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Hey, =
LockNLoad, you=20
have 0=20
messages.=20
05/01/03 at 7:12pm =20
=
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WWII Fighters HQ=20
Forum =AB =
Mission Building=20
101 =BB=20
=
| | |
=20
Author |
Topic: Mission Building 101 =
(Read=20
413 =
times) | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
Lesson 1 I strongly suggest =
you go to=20
the sidebar and look for Development Tools. =
There=20
you will find a variety of documents under the =
heading=20
Creating Missions which you can download and =
print.=20
I started with Dynamic Mission =
Editor,=20
Cinematics and Triggers. Print =
them out as=20
I use mine all the time for reference.=20
Learn to use Mission Builder. =
Start=20
with just creating a flight, one plane. =
Create=20
some waypoints. Don't forget to assign the =
waypoint set to the plane. Save as a file =
called=20
"A". Why A, you ask. Because it will =
appear=20
at or near the top of the Custom Mission list in =
the=20
single mission area and you won't have to scroll =
down to=20
Znewmission. Download Notespad. A =
link can=20
be found on this website. It's free and =
easy to=20
use. That's Notespad with an S in the =
middle as=20
opposed to Notepad which most of you have.=20
In Mission Builder, create a very =
simple=20
flight, maybe two waypoints and save. Then =
go to=20
Notespad and open the file. Look at the =
code.=20
There will be your plane, a set of =
waypoints and a=20
place for the mission summary. I =
have=20
created a little one page document I call =
Mission Entity=20
List which I will send to the website. It =
allows=20
me to write down the plane tag id#, waypoints, =
etc., so=20
I can keep track when there are several =
flights from=20
both sides and a way to keep track of who is =
whom.=20
There won't be any triggers at =
this point.=20
Don't create a trigger yet. That =
comes a bit=20
later. Get familiar with the code as it =
is.=20
Now leave Notespad open and if you used =
Alt Tab to=20
get back to the desk top, WWII should still be=20
available. Go back to the Mission Builder =
and load=20
your mission. Add a plane or a truck or a=20
division. Save as "A1". If =
you learn=20
nothing else here, it is SAVE, SAVE, SAVE and =
always use=20
a different name. I use a letter with a =
number,=20
A1, A2, A3, etc. Why, because if you make =
a=20
mistake in the Mission Builder or change the =
code, you=20
still have the previous mission and can compare =
them to=20
find the mistake. Make one change at a =
time and=20
save. If you make many changes, you will =
have=20
a more difficult time finding the mistake.=20
One last word for Lesson 1. =
If you=20
make a change in the Mission Builder, close the =
open=20
file in Notespad and reopen it. Why? You =
have made=20
a change in the mission and are looking at the =
old=20
mission in Notespad. Took me three days to =
figure=20
that one out. All else who have =
lessons to=20
post, please jump in. |
|
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #1 on: 11/17/02 at 4:20pm =
=BB |
Quote Modify Remove=20
|
Lesson 2 SAVE SAVE SAVE... =
First rule=20
and the second rule. To create a mission you =
need an=20
idea of what you want to happen. Take out =
a=20
bridge, assist ground troups, etc. Decide =
whether=20
you want to start on the ground or in the air, =
stictly a=20
matter of choice. Decide where you want =
the action=20
to occur and how you want to get there. Do =
you=20
want support and should the support go before =
your=20
flight or come from behind to save you in a =
pinch.=20
Do you want a battle raging when =
you get=20
there or do you want to fly over a battle on the =
way.=20
Makes for great visuals if there is =
something else=20
going on besides looking at the instruments all =
the=20
time. Forget about pilot chatter early on. =
That can be added towards the end of the =
mission=20
creation. To make a mission fly=20
differently each time, you can use Random =
triggers, but=20
we'll get into that a bit later. =
Set your=20
waypoints and check the altitude, speed, etc. of =
each=20
waypoint. The speed setting is the speed =
you will=20
be going to the next waypoint. If you want =
a=20
support flight to pass you, create a separate =
set of=20
waypoints and you can vary their speed in =
relation to=20
yours. They can pass you or you can pass =
them.=20
Everything in a mission can be =
"hidden".=20
When you are in Mission Builder, all the =
"hidden"=20
objects can be seen. If they are "hidden", =
they=20
will not be seen in the single mission section =
when=20
loaded. You can add the "hidden" in the =
coding=20
later if you like, but make one or two objects =
"hidden"=20
in the Mission Builder, that way you can see in =
the=20
coding how the "hidden" code works. Don't =
hide=20
your own plane!!! or your planes waypoints. =
Again,=20
look at the code once you have "hidden" =
something.=20
Arranging divisions. If you =
set them=20
too close together and have a long flight to get =
there,=20
the battle will be over before you arrive. =
The=20
trick is to set them just far enough apart so =
that they=20
don't attack each other till you are ready. =
There=20
is a way to start an attack when you want it to =
start,=20
but that envolves using the Dynamic Mission =
Editor,=20
which I'll cover later. I would =
suggest=20
that while you are setting up your flight plan =
and=20
setting up any divisions, you do this with only =
one=20
plane in your flight. The reason is that =
when you=20
begin to use the Dynamic Mission Editor to =
create=20
buildings, trucks, people, armour, etc., you =
will have=20
to save, by default, to a file called =
"Testsave".=20
Remember that when you do that, it records =
where=20
your plane was at the time it was saved. =
So, if=20
you want your mission to begin on a runway and =
you want=20
to create objects with the Dynamic Mission =
Editor, your=20
plane will most likely be in the air and not on =
the=20
runway when you save in the DME. You can =
record=20
all the positions of your plane on the runway at =
the=20
start, but that is a bit of a hassle and for =
now, I=20
don't recommend it. I'll recommend it =
later.=20
When creating a mission, I fly =
from the=20
cockpit all the way through and then I fly from =
behind.=20
Amazing the different things ya see from =
two=20
different positions. Don't be afraid to =
move your=20
waypoints around if you don't like how the =
flight plan=20
is going, or of other planes for that matter. =
By=20
the way, when creating, I fly on auto. =
Don't tell=20
Pappy...
