#General Thread
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I played air combat
damn
also ac6 had a really flawed progression system
you could sell all planes for like full price
this was such bs
I didn't have access to a credit card as a kid so I couldn't get the Ace of Aces DLCs for AC6
had to satisfy myself with youtube playthroughs
anyway once Mitch adds naval units this will be an easy fix but until then
heh
wait, there are DLC missions for ac6?
yes~
Ace of Aces ๆ็ตใใใทใงใณใงใ
AoAใฎใในใใผใชใผ็ก่ฆใใใ็ฅญใๆๆฅฝใใใงใใญ
ๆๅใฎๅคง่ฆ้ๆฆใๅฅฝใใงใ
ๆฆๆณใใใกใใใกใใใฟใฌใงใใ่จฑใใฆใใ ใใ
Mission4โhttp://www.youtube.com/watch?v=LHetFI743v8&feature
oh wow
yep
it's basically PW's mercenary difficulty for like, 6 of the original missions
additional enemies, harder enemies
wait its not nee missions?
you used more msl lol
wow
technically not new missions, they reuse the same map, but with some more objectives thrown in
well, less like objectives and more "bonus rounds" between boosted up superweapon fights
hmm
ac6 is so flawed
i love it
the player planes are really flawed but the game is great
I think the working idea was that "Yeah Garuda 1 decided to destroy the entire Estovakian military head-on by himself over the span of 6 missions instead of 12"
ah, the nosferatu with 20 missiles launched at once
and so the Ace of Aces mode is kinda just a standalone campaign
banned from mp cause it was too op
12 actually
You could use it in mp
but in AC6 each of those missiles had full missile damage and QAAM homing
Came with fire across the map rail guns lol
actually I think they had SPW damage which was effectively double missile damage
wow
so in total they had 24 missiles worth of damage in a single, nigh-undodgeable salvo
yeah this was really busted
nerfed to absolute shit in future games
now it's 12 missiles with shit homing and half missile damage
Because in ac6, you where God lol
you where?
it's still really funny hitting someone with a ADMM salvo in AC7 multiplayer
never played ac7 mp
i saw some clips of ppl killing others with unguided rockets
basically AC7 MP meta is really close range turnfights so like
instead of letting your missiles lock onto anything you fly into close quarters and shotgun people with the missiles coming out of the VLS pods
AC7 MP wasn't very good.....
if you fly your plane directly under someone and hit the missile button with ADMMs equipped they get hit with all 8 missiles coming out of the upper pods
AC7 campaign was great, the MP feelt like it was just kinda tacked on
its fukken hilarious
welp
yeah no the MP in AC7 is dog
tho i dont like the ac weapon system
AC7 should have had the Co-op function that AC6 had
i prefer pw's
coop in ac7 would be so awesome
was a large disappointment coop was not added to AC7
you hit something 10m away and it connects
yeah, it did. it took all the firendly AI planes out and you and 3 other would then rush to who kill the most
and shared a pool of lifes so you couldn't spam planes
but we tried to FAB all the things
no msl, bombs
or rockets
ah so the same as ACI's multiplayer lmfao
they would've made mad cash if ACI was available on PC
the final mission in ac6 got bugged some time, and they never fixed it
so you could never complete thje game
wait what when
???
never saw that issue
also damn looking back I've never seen another game do flak guns as well as AC6 does them
they look terrifying
@full cloak @hardy linden mind if I boot up a group chat?
no
eh do we really need one
dont mind
just make a thread
or just use this channel
not like anybody else comes in here
even though I keep pointing newbies here for help
Eh fair enough
let's figure out what we want to make first
unless it's just gonna be multiple simultaneous boss fights lmao
time to remake m21 from pw
alright here we go~
with nukes exploding in the bg
"Oh you think ace combat is hard"
I'm worried about lag lol
im not
I can barely host gambit gale without it dropping to 15 fps
well I guess we'll deal with that when we get there
which airbases do we want
Dunno yet
I'm partial to just taking over City airbase and both Highways and defending it with bosses against players from all sides
or just giving the players Naval
what's this about
super secret collab project
:)
wait so what are we doing?
