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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 12-30-2010, 10:07 AM
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_RAAF_Smouch _RAAF_Smouch is offline
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Default Assigning Targets to moving tanks

Just wondering how to make several moving tanks columns as the "Primary Destroy Ground" targets in MDS FMB?
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  #2  
Old 01-05-2011, 10:45 AM
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_RAAF_Smouch _RAAF_Smouch is offline
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After doing some testing I have found that you can have moving targets going through a "Destroy Ground" target area when making a MDS map.

One thing I would ask TD (if anyone of them read this) is that the target areas could be further expandable so that it would allow you to make sure your targets were always going to be in the area with out them having to do circles or stopping.

Or am I wrong in assuming that if you were to put two Destroy Ground target areas over lapping the second target are would calculate the win criteria from the amount of targets in its circle. by this I mean if you have as an example you have 3 columns of 4x panzers (12 tanks in total) and you assign the win criteria as 75% (9 tanks to destroy)and by the time they get to the second overlapping target area only five of them are destroyed, and the win criteria for target area No2 is 75% then you would have to destroy five tanks in that target sector.

In total you would have to destroy 14 tanks out of a possible 12.

Have I made any sense?
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  #3  
Old 01-05-2011, 10:59 AM
JG53Frankyboy JG53Frankyboy is offline
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i have build a lot of COOP mission (sure , no MDS...)for the VOW in the past.
missiongoals very often not easy, indeed.

we worked the following:
the game count at missionstart the objects that are IN the circle.
so we used submerged submarines at the barrier of the circle.
so, if there were 12 tanks (3 troops) and the goal was to kill 6 of them than we used 6 submarines and set 100% or 12 Subs and 50%
other way was "destroy" 50% of each troop = 3x2 tanks.......

the game has its limitations in its winconditions....... anyway, to make the circle bigger of the "destroy ground" would be a good idea !
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  #4  
Old 01-05-2011, 11:58 AM
Tempest123's Avatar
Tempest123 Tempest123 is offline
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Quote:
Originally Posted by _RAAF_Smouch View Post
After doing some testing I have found that you can have moving targets going through a "Destroy Ground" target area when making a MDS map.

One thing I would ask TD (if anyone of them read this) is that the target areas could be further expandable so that it would allow you to make sure your targets were always going to be in the area with out them having to do circles or stopping.

Or am I wrong in assuming that if you were to put two Destroy Ground target areas over lapping the second target are would calculate the win criteria from the amount of targets in its circle. by this I mean if you have as an example you have 3 columns of 4x panzers (12 tanks in total) and you assign the win criteria as 75% (9 tanks to destroy)and by the time they get to the second overlapping target area only five of them are destroyed, and the win criteria for target area No2 is 75% then you would have to destroy five tanks in that target sector.

In total you would have to destroy 14 tanks out of a possible 12.

Have I made any sense?
Yeah, I understand this, I'm wondering about this too. Does the win criteria for each circle only begin as the vehicles enter the circle? so if some vehicles where previously destroyed while in another 'target circle', does the new circle they enter calculate the win percentage based on the number of remaining vehicles? It would be nice to have a target 'corridor' instead of a circle for moving vehicles, but i know this is much more complicated to make than a circle.
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  #5  
Old 01-05-2011, 07:07 PM
[URU]BlackFox [URU]BlackFox is offline
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Quote:
Originally Posted by JG53Frankyboy View Post
i have build a lot of COOP mission (sure , no MDS...)for the VOW in the past.
missiongoals very often not easy, indeed.

we worked the following:
the game count at missionstart the objects that are IN the circle.
so we used submerged submarines at the barrier of the circle.
so, if there were 12 tanks (3 troops) and the goal was to kill 6 of them than we used 6 submarines and set 100% or 12 Subs and 50%
other way was "destroy" 50% of each troop = 3x2 tanks.......