|
|
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #2 on: 11/17/02 at 5:08pm =
=BB |
Quote Modify Remove=20
|
Lesson 3 Dynamic =
Mission=20
Editor by Ledersack If you haven't =
downloaded this,=20
do so and read it carefully. Experiment =
with a=20
very simple mission. I mean simple. =
One=20
plane, one set of waypoints with maybe 3 =
waypoints.=20
Ya gotta be in a mission to use the DME. =
You=20
do NOT have to be in Mission Builder. When =
you=20
want to create something, put the game on pause =
(the=20
zero key) which will stop all action. Then =
hit=20
Ctrl + Alt + Y. A blue bubble will now =
surround=20
your plane. Get out of the cockpit, use =
chase view=20
now. You can switch to chase view in the =
DME.=20
You can use the hat button on your =
joystick to=20
rotate your view and the plus and minus keys to =
zoom in=20
and out. You will have the same menus =
across the=20
top of the screen as you do in Mission Builder.=20
Click on Create and select something to =
create,=20
maybe a tank. I suggest you do this over =
clean=20
snow so you can see what you have created, at =
least=20
while you are learning. The blue =
bubble=20
will form over the object you have created. =
I=20
suggest you do this at a very, very low =
altitude,=20
otherwise you won't see the little blue bubble =
on the=20
object you just created. You can rotate =
the object=20
using the keypad. You may have to zoom in =
on it to=20
see the rotation. To my knowledge, the =
only thing=20
that moves without you making it move are =
troops.=20
You can keep them from moving, but you =
have to do=20
that in the coding. If you go back and fly =
the=20
mission without stopping them, they will be in=20
Timbucktoo before you know it. They think =
you gave=20
'em a three day pass and are hotfooting it to =
town.=20
You can make vehicles move and you can =
create=20
vehicle waypoints just like you do for the =
planes.=20
You can assign a lot of vehicles to one =
set of=20
waypoints, however, when they come to a stop, =
they will=20
all be on top of each other. Very hard to =
kill a=20
tank that has two tanks on top of it. Or, =
you can=20
create waypoints for each vehicle. Bit =
more time=20
consuming, but that is a matter of choice (see =
code for=20
Tiger Hunt). In this way, you can =
determine where=20
you want each vehicle or tank to stop and can =
stop them=20
at different points. You can create tanks, =
vehicles, troops, and all types of building =
using the=20
DME. Probably one of the greatest tools in =
this=20
sim. Thanks, Lederack for the tips.=20
When you have created one object =
and have=20
it positioned where you want it, you can create =
another,=20
and another, and another... until you save. =
Don't=20
forget to SAVE. If you create an object =
after you=20
save, SAVE again. You can move them later =
if you=20
want, but it is easier if you get then where you =
want=20
the first time. To move later, start the =
DME over=20
the object you want to move (very low) so you =
can see it=20
and put the pointer on the object and click it.=20
The bubble should jump to the object you =
clicked.=20
You can click on any object you created =
and if you=20
can't see it, zoom out a little bit. =
Save=20
the changes. Note that it will say =
something like=20
"saving to Testsave" toward the bottom of the =
screen.=20
Let it finish saving and quit your =
mission.=20
Then load Testsave, and you'll see what =
you have=20
created and note that the plane is right where =
you saved=20
it. Now, if you want to replace your =
original=20
mission, ya gotta rename it to the name you gave =
it the=20
first time, but remember, it will save with the =
plane=20
exactly where you finished and don't forget to =
save it=20
to a different name, A1, A2, A3 so you don't =
loose what=20
you already have. Don't worry too much, =
cause you=20
can go back to Mission Builder and click on your =
plane=20
and reset it to 0 altitude and put it back at =
the=20
airfield or back at the altitude from which you =
started.=20
This is why I suggest you create the basic =
mission=20
with only one plane! This should =
generate=20
some questions in the Questions section!!! =
|
|
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #3 on: 11/17/02 at 9:15pm =
=BB |
Quote Modify Remove=20
|
Lesson 4 "Eye Candy" =
As=20
you may have guessed, I'm not a very proficient =