idk that's why we're discussing it
Coming up with ideas for a map
That's fine
if i dont fulfill it i will be removed
I gotta schedule for when I get home
I mean we could do total war but every airbase has a superweapon defending it
lag concerns methinks
Buildings don't produce much lag
no matter what we do it's going to take a supercomputer to run the mission, I think we gotta accept that
its not just buildings
alright i got us covered on that
(i dont really but mine is usually good enough)
hell yes
time to remake the experimental 10km long plane from pw
I call dibs on the island base
yes, thats a thinf
now hol up 
I've already got a super weapon for that
fr
i know its a thing
Mountain Airbase is finally getting it's satellite constellation defenses to keep Kia from dive bombing
Only 10km?!
lol best make that sat work longer than 2 blind fired S3's lol
it's a satellite constellation
home boi is gonna say challange accepted and slap that with a 500kg like the last one lol
I mean yeah but he's gotta do it 20 times now
fr lets remake this
Guess what
make a bossfight
you are insane
oh no
pan will carry us
fun fact i watched this get made
still have no clue what its supposed to be
yeah fr tf is this
I need to re-design
Honestly just a look if I can make an interior with bodies
BUT
It doesn't have its wing yet
you gonna hide dead bodies inside?
guess its just an australian thing
arsenal bird made out of platforms
then lets remake this dog
my other idea for something smaller was that we can turn Naval Airbase into Megalith
she was going to make massive warships in my mission but scrapped that idea due to insanely massive lag overload concerns
Literally
that's what that image is birthed from
That's why I'm planning on making this into broken parts:)
lets make stonehedge
remake stonehedge offensive
lets reference something that isnt just ace combat
whatever
Hmm?
ingame it was just for looks too
Set it up on a timer underneath it
didnt do anything gameplay wise
Timer takes up the objectives is the thing
no gameplay affected
make it a coop mission
if you flew above 2000 feet you died
Eh, heard a new system is coming out
i'd say that slightly altered the gameplay
oh hmm
this is already established
not yet is the problem
I can tell you
hm
how would you have anything on a timer in the mission editor
maybe
It ain't gonna take a day to make this
no functions for that 
gravity timer
Underground platforms and an mbt
Or
Gravity
gravity is better for longer timers
so drop a truck from space again?
yeah
space x time
well i didnt expect to almost get written out of it
but apart from that, idk
you got a point
actually, you can make it so you get shot down if you go over 2000 feet
if you set up boltstrikes right
you can
just dodge tho
better than nothing

F^ck it what we naming this shit
I mean okay first things first it's a collab so we all should have our respective parts, we've established we're doing a co-op mission and we'll likely be using the non-joinable team's objectives to maker a timer
Project [X,Y,Z,W]?
no
super powerful unkillable project build
SPUP
why not just use one of the names you were going to use for the warships
S P U P
SPUP
S p u p
nah we gotta name it something more comical
SPBR for the first letter of all our names
nah
something a bit ominous would be fire
like Dangerous Ion Cannon
hellll naw
lmao
Hm
gonna shoot you with my DIC
it aint me
Well I was gonna name my two flying fortresses "project Aurion"
And "project Hercules"
silly goose is here
project daemon or project invictus or something
now that sounds more like it to me
that's my point
isn't that a youtube channel
one of those sounds kinda fire
rename it to project icarus after its shot down ๐
you are funny
First one is the name of my car bro 
damn imagine having a car
How else am I going to get to Sydney
Australia is not dense

ask mitch for a ride
alright worst idea time, we can make a reverse of Only Up where you spawn as a plane all the way up in space and you have to slowly glide from platform to platform to get back down to atmosphere
but the people on the other hand
you cant glide if theres no air
explodes on the first one
Nuh uh
or gear tears off
room temperature IQ moment
isn't gravity also less tho
you overestimate structural integrity
flaps dont work
No
bleh
how can you do anything
okay nevermind
you just die
I mean if you spawn on a slope you can build some speed
you suffocate to death
the world's biggest slide
you cant turn
wheels?
if you do, you just die
the wheels would break off so fast
wheels would go bye bye
do what now
A giant store?
the australian home depot
home depot knockoff
I'd be down if only there was a lighting option that wasn't spinning helicopters
ikea?