the game has its limitations in its winconditions....... anyway, to make the circle bigger of the "destroy ground" would be a good idea !
I'm sorry but i didn't get the idea... could you post an example .mis of this? I'd like to try it out.
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  #6  
Old 01-05-2011, 07:35 PM
JG53Frankyboy JG53Frankyboy is offline
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small examples, two of four tanks have to be destroyed

here the 4 tanks are starting IN the circle, but they do not count, the game needs at missionstart stationary objects as calculatinng base

[MAIN]
MAP Prokhorovka/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 2
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
g0100
[g0100]
Planes 2
Skill 3
Class air.HS_129B2
Fuel 50
weapons 1xMk103
[g0100_Way]
NORMFLY 79721.41 34165.64 500.00 300.00 &0
NORMFLY 78739.92 35031.65 500.00 300.00 &0
GATTACK 73332.14 40093.03 500.00 300.00 0_Chief 0 &0
NORMFLY 64828.15 24434.00 500.00 300.00 &0
[Chiefs]
0_Chief Armor.4-T60 1
[0_Chief_Road]
73392.45 40002.27 120.00 0 6 2.0833334922790527
73100.00 40300.00 20.00
70500.00 42900.00 20.00
68900.00 42900.00 20.00
68700.00 43100.00 20.00
68578.93 43239.47 120.00
[NStationary]
[Buildings]
[Target]
1 0 1 20 500 71570 41849 3000
[StaticCamera]
72976 40053 100
[Bridge]
[House]



here now, the tanks are starting even outside the circle, but are in during the attack.
at the border of the circle you cann see the twoo submerges submarines.
now the two tanks are counted, blue wins mission



[MAIN]
MAP Prokhorovka/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 2
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
g0100
[g0100]
Planes 2
Skill 3
Class air.HS_129B2
Fuel 50
weapons 1xMk103
[g0100_Way]
NORMFLY 79721.41 34165.64 500.00 300.00 &0
NORMFLY 78739.92 35031.65 500.00 300.00 &0
GATTACK 73332.14 40093.03 500.00 300.00 0_Chief 0 &0
NORMFLY 64828.15 24434.00 500.00 300.00 &0
[Chiefs]
0_Chief Armor.4-T60 1
[0_Chief_Road]
73783.53 39635.27 120.00 0 6 2.0833334922790527
73500.00 39900.00 20.00
70500.00 42900.00 20.00
68900.00 42900.00 20.00
68700.00 43100.00 20.00
68578.93 43239.47 120.00
[NStationary]
0_Static ships.Ship$SubTypeVIIC_Sub 1 72650.41 44542.71 360.00 0.0 0 2 1.0
1_Static ships.Ship$SubTypeVIIC_Sub 1 73001.41 44388.27 360.00 0.0 0 2 1.0
[Buildings]
[Target]
1 0 1 20 1000 71570 41849 3000
[StaticCamera]
72976 40053 100
[Bridge]
[House]







this works in COOP were you have some influence in the timing , doubt it is usefull on dogfightservers.....
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  #7  
Old 01-05-2011, 10:33 PM
Aviar's Avatar
Aviar Aviar is offline
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Location: New Jersey, USA
Posts: 545
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Forgive me if I am repeating anything, but just to be clear.....

When the mission starts, the game counts ground objects inside the Target 'circle' and calculates how many must be detroyed based on the destruction percentage. If you have 8 objects in the circle at mission start and the objective is set 50%, the game decides you need to destroy 4 objects inside the circle.

If at some point 6 moving objects leave the circle, the objective is impossible to achieve as there are only 2 targets to destroy.

Similarly, if other moving objects arrive within the circle at the time of attack, the objective may become easier. The game does not distinguish between objects that were in the circle at the time it makes the initial objective calculation and objects that arrive or leave later. It requires you to destroy a sufficient number of objects that are within the circle at the time they are destroyed to satisfy the target number it calculated at mission start. It doesn't care if they are the same objects that it used in the calculation or different objects.