pilot,=20
so I have to create missions with a lot of =
diversions=20
(he said with a smile). I call it "Eye =
Candy" and=20
it helps keep me from loosing interest while the =
creating process in going on. I like to =
see air=20
battles going on and ground battles with lots of =
explosions, etc., etc.. The trick is to =
set the=20
air battle just far enough away so your flight =
doesn't=20
go to the battle if that is not the objective. =
I=20
find that about 3 miles is the closest you can =
come to=20
an air battle without getting involved unless =
you want=20
to. To find out if you are too close, set =
it on=20
auto and see if they peel off. If they do, =
you are=20
too close. Move them away just a bit in =
the=20
Mission Builder. I always put the air =
battles on=20
their own waypoints so they stay somewhere away =
from the=20
flight I'm in and I can move their waypoints and =
not=20
mine. Mine are usually set for my mission =
and I=20
don't want the eye candy to interfer, just look =
good.=20
It's also good to make their battle happen =
just a=20
bit ahead of you so that the action is not =
behind you,=20
or at least starts in front (about 11 o'clock or =
1=20
o'clock). Remember, you are moving forward =
and if=20
you refer to the battle in the chatter, the =
pilot can=20
then look that way. I like to give =
a count=20
of the number of kills, in the chatter, so that =
it draws=20
the attention of the player as each kill is =
scored.=20
Nothing finer than to see the opposition =
going=20
down in flames. Remember, chatter comes =
last.=20
Ok... how do you start a ground =
battle=20
when you want if you are a long way off at the =
beginning=20
of the sim. Found this by accident. =
It is=20
important that you do this early in your mission =
building. Using DME, place a tank, =
halftrack or=20
some fighting vehicle, not a jeep, right in =
front of=20
your division (both sides) that you want to =
engage in a=20
battle. Create waypoints for this vehicle =
toward=20
the opposition. You will have to create a =
trigger=20
to start these vehicles and set their speed in =
the=20
coding at a time when you want them to start =
moving.=20
They will then "draw" the opposing =
division toward=20
each other when one or the other get close =
enough to the=20
opposition and "start" a battle. Found by=20
accident, but it works. The battle will be =
on when=20
you get there. (See Tiger Hunt) Look =
at the=20
coding in Tiger Hunt and you will see an M3 =
begin to=20
move. When it get close enough to the =
enemy, they=20
begin to move and the battle is on. =
Don't=20
forget the main purpose of the mission. =
That is=20
why I say to create the main mission first, then =
go back=20
and insert the "Eye Candy" or the diversions. =
If=20
you can develop the main mission and the main =
objective,=20
then the rest will fall into place. The =
diversions=20
are just a side bar to the main mission. =
Speaking=20
of objectives, it is a matter of choice. =
Some like=20
to create missions with a specific objective =
(defined in=20
the mission) and some like to define an =
objective and=20
let you find it. True to real life, =
the=20
objective was defined to the pilots, but they =
had to=20
find it when they got there and most times it =
had moved.=20
This is a call on the part of the mission =
creator.=20
Do you want to create for the masses or =
the true=20
flight simmer? That is a question only the =
mission=20
developer can answer. You can =
spend a=20
great deal of time developing "Eye Candy". =
It is=20
really a diverson. Always remember the =
true reason=20
for the mission. The "Eye Candy" is just =
what it=20
is, Eye Candy and will not normally change the =
outcome=20
or the target, unless you wish it to do so.=20
Small trick. To measure the =
distance=20
to air battles, create a set of waypoints, =
usually A and=20
B, between your flight route and that of the =
"Eye Candy"=20
and see what the distance is. You can =
delete the=20
waypoints at a later time. Have some fun =
with "Eye=20
Candy" and see if it doesn't improve you =
mission.=20
You can always add at the end of a mission =
or once=20
you have the mission 99% complete and are just =
adding=20
trim.
|
|
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
PappyCain Double =
Ace
  

"Gas 'em up Bink, =
we're go'in=20
on a rodeo!"

