's more of a case of "here's a tool you can use for more complex missions if you want to, while we finish working on the SDKs that will help you do it in an easier way", rather than a case of "FMB is unusable for non-programmers". As such i don't consider it a drawback, just an optional bonus feature.
No1 Cheese
09-22-2011, 06:04 PM
Its the only part of the game i enjoy,it WIL(eventually be fantastic).
"In all honesty, i don't think we can expect everyone to be up and running with c# in no time at all, it's a full-fledged programming language after all that many people use to earn their living, not a point and click interface"
Why we paid for it!!!
That wasnt a pop at all.It will get there and i cant wait for the day the Squadron(Wing)i belong to can use it.
Cheese
csThor
09-22-2011, 06:04 PM
Quite frankly I do suck badly at coding. The best I could manage was writing HTML. I simply lack the necessary understanding for the gibberish of a programming language. I don't "see" where the lines of code go to. So if I were to make missions I'd need a partner fluid in C# ... The possibilities are great, yes and no doubt about it, but unless we get some kind of WYSIWYG Click&Point interface I fear these possibilities are beyond my skills of comprehension. :(
KG26_Alpha
09-22-2011, 06:50 PM
Quite frankly I do suck badly at coding. The best I could manage was writing HTML. I simply lack the necessary understanding for the gibberish of a programming language. I don't "see" where the lines of code go to. So if I were to make missions I'd need a partner fluid in C# ... The possibilities are great, yes and no doubt about it, but unless we get some kind of WYSIWYG Click&Point interface I fear these possibilities are beyond my skills of comprehension. :(
Which is what I was saying. why the need for scripting with C# it puts the fun of mission building into a elite few and not the masses.
One part of CoD's feature list was the advanced mission builder with triggers, aircraft systems damage etc etc but these are useless to the 99.9% of us that dabble with FMB.
Unless they get a user interface that's as friendly as IL2 1946, its going to be a sorry Dogfight server based sim and die on its arse pretty quick, its struggling to hold interest as it is now due to over complicated GUI and "feature or bug" components.
The first thing after the current fixes are done 1C need to tidy up the FMB and GUI, get people hosting Coops and actually having some fun.
IL2 originally allowed the transfer of missions into the cache so you could re-use them again (host) and learn from others how stuff works with CooP's
I wonder if this is possible with CoD?
.
Rattlehead
09-22-2011, 07:27 PM
When I play the game, I spend a good portion of my time with the FMB. The ability to create your own custom missions and campaigns has always been a big appeal for me, both in Il-2 and in other games where level editors are open to the community.
I spent an unhealthy amount of time with the original FMB, as well as the creating missions for LOMAC and Crysis too.
I've forced myself to stop, because it just takes too much energy out of me.
For example, I spent four months, day in day out, for up to ten hours a day creating a single mission for Crysis. :) Never again.
But I have as much fun building missions as flying...although I fear the scripting will be something I won't delve into much, which is a pity because that is where the true power of this FMB lies.
Blackdog_kt
09-23-2011, 12:04 AM
Guys, in all fairness the previous FMB wasn't exactly user friendly either. First time i tried it ages ago i tried to place a flight on an airport and couldn't, i found the need to manually deselect each object confusing (i would just open the object browser, select something and voila, my carefully crafted flight plan for my 190s would turn into a static gun on the field :-P) and so on.
Between the control-clicking, deselecting each object manually and having to use undocumented keyboard shortcuts to orient the objects on the map, i just stopped using it until a few months ago that i made my first coop, and that was thanks to the community resource site i linked before.
It's just that people have gotten used to it and all its quirks after all these years and they have some trouble getting used to the new quirks of the new FMB because it upsets long-established habits.
As to why scripting is there, it's very simple: even when we get a point-and-click graphical front-end for the most common functions and triggers, a graphical interface can only account for so much functions, usually the most commonly used ones.
I'd rather have the possibility of someone knowledgeable creating some code for more complex features, than not having it at all because i wouldn't be able to use it. It's like saying "if i can't do it, nobody should" and it feels like resisting progress a bit to me.
Sure, we need documentation and a simpler point-and-click interface for certain things, no denying that.
However, nobody in their right mind can expect that to match what the same programmer who codes the front-end could come up with in a custom-coded script. It's just the way things are, we can't all be good at everything, i'm just glad that the avenue is there for those who are to create some content for the rest of us.
KG26_Alpha
09-23-2011, 01:41 AM
Unfortunately the complexity of the new stuff plus the bug/feature is grinding a lot of new users down including the old ones.
As an IL2 user from 2001 CoD is putting many barriers up to make life difficult to get everyone enthusiastic.