Aviar
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  #8  
Old 01-05-2011, 10:49 PM
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Aviar Aviar is offline
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Quote:
Originally Posted by _RAAF_Smouch View Post
Or am I wrong in assuming that if you were to put two Destroy Ground target areas over lapping the second target are would calculate the win criteria from the amount of targets in its circle. by this I mean if you have as an example you have 3 columns of 4x panzers (12 tanks in total) and you assign the win criteria as 75% (9 tanks to destroy)and by the time they get to the second overlapping target area only five of them are destroyed, and the win criteria for target area No2 is 75% then you would have to destroy five tanks in that target sector.

In total you would have to destroy 14 tanks out of a possible 12.

Have I made any sense?

Yes, you are indeed wrong in your assumption. Just read my post from above and hopefully you will better understand why.

Aviar
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Creative SB ZX SBX
Logitech X-530 5.1 Speakers
27" AOC LED - 2752
Logitech G15 Gaming Keyboard
CH FighterStick-Pro Throttle-Pro Pedals
Logitech G13 Gameboard
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WIN 8.1
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  #9  
Old 01-05-2011, 11:09 PM
[URU]BlackFox [URU]BlackFox is offline
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Join Date: May 2009
Posts: 125
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Quote:
Originally Posted by JG53Frankyboy View Post
small examples, two of four tanks have to be destroyed

here the 4 tanks are starting IN the circle, but they do not count, the game needs at missionstart stationary objects as calculatinng base

[MAIN]
MAP Prokhorovka/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 2
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
g0100
[g0100]
Planes 2
Skill 3
Class air.HS_129B2
Fuel 50
weapons 1xMk103
[g0100_Way]
NORMFLY 79721.41 34165.64 500.00 300.00 &0
NORMFLY 78739.92 35031.65 500.00 300.00 &0
GATTACK 73332.14 40093.03 500.00 300.00 0_Chief 0 &0
NORMFLY 64828.15 24434.00 500.00 300.00 &0
[Chiefs]
0_Chief Armor.4-T60 1
[0_Chief_Road]
73392.45 40002.27 120.00 0 6 2.0833334922790527
73100.00 40300.00 20.00
70500.00 42900.00 20.00
68900.00 42900.00 20.00
68700.00 43100.00 20.00
68578.93 43239.47 120.00
[NStationary]
[Buildings]
[Target]
1 0 1 20 500 71570 41849 3000
[StaticCamera]
72976 40053 100
[Bridge]
[House]



here now, the tanks are starting even outside the circle, but are in during the attack.
at the border of the circle you cann see the twoo submerges submarines.
now the two tanks are counted, blue wins mission



[MAIN]
MAP Prokhorovka/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 2
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
g0100
[g0100]
Planes 2
Skill 3
Class air.HS_129B2
Fuel 50
weapons 1xMk103
[g0100_Way]
NORMFLY 79721.41 34165.64 500.00 300.00 &0
NORMFLY 78739.92 35031.65 500.00 300.00 &0
GATTACK 73332.14 40093.03 500.00 300.00 0_Chief 0 &0
NORMFLY 64828.15 24434.00 500.00 300.00 &0
[Chiefs]
0_Chief Armor.4-T60 1
[0_Chief_Road]
73783.53 39635.27 120.00 0 6 2.0833334922790527
73500.00 39900.00 20.00
70500.00 42900.00 20.00
68900.00 42900.00 20.00
68700.00 43100.00 20.00
68578.93 43239.47 120.00
[NStationary]
0_Static ships.Ship$SubTypeVIIC_Sub 1 72650.41 44542.71 360.00 0.0 0 2 1.0
1_Static ships.Ship$SubTypeVIIC_Sub 1 73001.41 44388.27 360.00 0.0 0 2 1.0
[Buildings]
[Target]
1 0 1 20 1000 71570 41849 3000
[StaticCamera]
72976 40053 100
[Bridge]
[House]







this works in COOP were you have some influence in the timing , doubt it is usefull on dogfightservers.....
Thx a lot for your time. Now I fully understand.

My squad flies a lot of coops, so this info will be really useful.
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