Posts: =
142
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #4 on: 11/18/02 at 4:50am =
=BB |
Quote Modify=20
|
All outstanding points! =
Just a couple=20
thoughts to underscore. Mission =
building=20
is great fun and a hobby in itself!! Much like =
the=20
modders designing skins and such! =
At first=20
somewhat intimidating but for those who played =
with=20
forts as kids, (whoops I did in the 1950's) =
staging=20
battles can put you in the Generals seat.=20
Some hints: A. Not =
all=20
missions should be top heavy with air-to-air =
combat. Or,=20
sortied with big flights! Try building a few =
small and=20
tight missions with just you and your wingmate =
or a=20
small flight - less is best!! Human pilot skills =
will=20
better be brought to bare when executing a small =
enagement that is a bit more realistic.=20
B. Plan. On ground attack, =
will the=20
target be moving or stationary, where is the =
flak? Will=20
AI pilots be assigned to take 'em out? Creating =
pilot=20
assignments in MB will dictate combat =
effectiveness...=20
Be sure to mix veterans and rookies and measure =
their=20
results post flight. As you master creating =
pilot skill,=20
assignments , and load-out, you can bump up to =
larger=20
scale engagements and ground battles! =
C.=20
Scenes. You can go into any mission already =
published in=20
the MB and erase all the flights and add to =
existing=20
scenes with DME. Try changing the mission's =
time, add=20
new flights etc. etc. Scene building is much =
like=20
playing with forts! (circa 1950s again!). Build =
a strike=20
with no opposing aircraft - concentrate on =
designing an=20
effective scene. Good scene building is an art!! =
The AI ground units put on a good =
show and=20
if the human is not engaged in an air-to-air =
combat, he=20
will be focused on the battle! =
D.=20
Fly your tests in auto ( yep! ), in open =
cockpit, and in=20
chase, and fly the missions a dozen times - you =
will be=20
surprised at the range of dynamic the AI can =
perform in=20
your new mission!! I am stunned that a 20 buck =
game can=20
offer so much in graphics, and dynamic =
possibilities!=20
E. Mission time. This is =
subjective to=20
one's eye, monitor capabilities and historical =
accuracy.=20
But I have found the best lighting for a mission =
that=20
suits my eye requires a start-up of 1430 to get =
the most=20
pleasant sun angles, effective shadows, clouds =
etc.=20
Experiment with game provided missions - change =
the=20
clock in MB! F. Put your human =
pilot in=20
the 3-4th slot in the wing - it is more fun to =
be behind=20
the AI leader than to lead. It forces the human =
to fly=20
smart, and support wingmates instead of going =
lone=20
ranger and belly aching about the AI who =
sometimes can=20
be irrascible (according to skill and experience =
you=20
give each!) It also helps the human pilot who =
jumps into=20
a new mission and really does not know what the =
hell he=20
is doing in the mission while leading the AI! =
LOL. Makes=20
for an interesting opening cinema too when =
starting up=20
behind a few planes on the runway or listening =
to the=20
roar of wingmate engines in front of you in the =
air!=20
G. Set up AA defensive positions =
around=20
your base, put a few up in the hills near the =
base! That=20
way when you are pursued home you can pull the =
enemy=20
over the AA and cut them up to your advantage. I =
always=20
enjoy dragging a few home and destroying them =
over the=20
base. The boys on the ground love it! =
H. I=20
never use chatter text in online mission design =
as the=20
human pilots do the yakking in flight - but =
inserting=20
chatter text does help the pilot along in the =
Single=20
Player immersion. LockNLoad does a fine job and =
his=20
flights will immerse you into the mission.=20
I. Insert human names for =
the AI=20
plane/ pilot tags. I like to see who made it =
home!!=20
|
| =AB Last =
Edit:=20
11/19/02 at 6:54am by PappyCain =
=BB |
=
Logged |
http://www.pappycain.homestead.com/=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #5 on: 11/19/02 at 8:44pm =
=BB |
Quote Modify Remove=20
|
Lesson 5 Can someone explain =
why we are=20
numbering these? Oh, he said... I started =
this=20
thread. Read the reply above. =
Pappy=20
has some great points to ponder. One thing =
I found=20
out the hard way was pilots names. I agree =
with=20
Pappy. You should name each pilot in the =
game.=20
That way you know who gets home and who =
doesn't.=20
Now, a trick with pilot names. If =
you put a=20
space in the name, i.e., Capt. Jones... =
your'e=20
gonna get a CTD. You must write it like =
this...=20
Capt._Jones. There can be no spaces in a =
name.=20
THERE CAN BE NO SPACES IN A NAME! =
Took three=20
days to figure that one out. Emails to =
Texuuuus,=20
to Iowa... finally figured it out. =
Let's=20
talk about the Mission Builder. Across the =
top of=20
Mission Builder is a row of buttons. File - =
this one=20
needs no explanation. Create - =
this is=20
where you create your planes, flights, =
divisions,=20
armour, etc. Take =
a look=20
at what can be created here. Most are both =
Allied=20
and Axis. There =
are lots=20
of choices in Structures. =
=20
If you are not sure where you are placing =
these=20
items, zoom in on the map, I mean really zoom =
in, the=20
place where you want. You can always move =
them=20
around in Mission Builder. Just zoom in =
some more.=20
Object - here you can Delete, =
Duplicate,=20
Add or make an object Hidden. We talked =
about=20
"Hidden" before, remember? View - =
the=20
"View" lets you display what is shown in the =
Mission=20
Builder, I said in the Mission Builder. If =
an=20
object is "Hidden", it will still show up in =
Mission=20
Builder, but not in the Single Mission profile.=20
Play around with this one after you have =
created a=20
simple mission by turning each "off" and "on".=20
World - World set up your flying=20
circumstances. You can change the weather =
and the=20
time in this category. Try your mission in =
each=20
one of these and at different times to see what =
effects=20
it has on the mission. It is very =
interesting to=20
see the different lighting which appears on a =
plane and=20
the landscaping at different times of the day.=20
Find what you like best. =
Triggers -=20
My adivce here is to create one and see what it =
looks=20
like in code. THERE IS A SMALL GLITCH IN =
THE=20
PROGRAM WHICH CHANGES YOUR TRIGGERS WHEN =
RECORDED HERE.=20
Therefore, I suggest you make one, look at =
the=20
code and the learn from the data available, and =
if you=20
have a question of triggers, ask one of the more =
experienced mission builders, who will be happy =
to help=20
you. The best advice I can give here is to =
load=20
each and every mission built by simmers that you =
have=20
flown, I repeat, that you have flown and liked, =
and look=20
at the code. I learned a great deal from =
flying=20
missions created by Katabatic_Mike and PappyCain =
(can't=20
name everyone here) and found out that ya can't =
go auto=20
pilot with "Mike". One of his missions is =
devious,=20
but a great learning experience. By the =
way, he is=20
one of the better mission creators as is Pappy!=20
Exit - Well, we all know what that =
means.=20
It's bedtime. Don't forget to SAVE.=20
More important... don't forget that if you =
save in=20
Mission Builder, the file you have open in =
Notespad is=20
different. Just did it again!!!!! =
|
| =AB Last =
Edit:=20
11/19/02 at 8:59pm by LockNLoad =
=BB |
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
PappyCain Double =
Ace
  

"Gas 'em up Bink, =
we're go'in=20
on a rodeo!"