The GUI across the board needs sorting its way too complex and unreliable until things get sorted,
frustrating !!
IMHO
.
csThor
09-23-2011, 05:25 AM
As to why scripting is there, it's very simple: even when we get a point-and-click graphical front-end for the most common functions and triggers, a graphical interface can only account for so much functions, usually the most commonly used ones.
I'd rather have the possibility of someone knowledgeable creating some code for more complex features, than not having it at all because i wouldn't be able to use it. It's like saying "if i can't do it, nobody should" and it feels like resisting progress a bit to me.
Sure, we need documentation and a simpler point-and-click interface for certain things, no denying that.
However, nobody in their right mind can expect that to match what the same programmer who codes the front-end could come up with in a custom-coded script. It's just the way things are, we can't all be good at everything, i'm just glad that the avenue is there for those who are to create some content for the rest of us.
Who said anything about curtailing those who can make sense of C#? I said we need a WYSIWYG Click&Point Interface for the basic functions (and maybe an update or two after a while to incorporate more - or maybe MG can even come up with some kind of self-updating Interface which simply reads the script files thrown into a sub-folder). Right now the FMB is almost useless for the average user because the "higher functions" (= those that make missions interesting) are limited to a small "elite". How should the community come up with campaigns the same way it did for the predecessor when we can't figure out how to make the FMB do what we want it to do?
Blackdog_kt
09-23-2011, 11:50 AM
Well, i think it will be just like the old days: people slowly started collecting missions, skins and campaigns in community repositories and now we have websites like mission4today with thousands of resources.
I think the same thing will happen with CoD too, just that on top of missions and skinning there will also be script libraries.
Just out of curiosity, are the higher FMB functions you mention new features or not? I mean, does the new FMB have the tools to do what the old one did without scripting and the scripts are something higher up the list, or do we need scripts to do things we could do with menus in the old FMB? Mind you, i'm talking about just the FMB, not external tools like FBDj and the like, the latter fall into the category of community created tools.
If the new FMB has the tools to do whatever the old one did (even if a couple of menus/functions have been moved around a bit), then i think there's no reason to be unhappy. Correct me if i'm wong, but things like limiting flyable aircraft by type are not stock FMB functions in IL2 either and came with external community add-ons, we waited for them to come along just like we are waiting for the scripts today.
If previously point-and-click functions have been moved to scripting, then i can understand the point. If not and scripting is for entirely new things then i can't sympathize with the viewpoint: it would be like expecting to be able to use something without spending some time to work with it just because it's there, similar to thinking i should be able to run the game maxed out no matter what or be good with every single aircraft i fly. I'm not passing judgement on you guys, i'm just saying how it feels to me personally.
To clarify, even though i would like the same outcome i think i also have to maintain reasonable expectations in terms of features and usability gained over time, it's how we get there that differs in my mind and not if we need to get there ;)
If the "higher functions" are things that didn't exist altogether in the previous FMB then complexity is to be expected until someone (devs or community) comes up with a tool that automates the process somewhat, which is similar to how a lot of the better features happened with the old series too. I've been with IL2 since 2001 and the first year and a half things were very similar to CoD in many regards, i distinctly remember spending most of my time on European Air War because IL2 was full of quirks and nuances i didn't get at the time. After a while, people experimented and came up with useful knowledge and new content and i made the switch to full time IL2.
Ataros
09-23-2011, 10:01 PM
Just out of curiosity, are the higher FMB functions you mention new features or not? I mean, does the new FMB have the tools to do what the old one did without scripting and the scripts are something higher up the list, or do we need scripts to do things we could do with menus in the old FMB? Mind you, i'm talking about just the FMB, not external tools like FBDj and the like, the latter fall into the category of community created tools.
This is what I wanted to ask as well.
The only complaint I have heard is that it is not possible to make delayed group start without scripts. This is not true, it is explained many times how to do it using a trigger in the FMB itself without C# scripting, e.g. recent brief description here http://forum.1cpublishing.eu/showpost.php?p=338574&postcount=5
This can be also done with a script (see link #2 in my sig for a copy-paste solution) but this is just an extra free bonus to what we had in original IL-2 and not obligatory at all.
Is there anything particular that was not included into CloD FMB but was present the Il-2 one?
BTW it is hard and time consuming to make new missions from scratch. I almost never have patience for this. It is much more easier to change and fine tune others' missions to your needs.
He111
09-24-2011, 01:21 AM
I think i've worked out why i'm getting some GPU driver crashes and I think it has to do with campaigns built in the FMB.
All stock-standard scenarios that came with COD work beautifully, it's the ones I create in the FMB that crash. I'll have to test this further but maybe once I get a setup i'm happy with, i'll need to create a new campaign from scratch using that setup, save and don't stuff around with it. it's possibly the testing and stuffing around that might corrupt the file ????? :confused:
Need to test this further ...