Huh
BUNGINGS
lol
This only sells tools and crap
And plants
I actually really like the garden section
Shits amazing
leroy merlin moment
hardware store
only sells tools and crap
Does your home dept sell doors?
yea
we can make Buc-ees' largest gas station but have it cover the entire map
where blahaj
who was it who said no to a 10km plane thing?
for a second i thought we were taking this seriously
Wait
oh, right
Ah, founded in the 1800
okay okay let's roll it back a bit what are we doing
Thinking of a name
lets make stonehedge fr
SPRB
we can come up with the name at the end
For the thread...
General Thread will suffice
super secret project even its devs dont know the name
SSPEIDDKTN feels good
We'll post the thread when the map is actually in some kind of playable state
as for Stonehenge
hm
Hehehehe
so what are we building again?
okay first of all are we using anything as a base
zomg my arm isnt creaking anymore
we gonna use Total War or just tabula rasa blank slate
hmm
@full cloak the enemy also has objectives
We can use that as timer 2
okay blank slate
lets just use the empty map
I just realised lol
we already established that, we should only need 1 timer
and build it in the desert for obvious reasons
okay tabula rasa it is
blank slate
sounds spanish
If we up it to 2, we can have more fun

Hehehehe
we can literally choose a common denominator
Rail gun though
yeah we need one
we can just set the timer to like 30 sec reload and have aircraft spawning every 4 timer triggers or something
not 2
we can have them spawned via airport
in an inacessible part of the map
airport for random spawns, timed triggers for special ones
Brb I've gotta puke rq
๐
just like i always do
โใ Title๏ผ Tabula Rasa
โใ Album๏ผ SWING HOLIC VOL.13
โใ Circle๏ผ SWING HOLIC
โ ๅฝก Track Origin๏ผ ๆฑๆนๅคขๆ็ฉบใ๏ฝ Phantasmagoria of Dim. Dream (Touhou Yumejikuu, meaning Oriental Dream Dimensions) ๏ผ Tabula rasa ~ The Empty Girl ใTabula rasaใ๏ฝ ็ฉบ็ฝๅฐๅฅณ (Ellen's Theme)ใ
โใ Arrangement๏ผ Sanokan
โใ Original Composer๏ผ ZUN ใไธๆตทใขใชในๅนปๆจๅฃใ
โใ Website๏ผ http://www.sound-holic...
anyw
I mean we have 4 people working on this project
btw totally not like i have to go to sleep or ill get spanked
by myself
oh no
rest of us can make our own superweapon on each airbase
i suck at building big stuff
okay fine Scoobe can set up the timers and I'll make the Stonehenge
Pan can make Tฬถฬฝฬhฬทออeฬถฬฬ ฬถอฬtฬถฬฬhฬถฬฬiฬธฬng
Naval is going to be the player base
that far?
it's far from everything and easy to defend, we can frame it as like a "take back the continent from the Four Heavenly Kings" or something
thats like 60km
fair
:)
would be funny if running out of time would end up in boscali city being blown up
along with naval ofc
running out of time just spawns in 60 Darkreaches with full nuke load
btw you can still lose even if you win
maybe make some sort of thing to stop the timer from completing if you win?