Posts: =
142
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #6 on: 11/23/02 at 9:42am =
=BB |
Quote Modify=20
|
LNL: Try the HB mission #8, =
allied side.=20
Here you need to tally who makes it home. The =
sortie=20
dynamic changes with each play and different =
pilots make=20
the return flight home, sometimes many, =
sometimes few.=20
Also, here too is where the human pilot does not =
lead=20
the flight, he is back in the pack and that too =
makes=20
for an interesting flight. Keep up the good =
posts LNL!=20
C'mon fellas jump in! |
|
=
Logged |
http://www.pappycain.homestead.com/=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #7 on: 11/23/02 at 11:23am=20
=BB |
Quote Modify Remove=20
|
Here is a site with an excellent =
narrative=20
on using both the Dynamic Mission Builder and =
Cinematic=20
effects. This came off the WWII Psycho =
Central=20
site under Member Sites on the side bar.=20
You can open this and copy it to =
notespad=20
for review offline. Very informative for =
those of=20
you new to both and very informative for those =
with a=20
bit of experience. http://www.ao.net/~chuck/ww2/ww2de&cp.htm=20
As an after thought, is anybody =
reading=20
this stuff or am I inflating my own ego Questions and comments =
would be=20
appreciated... |
|
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Never, ever volunteer for =
nuthin!=20
=
| | |
Buccaneer Air =
Traffic=20
Controller
    
 Avast, matey!
=

Posts: =
686
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #8 on: 11/23/02 at 12:39pm=20
=BB |
Quote Modify=20
|
It's useful, keep it =
up. You're=20
creating a great reference area. =
I'm=20
very weak on mission-building myself, because =
I've spent=20
all my time learning other areas of the sim.=20
|
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=
Logged | | | | =
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #9 on: 11/24/02 at 10:49am=20
=BB |
Quote Modify Remove=20
|
Lesson 6 Triggers - heart of =
the=20
mission... Let me first say that =
if you=20
are serious about mission building, you MUST buy =
the=20
add-on CDs. There are several reasons to =
buy the=20
CDs. First they have neat graphics on the =
disc.=20
Ok, not enough reason. On the first =
disc is=20
a folder called WEB DOCS. You can access =
this area=20
by "looking at the contents" of the CD. In =
this=20
section is almost all of the original Jane's =
docs and a=20
list of triggers by Yuji Higaki and lots of info =
from=20
Ivarb. I suggest you print this =
information out=20
for further reference. I use mine during =
every=20
session of mission building. I use the =
Mission=20
Builder to set up flights and waypoints ONLY!!! =
I=20
do not create triggers in the Mission Builder. =
I=20
have stated this before and will state it =
again... for=20
some reason, the MB changes the triggers when =
you go=20
into modify them in MB. Doesn't always =
happen, but=20
just enough to foul things up. I ALWAYS =
use a text=20
editor to create triggers. In my =
opionion,=20
the trigger is what makes a mission. Yes, =
you can=20
create a mission without any triggers, but then =
ya just=20
fly from here to there and shoot and land.=20
Triggers allow the developer to make =
certain=20
things happen and I will not go over everything =
that is=20
put forth in the documentation available here on =
this=20
web site or on the CDs. =
The=20
following was taken from Ivarb's description of =
triggers=20
and basically explains it very well.=20
"There are two parts to the =
trigger=20
system. The first part is the Check. =
The=20
second part is the Action. The Check will watch =
to see=20
if a set criteria has been fulfilled. If =
the=20
criteria has been fulfilled then the Action will =
be=20
performed. The action will never be =
performed=20
unless the check has been satisfied. =
There=20
are many levels to this system. At its =
most basic=20
it will allow you to set an event to happen at a =
certain=20
point in your mission. For example you =
could set a=20
trigger to awaken a squad of FW 190s after the =
game has=20
been running for 2 minutes. This linear =
system is=20
by far the most common use of triggers. =
A=20
standard trigger set in a mission would have =
look=20
something like this. A trigger to =
awaken a=20
squad of enemy fighters after you have passed a =
set=20
waypoint. A trigger to make the destruction =
of a=20
certain number of the enemy fighters a mission=20
objective. A trigger to congratulate you on =
the=20
completion of your mission. This =
linear=20
use of triggers will allow you to script a =
mission, and=20
have close control over the sequence in which =
events=20
occur. You could set it on a more complex =
level to=20
awaken another squad of aircraft after you have=20
