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Creating QMB Missions
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I decided to try and make a QMB mission. I'm having a problem getting started.
I followed all the rules in the 4.10 Guide. When I try and load the mission in the QMB I get the following error: Data file corrupt (see attached screenshot) All I have in the mission so far is 8 Red flights and 8 Blue flights, as required per the instructions. I'm not sure what can possibly be corrupt. Has anyone created a more in-depth tutorial on creating QMB missions? The one in the 4.10 Guide is pretty basic. Aviar |
It's been a while since I was involved with the QMB stuff... I remember seeing the error but I don't remember all of the reasons that caused it.
You have done something wrong... but what it is, hard to say :D I'll PM you my e-mail and you could send it my way if you'd like me to have a look? |
Getting a little closer. I found this tutorial which explains a lot more than the 4.10 Guide.
http://www.mission4today.com/index.p...etails&id=4014 After making some changes, I no longer get an error message. However, when I click on the Fly button in the QMB, nothing happens. The button depresses but that's all. The mission never starts. Back to the drawing board. Aviar |
After reading SOME of the following forum thread my head is spinning.
http://www.mission4today.com/index.p...ish=15&start=0 I originally had some spare time so I thought I would try something I always had wanted to do...create a mission in the QMB. I have been making IL-2 missions since day one so I thought it would be a breeze. I was sadly mistaken. I'll have to put this one on hold for the time being. Aviar |
You only need to create one template for the QMB to work so you can start simple and add more templates as you get more comfortable making them.
I always make the head on pass template first (The NoneN template) since that is one of the easiest for me to make. After you make the template using the FMB you can test it in the QMB to make sure it works as expected. For Pacific Fighters maps use USA None and Japanese None squadrons in your templates. usa0100 usa0101 usa0102 usa0103 usa0110 usa0111 usa0112 usa0113 ja0100 ja0101 ja0102 ja0103 ja0110 ja0111 ja0112 ja0113 For FB maps use German None and Russian None squadrons in your templates. g0100 g0103 g0101 g0102 g0110 g0111 g0112 g0113 r0101 r0102 r0103 r0100 r0110 r0111 r0112 r0113 Don't forget that there are several map templates at M4T that you can use to save some time populating your map. Mission Templates: http://www.mission4today.com/index.p...Downloads&c=95 Wheels |
Good stuff wheelsup! :)
I would also suggest against too much populating on a QMB setup. It's meant to be quick missions without a lot of frill. Just my thoughts on the matter. I'd go with spending time making it play well than putting in a lot of doodads. |
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Wheels |
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I finally had some luck creating a Quick Mission. I didn't even try to start one from scratch because I kept getting errors, as explained in my previous posts. What I did was take an existing Quick Mission and edit the heck out of it until I got what I was after.