Faction victory obj?
so if it was a tank timer it would be a ton of tanks blocking it
+1
well yeah but players see the Mission Accomplished screen and that's all they need
i'm best at making defense compositions, not creating superstructures
btw dont spawn 60 darkreaches or the game will crash prob
that's more y'alls court
Also if you want to build big creations, use blender
no
nah I just handcraft them
Im pretty good at triggers and objectives and stuff ig
the jank is part of the charm
most of my work is in making defense weapons compositions
pan obviously did the big building on my mission
Lol, I use blender
I just make missions
Than Port it over
hm
maybe we can try something else then
I guess we're really geared on making one, maybe two big threats at most and the rest is attrition through regular units
nah screw this im forcing pan to mske the stonehedge
Deal
ig i can build it tbh
fine
I have an idea for stonehenge
Platforms
wouldn't this just sit there and be cosmetic only
also why not combine stonehedge and the cannon from ac6?
when it fires it spawns a line of platforms that immediately explode from helicopter-munitions trucks explosions, and then the platforms fall and squish anybody unlucky enough to be underneath
lol

the cannons themselves can just be rotated control towers
we rig the lines of platforms up to timers and copy them several times so that they can fire multiple times over the course of the mission
why not make them explode and make them shoot debries like squeegy did?
because short range and not flashy
well okay a little bit flashy but its more like a shotgun than a railgun
the explosions are really flashy
yeah the explosion itself is really small if you're not super close
I mean this would happen when they fire plus would do sth wherever it "hits"
stonehenge was always just fired straight up in the air, the shockwave is what kills
munitions trucks then
they make shockwaves
well the platform idea already has that
'GUNNER, CANISTER!'
it just adds falling platforms as an extra thing because it's accurate to how AC4 portrayed Stonehenge shots as "holy shit the sky is falling"
large platform has about the same area as a munitions truck explosion anyway
would look weird
like the round is going up
not down
the round is a straight line
ah just let me try implementing the shot first and then we can judge
gn
you guys are talking some of the wackiest stuff i've ever heard for plans so honestly as long as y'all doing this craziness i'm good
lmao
thought it'd be like, lets do a boss rush, not hey lets literally remake stonehenge offensive
i wanted to redo shattered skies back when spawn timings didnt work right
okay imma go to sleep now so that i can talk to my psychologist in the morning
then they worked and i cba'd
...eh
can't get the rotation right on the cannon but I'll leave that to Pan to figure out
now to do some linear algebra
agh points in 3d space suck
hm
my helo-munitions truck bombs aren't working
they're still shooting the chassis instead of the container
oh
okay they kinda work now
ayfkm it works when they spawn at the start but not when they spawn from a mission trigger WHY
??????
they're ejecting as soon as they spawn in
w h y
maybe it's because they know they're going to crash I guess
hm
how do I fix that....?
IT WORKS
KIND OF
@patent fern pretty sure you're the only one up to see this
semi-working proof of concept
nice sound editing work
unfortunately the large platforms despawn too quickly so they can't really squish anything
so darkreach fragmentation is probably the way to go
i didnt know they even despawned out of the air
my only real question is why did you take the effort to edit in all those sounds for this tiny clip
I didn't, I just played a youtube video in the background while I recorded using nvidia's recording thingy
I had to do multiple takes anyway so I just timed how long it would take to hit the waypoint and then guesstimated it from there, the rest was pure luck
anyway my takeaways from doing all this is that uh
- longer intervals is the way to go, I had 15 fukken points along the line of fire and the visual effect would still be just as impressive with half that number or even just a third
- falling platforms will despawn in the air, don't rely on them, instead use darkreach fragmentation
- helos will instantly eject if they're spawned above ground after Mission Start
- in order to reliably trigger helo-hlt bombs, the HLT needs to be sunken into the ground by ~2m or the helo must be spawned in the air, with point (3) being a major limitation
- use enemy helos and friendly HLTs to make red markers instead of blue ones like what I did
- dud rate of helo-HLT bomb is roughly 10% (1-2 in 15)
final verdict: Stonehenge is plausible to make, will need extensive JSON editing and also someone with way more patience in rotating objects to get the guns pointed the right way
so basically
we're sentencing pan to exponentially more suffering than when she made the carriers
got it
eh, if we're collaborating on this, I only need some specific deliverables from her
I mainly need help with getting the rotation angles on the cannons right
and then after that, just a whole bunch of copy+pasting stuff with objectives to get the timers running
mmh
well, maybe we'll get it sorted next time we're all up. Either way, proof of concept is done, we just need to see how far we can run with it
Easy
But how big do we want the cannon?