destroyed the first, or for your aircraft to =
return to=20
their base after a certain number aircraft have =
been=20
lost. Most triggers can operate=20
independently. By combining several =
triggers into=20
a sequence however, you can achieve a much more =
complex=20
and dynamic mission. By setting the Action =
to=20
TRIGGERATRIGGER you can enable the Check =
mechanism on=20
the second trigger to activate only after the =
criteria=20
on the first Check function has been fulfilled.=20
This would allow you for example to set a =
trigger=20
to check that all of the enemy fighters have =
been=20
destroyed, and then to wait for one minute =
before=20
triggering the next wave. There is no =
limit to the=20
number of triggers you can link in this way.=20
In order to achieve a semi-dynamic =
mission, you first need to populate the map with =
a=20
number of aircraft, and or ground objects. =
Next=20
you would need to place a RANDOM check, followed =
by a=20
CLOSETOOBJECT and then a REMAININGINSQUAD Check. =
The CLOSETOOBJECT Check will awaken a =
flight of=20
aircraft if you get within a certain range of =
them.=20
The REMAININGINSQUAD Check ensures that =
there=20
aren't numerous flights already awake, and the =
RANDOM=20
Check allows for an aircraft to remain asleep =
even if=20
the previous two Checks have already been met. =
=20
The end result of this trigger arrangement is a =
dynamic=20
mission environment. The key to =
using=20
multiple check to create a random environment is =
to link=20
the checks by the use of the TRIGGERATRIGGER =
Action.=20
This allows you to increase the number of =
Checks=20
possible, as well as allowing you to ensure that =
an=20
action does not occur before a set time or =
sequence of=20
events have occurred." End of =
Ivarb's=20
description of triggers. In the =
next=20
lesson, I will give you some hints on how I =
think=20
triggers are best used for effect. =
|
|
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #10 on: 11/24/02 at 10:54am=20
=BB |
Quote Modify Remove=20
|
Lesson 7 More on Triggers - =
heart of=20
the mission... Suggestion - when I =
create=20
a trigger (and after I know it works), I save it =
to a=20
file I call "My triggers". I do this so I =
don't=20
have to recreate the wheel each time I need a =
trigger=20
for a specific purpose and I know that it has =
all the=20
periods in the right places and works correctly. =
Then I just cut and paste when I need a =
trigger=20
and tweak it for the particular mission I'm =
working on.=20
Believe me when I say that incorrect code =
will=20
cause you to learn how to swear after you have =
crashed=20
to desktop 23 times for the same little mistake. =
My monitor leans to one side from the blue =
words=20
which I have uttered... =
Naming=20
triggers: I usually try to give a trigger a =
name=20
which will reflect what it is intended to do. =
In=20
this way, when I have to go back into the code, =
I can=20
find the trigger more easily. As an =
example, if I=20
want a trigger to awaken a flight of 190's, I =
will name=20
it "Wake 190". If you have two different =
flights=20
of 190s to awaken, you can name it "Wake 190A" =
and "Wake=20
190B", however, I prefer to give it a =
designation which=20
better defines it such as "Wake 190Koln" and =
"Wake=20
190Liege". In this way you have defined it =
to a=20
better location or time, etc., etc..=20
Example: .Trigger =
.Name=20
Wake190 .EndString .Check =20
.FLIGHTREACHED .TagIdentifier =
571=20
.Waypoint 6 .EndCheck =
.Action .AWAKEOBJ =
=20
.TagIdentifier 613 .EndAction=20
.Action .DISPLAYTEXT =
=20
.StartString Player: Pay attention, we've =
got=20
company! .EndString .EndAction =
.EndTrigger=20
Time trigger: The =
TIME=20
trigger is a bit more complicated than you might =
expect.=20
Reason, the time is measured from the =
beginning of=20
the mission (as is shown below in "Comm6") or =
from=20
another trigger (as is shown in "190down4"). =
The=20
time is measured in seconds. =
.Trigger=20
.Name Comm6 .EndString =
.Check=20
.TIME 205.000000 .EndCheck=20
.Action .DISPLAYTEXT =
=20
.StartString Fuller: Present and accounted =
for.=20
Bringin up the rear. .EndString =
.EndAction=20
.EndTrigger The TIME above was started =
at the=20
beginning of the mission and the trigger =
activates in=20
205 seconds. Note, cinemas are part of the =
total=20
time from the beginning of a mission and do not =
add time=20
to the mission. .Trigger =
.Name 190down4 .EndString =
.Check=20
.TIME 7.000000 .EndCheck=20
.Action .DISPLAYTEXT =
=20
.StartString Player: The first drinks on =
me.=20
.EndString .EndAction .EndTrigger =
The=20
TIME above started from another trigger when a =
certain=20
thing happened, in this case, the fourth 190 was =
eliminated. Seven seconds after that =
occurance,=20