I used the default 'Smolensk' map and set up a dynamic airfield attack. I took advantage of the Quick Missions structure which allows the mission creator to include various random elements into each mission. I have also used the new Runway Tiles in 4.12 to create a more dynamic and interesting airfield (see screenshots). Instead of the default single runway, there are now four individual runways, all used by the Axis planes. I wanted to post the package here but for some reason the site would not let me. I kept timing out after about 10 seconds. It's only 2.13MB, much smaller than the allowed 19.07MB for a Zip file, so I don't know what happened. I decided to upload the mission to Mission4Today. It can be downloaded from here: http://www.mission4today.com/index.p...etails&id=4404 I have also included detailed suggestions on how to best play the missions as well as several saved pre-set files that you can load into the QMB so you can be up and flying very quickly. In any event, I hope you guys and gals enjoy the missions. Happy Flying! Aviar |
There shouldn't be any complaints about the missions being random enough. :)
You didn't need to separate the Allied and Axis files into separate folders. The Red and Blue designations in the file name are what determines if a mission is an Axis or Allied mission. The player then has the option to use the button at the top of the QMB to switch between them without having to change map folders. By using a map name that does not correspond to a .mis file map name certain users will get gibberish in their map area, especially the Russian players. Smolensk_Axis_AviarBlueScramble001 - this is one of your template filenames Smolensk_Axis_Aviar - This shows up as the map name in the QMB (This should really match the loading name in the .mis file so that all players will see the name in their own language correctly since the QMB has been set up to automatically translate the folder names that match a current stock map .mis file name.) Blue - This determines what mission templates will be used when you switch between Allies and Axis using the black button at the top of the main page of the QMB. Red - Allies Blue - Axis Scramble - Mission Type NoneA Template - Target: None | Pos. + ( Advantage template where the player is expecting to be behind the enemy) NoneD Template - Target: None | Pos. - (Disadvantage template where the player is expecting to be in front of the enemy) NoneN Template - Target: None | Pos. = (Neither the player or opponent has the advantage and the player is expecting it to generate a head on pass.) Armor Template - Target: Armor (Player will be expecting to attack Tanks) Bridge Template - Target: Bridge (Player will be expecting to attack a Bridge) Airbase Template - Target: Airbase (Player will be expecting to attack an Airbase, At this time an aircraft carrier is also considered an Airbase) Scramble Template - Target: Scramble (Player will be expecting to be taking off while under attack.) 001 - This is the last part of the file name and it is used so that you can create multiple missions templates of the same type to add the illusion of randomness. There are no set limitations to naming this part of the filename and it can be randomized as the template maker sees fit so that they can create more than one mission of the same type. This variability in naming also allows several users to create templates for the same map and it should limit the possibility of their QMB templates overwriting someone else's existing template. By using my username as part of the filename in this area for the QMB templates I created it makes it less likely that anyone can "accidentally" overwrite them with new files. I haven't had a chance to fly them but I will soon. :) Wheels |
wheels,
Thanks for all the help. I started making another mission, this time from scratch, so I can use all the info I can get my hands on. Aviar |
Did you ever get your naming of the folders problem figured out?
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Altered Folder name: LALnormandy2 Your .mis file name: LALnormandy2_1944RedAirbase001 Altered .mis file name: LALnormandy2RedAirbase001 Remove the underscore 1944 from the file name and the Underscore RedAirbase from the folder and the mission should load. LALnormandy2RedAirbase001 - mis file name for the Airbase QMB template. LALnormandy2 -This is the folder name and the first part of the .mis file name. (None of the following parts of the file name has anything to do with the folder name where you placed the .mis file. The rest of the file name is used to call different features when the player is using the QMB.) Red - This part of the file name determines Allies or Axis affiliation Airbase - This part of the file name determines Target type. 001 - Unique identifier so you can create multiple QMB templates for the same Target option. Wheels |
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Yes, I did. The quotes in your post are from a post by myself asking for help. Right after that post, by a lot of trial and error, I finally figured out the trick. That's why I deleted my post asking for help. Thanks for asking. Aviar |
I just wanted to bring up something I saw in the QMB Map Guide Revised by Aardvark892. In the guide he states..."Whichever side the mission is created for, the first plane of the first flight on that side MUST be chosen as the Player Aircraft...".
I'm wondering if this still holds true. In my testing, I have found that the mission still works even if no plane is designated as the Player Aircraft. (The Player will simply spawn in the first plane of Flight #1.) In fact, I have seen default QMB missions with no plane designated as the Player Aircraft...for instance, the Kuban Red None mission. Aviar |
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What used to cause a problem, I think it has been changed, is if you choose planes number 2, 3, or 4 of a flight one as the player plane you spawned into the cockpit of the plane that had been chosen and you had no control of anything. You had to exit the mission since none and I mean none of your controls would work. Any future templates I make I intend to go with not choosing a plane for the player aircraft since this will cause the least amount of problems with the player spawning into the correct cockpit. It will also allow the player to easily convert the template to a Coop or Dogfight map with minimal to no changes being necessary for it to work in those environments. HTH Wheels |
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