I literally just used one control tower and tilted the tower 60 degrees
But do we want the cannon to be small or large homie
medium size because there's going to be multiple of them
original mission had them in 3 pieces but I think we can do it with just 2
bigger task for you would be the r i n g
original stonehenge is 8 cannons mounted on a ring with a jammer in a middle and AA defenses all around the outer edge
not sure how true to the original we want to be or if we want to add some of our own flair to it though
I can get it as close as you want
I have no idea what stonehenge is, but I just realised instead of writing console applications I should be making a unity project for the sole purpose of megastructure engineering
Also, idea: giant armoured dome around a whole airbase.
The dome can be generated in code so it's perfectly round
the buff that Mountain Airbase needs
If I pull some meshes out of the game I could even do a neat job of it with nothing left under the terrain
In NO
Just use blender
Do you have a python script that poops out all the positions?
Nah, I'll just go in and place all the platforms, doing them all separately
Also allows for some minor adjustments
Instead of re-writing code to fix an error
My intention is just to place all the models 1:1 in an otherwise empty unity project and hit a button that shits out the same json format
right I forgot we all have different workflows

I guess if I were to do this I'd whip a quick script up in matlab that just does all the linear algebra to get me a set amount of points for a 3d line and then fprintfs it all in json pasteable format
man I wanted Mitch to do all the coding 
is my matlab license expired already? shit maybe its time to learn C# for real
If that's all you're using it for you may as well whip open unity and just have all the transformation stuff
Im pretty sure this doesnt always happen
idk it happened to all 15 choppers in the line
it works if they spawned in the air at mission start but if they spawn at an objective trigger they all eject
however if I put them on the ground
or, well, on a platform, it works
my assumption is that the AI sees that it's too far above the ground and can't recover the engine in time and thus automatically ejects
I dont think thats the case
since it's based on the helicopter AI
either way, it works with platforms so that's what I'm using
Indeed
would make my life so much less painful
also supersonic cruise missiles when?
guys we are gonna have to make it possible to fly under the railguns
because else its not gonna be cool enough
Indeed
Gonna make that ring a tunnel run
time to remake the tunnel run from star wars
IV of course
time to remake the warthhog run from halo CE but as a cricket
๐
that would honestly be pretty fun to fly through
did some research, apparently stonehendge guns are 250m long
this means the stonehenge circles' diameter is like 5km at least
They are anti-asteroid railguns, afterall
nvm turns out if the guns are 250m, the diameter is like 3.5km
hmm
one gun will be bigger than my aircraft carrier ๐
thats bad, isnt it?
For the difficulty making it, probably
yeah
kinda feel like itd be cool if you had to fly into the barrel like with the chandalier in ac6
but there are 6 guns
or 8
dont rememebr
8
ain't no way the gun is 250m
They're pretty big
well i hope more basic building blobk is added
btw found this image somewhere
yeah they are big af

that looks smaller than the one in the games anyway
they're MASSIVE
meant to shoot asteroids out of earth's orbit
or atleast out of intercept
okay I guess the caliber is 120cm
shiet
welp, Pan has a lot of work to do then
they feel a lot smaller in the game tbh
then again the ring completely dwarfs the airbase next to it so I guess it makes sense. Wonder if we have enough space at Desert Airbase after all
the ring is like 3.5km if the cannon is 250m
in diameter
for reference Schwerer Gustav caliber is 80cm but only 32.5m long
the aspect ratio looks somewhat similar
It has alot thicker of a barrel for the electromagnetic assistance, though
So it's gun is probably alot bigger than a typical chemical 120cm
It also does have a bit longer of a snoot on the stonehenge it appears
putting that aside there's no way we're going to be able to fit that in the area around desert airbase
we'd definitely have to downscale it
we can have it west of desert
partially above water?