this trigger activates and the text is displayed =
on the=20
screen. I find it easier to =
activate a=20
trigger from an event or reaching a waypoint or =
getting=20
close to a division, etc., etc.. The =
reason is=20
that if you run into a flight or some other =
occurance=20
and it takes longer to get to where you want the =
trigger=20
to activate, you may have something happen =
before you=20
wished. I seldom use a large time from the =
beginning of a mission, but that is just a =
personal=20
preference. Remember, one trigger =
at a=20
time, SAVE. One trigger at a time, SAVE.=20
More on Checks and Actions later.=20
Gotta play for a while. |
|
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #11 on: 11/29/02 at 1:45pm=20
=BB |
Quote Modify Remove=20
|
Lesson 9 Don't like =
the plane=20
you are flying? Wanna change an existing =
mission=20
from P-51s to P-47s or vice versa? Wanna =
change=20
from a 190 to a 109? You can do it =
yourself... without going to the Mission =
Builder.=20
In a text editor, bring up the =
mission you=20
want to change. Find the specific plane =
you are to=20
fly in the mission. Simply change from =
P-51 to=20
P-47. You have a brand new mission to fly =
with=20
your choice of the plane you love best.=20
Note the two Entites below. =
The=20
TypeName (first line) and WeaponLoadOut (last =
line) are=20
the only two things that designates which type =
of plane=20
you are flying. Be careful to change both! =
This is the Entity before making =
this=20
plane a P-47. .Entity .TypeName =
P51=20
.TagIdentifier 566 .IsPlayer =
.PlaneWayPoints 1 .Callsign=20
Leader .MPCallsign none=20
.FuelPercent 100.000000=20
.Skill ACE .PositionX =
141199.83=20
.PositionY 610.69 .PositionZ =
83370.43 .Yaw 210.99572 =
.Pitch=20
0.51408 .Roll 0.00000 .Speed =
102.989=20
.Side =3D Allied =
.WeaponLoadOut=20
P51_FIGHTER .EndEntity =
This is=20
the same Entity, now a P-47. .Entity=20
.TypeName P47 .TagIdentifier =
566=20
.IsPlayer .PlaneWayPoints 1=20
.Callsign Leader =
.MPCallsign=20
none .FuelPercent =
100.000000=20
.Skill ACE .PositionX =
141199.83=20
.PositionY 610.69 .PositionZ =
83370.43 .Yaw 210.99572 =
.Pitch=20
0.51408 .Roll 0.00000 .Speed =
102.989=20
.Side =3D Allied =
.WeaponLoadOut=20
P47_FIGHTER .EndEntity =
Make sure=20
you put the little _ (underline) in the last =
line if you=20
are typing this rather than copying!!!=20
Just discovered that you can =
create a=20
flight and redesignate one or more of the planes =
as=20
P-51s and several as P-47s. Makes kind of =
an=20
interesting flight. Two P-51s and two =
P-47s in the=20
same squad. Guess you can do this with a =
P-38 also=20
and with the Axis planes. Haven't tried it =
with=20
the bombers yet, but think that might also be =
possible.=20
Are the possibilities endless in =
this sim?=20
|
|
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #12 on: 12/05/02 at 8:50pm=20
=BB |
Quote Modify Remove=20
|
Lesson 10 More on =
Triggers...=20
Random Triggers Random Triggers =
can add a=20
new depth to a mission because the are just what =
they=20
imply, RANDOM. In other words, =
sometimes=20
they happen, and sometimes they don't. =
That's=20
random. This trigger really helps to keep =
a=20
mission fresh, each time a player flys the =
mission,=20
since they don't always execute. In this =
manner,=20
they keep a mission fresh each time it is flown. =
We've talked about the random trigger =
before, but=20
now it is time to get to the meat of the =
trigger.=20
If you will look at the coding of =
Anybody's Guess=20
or Back to Koblenz, you will see random =
triggers.=20
Random triggers can be started on =
their=20
own or from another trigger. I usually =
code them=20
like this: .Trigger =
.Name=20
Wakebombers3 .EndString .Check =
=20
.TIME 30.000000 .EndCheck =
AND=20
.Check .RANDOM 35=20
.EndCheck .Action =
.AWAKEOBJ .TagIdentifier 605=20
.EndAction .EndTrigger =
The=20
.RANDOM 35 means that this trigger will go off =
35% of=20
the time. You have to experiment with the =
amount=20
of percentage that is required to set off a =
trigger.=20
The pundits say 50%, but I have found that =
50%=20
executes most of the time, so I usually set them =
at 40=20
or 35. You have to test fly and check how =
they=20
work. REMEMBER!!! One trigger at a time =
and save,=20
and one change at a time and save. Sound =
like your=20
mother? Well, pay attention! =
Also=20
remember, that if you use the trigger above, the =
time=20
starts at the beginning of the sim. =
Now, a=20
little know fact and something I found by =
accident...=20
Let's say you want a flight to =
reach a=20
certain point or bomb a thing at a certain time, =
and you=20
have set the flight at a certain distance from =
the=20
target, and it doesn't arrive at the time you =
wanted.=20