.
I use it all the time, create "Sink The Marat!" in CLOD to learn the stuka (It is way harder now, I think the airbrake is way worse in the CLoD stuka), learn to fly planes, check out ground units, practice strategies.
It is really quick and easy to use, basically:
View object, find the object you want, click it, CTRL click somewhere on the map (this spawns the object).
If the object is a plane: Group properties to pick its side, number of units (you could have a whole flight under one "dot") fuel load, payload etc. Then you will see in the view object browser for that unit a list of numbers up the top, these are individual planes. Select the one you want and check the box that says player piloted or somesuch.
That's just from memory so watch out for the gratuitous amount of errors :P
senseispcc
09-24-2011, 01:09 PM
The bug that block my use of the FMB on a regular basis is the weather system that is badly documented and also does crash the game when used in certain way. :!:
Blackdog_kt
09-24-2011, 06:51 PM
That's because the weather module is unfinished, possibly even pre-beta material.
Luthier once said it would be completely omitted from the initial release, the only reason it's there is that a lot of us asked for it so they gave it to us in a sort of "use at your own risk" way, just to experiment. In other words it's not meant to work well, it's just the early rough draft they were working on and only got released because of community pressure, so that we could experiment with it. ;)
Ataros
09-25-2011, 10:02 PM
Looks like no one answered what is missing from the new FMB compared to the original IL-2 one? Is it just a myth then?
ElAurens
09-25-2011, 10:27 PM
Ease of use would be my comment.
I fully understand how to make missions that suit the needs of myself and my friends in IL2/46.
I can't even make a home base appear in CLOD, much less place ground objects/armour/etc... Nor do I know how to "import" what I have done into the online part of the game so I can see it to start it.
Ataros
09-25-2011, 11:19 PM
I can't even make a home base appear in CLOD, much less place ground objects/armour/etc...
Just navigate to a desired item (spawnpoint, airfield, armour, etc.) in Object Browser and CTL-leftclick to place it. I don't know how can it be done easier in original IL-2 :) Anyone who opens an existing mission and clicks various objects in it can easily see how they are built (spawnpoints, ground objects, etc.).
Nor do I know how to "import" what I have done into the online part of the game so I can see it to start it.
You do not have to import anything. It is even easier. The only difference between online and offline mission is that online missions do not have a "Player" checkbox checked in any airgroup properties and most of online missions have spawnpoints ("birthplaces"). You can just start a server and load a mission in it.
I opened original IL-2 FMB a couple of times about 5-7 years ago and was scared by its complexity. The mistake I did was opening a blank map and trying to create something from scratch.
This March I did the opposite: I opened CloD offline mission in FMB and started to fine-tune it one step at a time and fly it after every change I made. Everything was self-explanatory with this approach except for 5-6 questions I could not figure out and had to ask in the FMB section, which were:
- how to rotate objects
- how to use triggers (including delayed flight)
- how to branch spawnpoints
- how to put AAA on a tanker
- (don't remember now)
Other questions were related to scripts only, i.e. to more advanced functionality compared to the original IL-2 FMB.
I think the problem is not that CloD FMB is harder to use but that it is different compared to the original one. It is harder to change habits than to learn from scratch. For various reasons people do not have enough motivation to learn by posting their questions in the FMB section or using forum search function to find answers.
dflion
09-26-2011, 04:15 AM
i really like the FMB....i used it in 1946 and i use it in COD.
but i have to say,...that the old FMB was easier to understand.although the main functions are the same, and also the layout remained.but with the new possibility of scripting, im totally lost.i dont understand a word, if i look at scripts, and never could create one by myself.all i could do is to copy and paste.but i would like to understand how it works, to use the full potential of this feature.
one thing that bugs me most, is that im not even able to start different flights at different times anymore.it was sooo easy in 1946 and now one have to write a script for it....
detailed documentation is really required, but not only for the fmb but also for the planes...
I am currently doing some final testing on a 12 mission Ju88 bomber campaign, it is looking very good, the Ju88 is great to fly - just for the 'Bomber members'. The new FMB is similar to the old one, though there has been some 'dislectic decisions' in some of the changes.
I totally agree with David198502 above, taking out the 'time start box' on the flight creating menu, so that you can start flights at different times, is crazy?
I have been experimenting with the scripting, with mixed results, sometimes it works, sometimes it doesn't?
I am trying to learn C basic, though it takes time. What Ilya and his team could do to help us all, is create a 'basic script' for all missions to get us up and running with FMB campaigns.
