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WWII Fighters HQ=20 Forum =AB = Mission Building=20 101 =BB=20 =



3D""=20   WWII=20 Fighters HQ Forum
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3D""=20   Mission Building 101
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 3D""=20=20  Author  Topic: Mission Building 101 =  (Read=20 413 = times)
LockNLoad
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Posts: 369
3D""=20 Mission Building = 101
=AB on: 11/17/02 at 3:28pm = =BB
Quote Modify Remove=20

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.
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3D""=20 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...
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3D""=20 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!!! =
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3D""=20 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.
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PappyCain
Double = Ace
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3D""

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

   
3DWWW=20

Posts: = 142
3D""=20 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 3D""=20 = Logged

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LockNLoad
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3D""=20
Don't walk...fly!

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Gender: = 3Dmale=20
Posts: 369
3D""=20 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 3D""=20 = Logged

Never, ever volunteer for = nuthin!=20 =
PappyCain
Double = Ace
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3D""

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

   
3DWWW=20

Posts: = 142
3D""=20 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!
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Don't walk...fly!

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Gender: = 3Dmale=20
Posts: 369
3D""=20 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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=
Buccaneer
Air = Traffic=20 Controller
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3D""=20
Avast, matey!

  =  


Posts: = 686
3D""=20 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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3D""=20 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. =
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3D""=20 Re:=20 Mission Building 101
=AB=20 Reply #10 on: 11/24/02 at 10:54am=20 =BB
3DQuote=20 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.
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3D""=20 Re:=20 Mission Building 101
=AB=20 Reply #11 on: 11/29/02 at 1:45pm=20 =BB
3DQuote=20 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
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3D""=20 Re:=20 Mission Building 101
=AB=20 Reply #12 on: 12/05/02 at 8:50pm=20 =BB
3DQuote=20 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. =
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3D""=20 Re:=20 Mission Building 101
=AB=20 Reply #13 on: 12/06/02 at 4:54pm=20 =BB
3DQuote=20 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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3D""=20 We're=20 Reading This!!
=AB=20 Reply #14 on: 01/05/03 at 5:29am=20 =BB
3DQuote=20 Quote Modify=20

Lock N' Load
 
Thanks = for all=20 the tips, We are reading them !
 
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