![]() |
#151
|
|||
|
|||
![]() Quote:
Yes, triggers. Maybe even better than triggers, if we can run scripts when a certain event happens. I don't want to wish too hard but I'm already wondering if the scripts might do what I think they might do- imagine instead of just a trigger that spawns X number of planes when the player flies over point A, a script that runs, changing AI behavior based on where your flight went, and possibly triggering other scripts. If it's like I hope it is, this just scratches the tip of the proverbial iceberg! Fingers crossed ![]() Since I took the plunge with UP, I have been finding myself looking at the lower Burma map and...then closing it before I start an adaptation of WSBS. But I have been working on my last set of skins for the 2nd Sqdn AVG. I just can't seem to get the time to wrap it up. I only have three or four planes left. I only took two years...is that bad? ![]() |
#152
|
|||
|
|||
![]()
Most mission builders are probably like myself... very excited about this update.
The scripting ability is very important. I recall trying to build missions campaigns using Pokryskinin air tactics in 1943 flying the P39. I could not do it because all flights would attack en masse. Pokryskinin's tactic was to maintain aircraft in altitude tiers until the air combat advanced. The upper altitude flights would incrementally drop into the combat with greater E onto the 109s and 190s destroying them with the P39 cannon. This is just one example of course. The AI performance package should have some scripting options as well, to create tactical encounters. The ability to arrange objects then group and store them as files would be a great help. Groups that would allow including objects with waypoints and other data would make mission building much more efficient. A further help would be to have timing you could set for certain objects within groups of objects at one time. Example : If you are setting delay time and direction for Flak guns at one time for all flak guns. It would be a great help to have explosions and and other such objects on waypoints so you could build battles in process as you fly into combat areas. Very important to have navigation ability for player to fly without having to follow waypoints. No matter if AI aircraft fly waypoints. Player flight should not be restricted to flight paths or altitudes. Autopilot for player should be determined with individual player settings on-the-fly. Most programming tools developed for IL2 were just text editor tools that worked with the *.mis files. The QMT is a good example. I can go on for pages and pages like many other mission builders. One thing that would be awesome... to know the FMB will get periodic updates to further facilitate mission builders as new patches and addons are made available. Thanks Oleg, I'm printing out all the screenshots and carefully studying them to get a more thorough understanding. Oleg there are some excellent mission builders who have posted this thread. It is good to see them here responding to your update. |
#153
|
|||
|
|||
![]() Quote:
this is a great update. Quote:
also, speed variations with altitude - whilst realistic, it does make for a bit of complication when setting large bomber formations that vary a lot in altitude from highest to lowest - will this still be in effect, or will speed be settable at some kind of universal, regardless of altitude, value? or will that be utterly irrelevant as you can, say, set a b17 box with so many aircraft as a single unit? |
#154
|
||||
|
||||
![]()
You can customize airplane!Cool!
Also,the FMB looks quite the same of IL2.The classic design. What those white airplanes in circles mean? |
#155
|
||||
|
||||
![]() Quote:
In fact, that's a wish for general single player play, not mission building. Last edited by Igo kyu; 12-04-2010 at 04:15 PM. |
#156
|
|||
|
|||
![]() Quote:
![]() ![]() ![]() ![]() And if you can't use so simple in use tool..... just because you are thinking that it should have other interface and even didn't try to read instruction... translating your words why you didn't use it ever... Who understand architecture of Il-2 builder begin to think by other way.... If my 6 year old son can use it easy, then i'm "sure" something wrong ![]() ![]() ![]() The goal to keep the Il-2 looking new builder is that to get involved in mission building right from the release day a lot of people who was able to make it with Il-2 in the past. This is the most fast way to invite the other wide auditory of players to new missions and features right from the beginning... Ist it the right way? If to speak about other way looking colors etc... then proably it may happens. I know a lot of people photographers, that can't learn simple Canon's Digital Photo Professional program... I really learned it for 30 min... I know the people who make really great photos, but can't learn simplest program Adobe Lightroom to make theri photos even more greater looking... I know a lot of people who know well Adobe Photoshot, but can't use very simple for understanding Adobe Camera Raw module integrated in Photoshop. In all these cases the problem is not in interface, but in understanding of process, sequence and principles. And finally I did in the past the poll to keep ot not to keep the interface of Il-2 FMB... I don't remember now exact digit, but more than 90 or 95% said to keep. And we did it, adding a lot more features. How it looks and how it works - it is too different thing. PS. You may do a lot more nice buttons, including popup help(which sorry we can't produce with the small team for every feature of FMB), etc, but probably you can't make the other archtectiure of the FMB that is using BoB 3D engine. Trust me. PS2. I know another one guy who was speaking many times that he is great specialist in Interface... I found then other... and many other people think the same now about him.... comparing with the old design that was... Last edited by Oleg Maddox; 12-04-2010 at 04:59 PM. |
#157
|
||||
|
||||
![]()
i'm glad the GUI is the same.
for those who are familiar with the il2 FMB such as myself, it will make the transition very easy, and it seems as though my wish list for the FMB is complete, so i am very happy. for those who are complaining about the GUI of the il2 FMB, and its difficulties, you obviously haven't bothered to spend more than 10 mins on it and gave up, its very easy to use if you can be bothered to spend a couple of hours learning it, and is far easier than other mission building stuff I've used. A funkier GUI won't change the fact that you will still have to take some time to learn how to use it.... |
#158
|
|||
|
|||
![]() Quote:
Some has nice picture but don't give any real fun as the result... Pinnacle Studio has simplest for understanding interface... But can't be even comparable in quality of output to Adobe Premier Pro... Last edited by Oleg Maddox; 12-04-2010 at 05:02 PM. |
#159
|
||||
|
||||
![]()
I have to admit, the first thing I thanked the gods for when I saw this update was the fact that the man has kept the FMB very close to the original.. that will make the transition for people like me to leap straight in and virtualy create missions from day one, even without learning all the new features.
The thing I would like to ask is that will there be some sort of pdf or booklet on release to directly explain all the new features?.. Thanks in advance! Last edited by Trooper117; 12-04-2010 at 05:04 PM. |
#160
|
|||
|
|||
![]()
Don't know if that has been asked before Oleg, but is still possible to zoom into the map and switch automatically to in game rendered view? I loved that in IL2.
|
![]() |
Thread Tools | |
Display Modes | |
|
|