OR
south of desert
would be best
theres alot of space there
I mean I guess if it fits it fits
We're covering the whole damn place up with platforms anyway for the ring
also we're going to want to rotate all those platforms 180ยฐ to get the concrete underside instead of the asphalt top
oh no please no
oh no no no
no no no no no
ok yk what imma make the cannons
lmfao
actually I can maybe make a ring if I write up a script
doesn't need to be the highest resolution because the outer walls will be factories
small seems kinda useless except for detailing
fair
I was about to say that
btw who is doing what
you can make it in anything
btw you have any coding experience?
I do
just some dabbling matlab from doing my bachelors
I know basic lua
I mean it seems easy enough because what I have in mind is literally just a function that takes dx, dy, dz, interval, x0, y0, z0, q1, q2, q3, q4, outputs a string of text that can be pasted into json
you can always use a slave an unpaid intern for that
just hand them a calculator
managing slaves is a lot more work than coding, I've played enough adult games to know
like, uh... Rimworld
i play brick rigs
i have more experience ๐
i can handle r word idiots going into godmode while using OP vehicles
Rookie numbers
I put 6 boltstrikes at mountain airbase, in clusters of 3 with an ammo truck and an aerosentry, is it overkill? Or should I mirror it to city airbase
That's largely up to you and what you want to be able to get through
stopping a determined player is a fool's errand
In total my layout for mountain airbase has 6 IR SAM clusters around the perimeter, each with to linebreaker Sam, and two aerosentry with their ammo truck, and well as the two R Sam clusters
depends
dont make double spaag and IR sam combos tho
thats really hard to kill
this basically makes lynchpins the only viable weapon
and NEVER put boltstrikes in groups with the distance between them being under 5km cause thats just unrealistic and stupid
Until we have in-game comms you gotta assume someone is attacking it by themself
unless you are trying to make something untouchable
yup
But the moment we can coordinate pincers, a lot of scary stuff will suddenly be easy to take out
well we can kind of coordinate rn
so 6 of these around base perimeter is overkill?
this is one of the boltsrike clusters, with the other one back there in the distance
The HLT evens out the difficulty I'd think
IR and SPAAG clusters aren't so bad, but definitely dont have too many triple boltstrike clusters or you'll get shat on
only two for the larger airbases
yes
and do not put triple boltstrikes on levelground
thats really stupid
do not put them in clusters
pu them on mountains around the airbase 5km apart
this is revoker bait
to make boltstrikes a problem, have them far apart so their coverage converges on what you're defending from multiple angles
sticking them together they may as well be one unit
can there be two objectives active at the same time
i want ground units to advance on two fronts instead of doing a one road tug of war
also is there a way to make map objects neutral after placing and removing a unit
not yet
when non-sequential objectives is working yes, but its broken
damn
You can set waypoints for existing convoys to attack on two fronts, but vehicles produced by depots will come from the one nearest the objective and go to it. Vehicles take around 15 minutes to drive to each airbase, so you only need a few convoys of them to keep up the impression of an attack on two fronts. Also, map objects will start neutral when the map is loaded. Their state isn't saved.