Normally, you would go back to Mission =
Builder and=20
move the flight a bit farther off. Well, =
there is=20
another way. If it is too soon, simply add =
time to=20
the TIME delay. Always remember that the =
time=20
delay starts at the beginning of the mission. =
I=20
have tried moving the incoming flight further =
away, and=20
find it easier to just adjust the time factor, =
instead=20
of going back into the Mission Builder and =
moving the=20
flight further away. Try it and see if you =
don't=20
agree. Or, simply keep flying and don't =
create a=20
mission of your own. Mission =
building can=20
be very frustrating when you start, but it can =
also be=20
very rewarding. Think of it this way, if =
ya can't=20
create a Mod for a plane, you can surely =
create a=20
mission in which to fly one of the great mods =
that come=20
out of this site. Remember, start simple =
and=20
create from there. It's great fun and very =
rewarding to see your name on the mission =
list...=20
Try it out and create a mission.=20
Submit it and let the rest of us fly it =
awhile and=20
we can give you some creative feedback. =
Come on.=20
Give it a try or cry for help. We're =
here to=20
help. More on triggers in the next =
lesson,=20
that is if anyone is reading these. =
|
|
=
Logged |
Never, ever volunteer for =
nuthin!=20
=
| | |
LockNLoad Flight=20
Leader
   
 Don't walk...fly!
=
=20

Gender: =
 Posts: 369
|
 |
Re:=20
Mission Building 101 =AB=20
Reply #13 on: 12/06/02 at 4:54pm=20
=BB |
Quote Modify Remove=20
|
Lesson 11 Targets for bombers =
and how=20
to assign them. Create a target =
using the=20
DME (Dynamic Mission Editor). Try this.=20
Using your one plane, put it very low over =
an=20
enemy airfield. Save and start the =
mission.=20
Immediately pause the mission. Start =
the DME=20
and go to the Create tab and drop down the menu. =
Select the Allied or Axis tab for =
industrial=20
structures. A flyout tab will appear. =
Select=20
fuel complex 1 (either side, they are the same). =
It will appear in a little blue or red =
bubble.=20
You can then move it around using the key =
pad.=20
I like to use the fuel complex 1 as they =
blow up=20
nicely. Now, create several more of the =
same and=20
line them up in a grouping. Save to =
Testsave.=20
Now, look at the code and see what the =
tagID=20
number for any one of these is. Write it =
down on=20
your Mission Entity List. That will be =
your target=20
and you will use it later in the code.=20
Next, create a flight of bombers =
in the=20
same mission in Mission Builder (one to start =
with, you=20
can add more later) and a set of waypoints for =
that=20
flight. Put one of the waypoints over the=20
airfield. On the waypoint for that =
airfield, you=20
will see three tabs at the top, Waypoint, Target =
and=20
Action. Click on Target. You will =
get a drop=20
down menu with the following: Type, Speed and =
Altitude.=20
Under the Type, you will see Location, =
Flight,=20
Division, Runway, Vehicle and Structure. =
Select=20
Structure. The Type should now show =
Structure and=20
Structure should also show as the fourth item on =
the=20
Target menu. You can choose from the =
Structure=20
choice (last item) either None or Select from =
Map.=20
You can select from map. Just point =
and=20
click. Save! It doesn't make any =
differenc=20
what you select, cause you can change it in the =
code.=20
If you can't see it when you are using the =
pointer, zoom in until it appears. =
Now, go=20
the code. The following is a waypoint and yours =
should=20
look something like this. =
.WayPoint=20
.Set 5 .ID 3 .Posx =
221751=20
.Posy 1527 .Posz 75879 =
.Type=20
Structure .TargetSpeed 250.0=20
.ICONHIDDEN .TargetID 713 =
.Action=20
Strike .ActionInfo .EndActionInfo=20
.Notes .EndNotes =
.EndWayPoint=20
Note that the Type is a =
"Structure".=20
If the TargetID is not the same as you =
wrote down=20
before (you did write it down, didn't you?), you =
change=20
it. See how easy this is... Then =
fly and=20
watch the bomber bomb the structure. Add =
more=20
bombers to the flight in the Mission Builder and =
even=20
more flights if you like (assign the same =
waypoints) and=20
you got a raging battle. A side note: =
bombers are=20
more accurate at lower altitudes (5000 feet) but =
are=20
also more likely to get flak. |
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nuthin!=20
=
| | |
boathead Rookie



Gender: =
 Posts: 13
|
 |
We're=20
Reading This!! =AB=20
Reply #14 on: 01/05/03 at 5:29am=20
=BB |
Quote Modify=20
|
Lock N' Load Thanks =
for all=20
the tips, We are reading them ! boathead =
|
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Logged |
Nothing like the smell of fresh =
diesel in=20
the morning.......=20
=
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