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Old 02-05-2012, 04:11 AM
JG26_EZ's Avatar
JG26_EZ JG26_EZ is offline
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Default Do I have to go back to school to build missions in CloD?

S~ all

I've built many missions for IL2 over the years... Probably, easily over 700 without exagerating. I've come to build some missions on CloD, and I must say I'm getting lost when it comes to reading about these scripts and such and wondered... Am I going to have to go back to school to build missions in CloD? Or is the FMB as incomplete as the game is seeming to be at the moment? (I know the game will be better than sliced bread when it's been fixed)

In other words.. Are there plans to make the FMB more user friendly in the future? It all just seems pretty raw (or maybe I'm just becoming an "old dog"). Will I still be able to create coop missions?
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Old 02-05-2012, 07:27 AM
Ataros Ataros is offline
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This is all you have to now to create a simple mission like in old Il-2, including a coop one http://simhq.com/forum/ubbthreads.ph...ull_Missi.html
And the author of this post makes excellent missions without scripting. They are announced at SimHQ.
New FMB is 90% similar to the old one.

The next level is using triggers/action in FMB to create delayed flights or events triggered by other events. This is also very easy but sometimes some functions are bugged. The only thing you have to know is that Trigger name and Action name must be the same. The rest is self-explanatory.

The 3rd level is using scripts available in this section. This gives functionality never available in original Il-2. Needs some basic knowledge of C# or other programming language.

I do not think usability of FMB will be improved very much. It is already very simple (look through Builder section in game key settings to learn all available functions). The devs will probably work on correcting FMB bugs though.

PS. To run a coop mission you need to download a script by Banks ATM.

Last edited by Ataros; 02-05-2012 at 07:32 AM.
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Old 02-06-2012, 07:53 PM
Smokeynz Smokeynz is offline
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In time there will be scripts that are easy to use for most, that is, core engine already writtern and user just has to know how to edit changes such as file paths and mission/trigger names.

I'm new to C# and have a script nearly ready to post which is a semi user friendly setup with random selection sub missions on time cycles and random selection triggers(radar stations) with decreasing zones.

The inputs for names and missions will be easy for a new user to edit, and there is no need to go near the core engine.
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