This script would have mission 'successfully completed' or 'failed' scripting then some sort of scripting to let us continue to the next campaign mission after 'successfully completing the previous one. This is all we need to get everybody creating some good campaigns.
I have asked Ataros and a few other script writers, for help to create this ''basic script' though, haven't had any responses, that I know of to date?
Sadly, I think Ilya has put the FMB later on his 'to do' list. It needs a lot of work still, some 'auto script programmes' written and a few 'command decisions' to re-introduce some of the the old FMB features that really made IL-2 Sturmovik stand way out from the other flight sims at the time.
DFLion
bolox
09-26-2011, 10:29 AM
Looks like no one answered what is missing from the new FMB compared to the original IL-2 one? Is it just a myth then?
2 obvious ones are:-
mission success parameters (both primary and secondary)- without scripts;)
destruction brush
number 1 being a 'little bit important' for offline campaigns imho
we all come at this new fmb with different expectations /experience levels and different ways of working- my IL2 fmb useage was rather limited (but i always started with a blank map and experimented from there) but unless my memory is blanking out stuff i'm finding cod fmb to be more frustrating- it certainly seems to need a different frame of mind, needing a more 'technical' mindset than the 'creative' one that orig IL2 encouraged(imho).
to finish i'd like to thank you (and all the others) for all the hints (however cryptic they appear).
Ataros
09-26-2011, 01:03 PM
I have asked Ataros and a few other script writers, for help to create this ''basic script' though, haven't had any responses, that I know of to date?
I am not a script writer, I am rather a "script reader" and can copy and paste scripts sometimes if they are not too complicated. You can search for vetochka campaigns at airwarfare.com which hosts their translated versions. The latest campaign has basic scripts with success criteria and score calculation. Probably other authors of offline campaigns have their own versions of similar scripts which you can start working with.
If you post your script in the FMB section I am sure C# programmers will be ready to give advice and correct your mistakes if any. They need something concrete to start working with, say the above vetochka's scripts which you adopt for your campaign.
I think the most simple way to check for mission success would be to include 4 triggers into each of campaign missions (for target group destroyed by 25%, 50%, 75% and 100%) and ask C# programmers to write a specific script that would report results and load new mission depending on which trigger was active in the end of the previous mission. But you have to be very specific about what you need to achieve, e.g. if you want to repeat the previous mission in case of failure, etc.
dflion
09-27-2011, 04:29 AM
I will post my script in the FMB section and ask for some help. The script works ok sometimes, then it doesn't? I will have a look at the 'vetochka' campaign scripts, as you suggested.
In the Ju88 campaign there are three flying training/positioning type missions, then the rest are combat missions. Two missions are 'dive-bombing' and the rest are 'pattern bombing'. I won't release it until I am happier with the scripting and hopefully the latest patch will be released, so that I can test it in it.
For the combat missions, all we need is 'a trigger' that says you got over the actual target area ok, then you made it back ok. Not sure what happens if you get 'shot down'?
Anyway, I will see what happens. I am sure I will eventually master writing the scripts, it just is the 'time factor', on top of creating a good interesting historical campaign.
DFLion
Ataros
09-27-2011, 07:09 AM
At sukhoi.ru forums both campaign makers vetochka and piper-kiev team up with more experienced C# programmers to write scripts together. This proved to be an effective approach. When you start your thread in the FMB section I hope one of C# experts will be eager to help you.
BTW try talking to Mington. He knows C# but only starts learning CloD methods. I think your cooperation can be mutually beneficial. http://forum.1cpublishing.eu/showthread.php?t=26036&page=4
For the combat missions, all we need is 'a trigger' that says you got over the actual target area ok, then you made it back ok. Not sure what happens if you get 'shot down'?
You can place some ground units in target area and use a "target destroyed" triggers to see what percentage of a target was destroyed.
I think you also need some fool-proof as a time restrain to get back to airfield in case all other triggers fail. You can add triggers which get active if the group is destroyed. Furthermore if aircrafts are damaged and crashland they are not considered destroyed and you can add some checks in OnAircraftCrashlanded method (e.g. check if the aircraft is player's aircraft). If a player lands at a different airfield you can use OnAircraftLanded method to make checks.
With recent beta you can add a TAB - 4 menu command e.g. "Submit mission report" that a player would need to select to end mission. You can check player status when this command is selected to decide if player made it back to base or not. This would prevent players from waiting till mission end if triggers fail.
dflion
09-27-2011, 08:59 AM
Thanks again Ataros, you are pointing me in the right direction.
I will post my 'standard mission script' in the FMB area tomorrow and I really like your statement 'I think your co-operation can be mutually beneficial' ('very Russian') especially talking to Mington who seems to be very keen to help, even though he is learning about COD.
DFLion
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