Copy vehicle info copies waypoints btw
they turn neutral, but are shown as having a team
restarting the editor fixes this
what does the S stand for? is that scale?
scale I presume
that's a vestigial button now
S is for Select
but you can just click on stuff so it's not really needed
get destroyed
Sick
cough
cough
vehicles don't traverse a list of waypoints like I assumed they did. very sad ๐ฆ
yea it is kinda bad the waypoint
Im currently making a custom mission to destroy some units, the 2nd objective is to destroy a set of new units that spawn in after the first are destroyed. the 3rd objective is a wing of fighters that spawns after completing the 2nd objective. The final objective is a waypoint to RTB. Now when i test the mission, the final waypoint objetcive is issued after completing the first objective. And I cannot figure out why. any guesses?
are your spawn triggers set correctly
I've double checked and don't see anything that looks incorrect.
if an objective starts and there's no targets alive on the kill trigger list then the objective gets skipped
that would explain alot
first set should spawn at mission start, next set should spawn on obj1, and so on, if you have it set right
well i have set it to that
also had a bit of an issue with the names not updating
but that fixed itself after a while
hmm
how did you name the targets
oh sorry, the names were just "destroy sam site" and "destroy 2nd sam site"
oh are all the targets named the same
OBJ1 etc are the ID's
call them a1, a2... then b1, b2... then c1, c2...
aah
^
ok ok
seems logical in hindsight
obj1.1, 1.2, 1.3 could also work but yeah
thats a rookie mistake
need different IDs for every individual unit
first time making a mission haha
letter of objective number and number works for me ig
no worries glad we could help I should add this to the faq
you should make a steam guide
or have @obtuse wadi make some sort of set of tutorials when you first load into the editor
thx for the help! have been pulling my hair out for the last 20 minutes trying to find what was wrong
don't wanna deal with Steam users lmao
and I don't mean people who use Steam I mean the type of people that actively use Steam community forums
yeah
tbh just force ask mitch to add it in when you first use the editor and add a tab for it
I already gave Mitch permission to repost the faq in the forum guide anyway
except the faq is outdated af and I really really need to update it
yeahhh
btw wanna help me make tutorial missions?
like next(not this week's) weekend
I can't do much other than give consultation
I guess that would be fine
You read some of the steam post to eh? Lol funny stuff
if you wanna check if they are ok you can either join my server and get them from there or i can send them here
i need to see it
So the units spawn in but the objective instantly updates to the final one
hmm
And I assume you did update all the objective kill triggers to match the new IDs
yes
ive just deleted the final one
and remade it
gonna playtest now
is there any set of cheats i can use for infinite ammo to playtest? Because its getting old real quick haha
nope
just boot up gaming music(ace combat and project wignman ost)
idk you can just spawn in a bunch of friendly ground units around the areas
they'll take care of the SAM sites real quick
remove them once you're done testing
or a darkreach 
been using airwolf theme alot
Darkreach over SAM sites
good idea
damn this looks kinda suspicious
its a jellyfish with a face sharpied on it
yeah jellyfish are kinds weird
can you DM me the mission file
they're delicious
also, the third objective's fighters do spawn
its just that the rtb waypoint always gets issued after the 2nd one
jellyfish salad with sesame seeds is a thing
did you set them as targets?
yup
what the hell
looks real good tho
i guess im not asian, i guesd enough
kinda looks like jelly
hate cookikng hahaha
๐ค
it's got the same kind of texture as seaweed salad if you've ever had the stuff at KBBQ or something
cooking isnt that bad
btw, the fighters spawn too soon now
are the objectives called the same thing?
no, they have unique names and descriptions
they spawn when the 3rd objective is issued, after you destroy the 2nd sams
but they spawn after the first
refresh it
by that i mean set their spawn timing to sth else and back
might help
ooh
thatll do it
im guessing the message an objective displays will be displayed if the objective is completed then too?
yes
๐
that one is kinda obvious tho
yeah i always interpreted it as the message displayed when the objectibe is issued
just like the spawns
got no experience with editors or anything similar
so still learning as i go

๐

Hmm, I mean I could?
Official job description: unpaid intern
:)
Beats being unemploye-
Oh wait
bruh my dumbass just found i could rotate objects
it's technically a new feature
that actually just got added recently lol
you valid
why does the AI sometimes do this if i spawn it in the mission editor?
They really love the ground, a little too much. The inverted dive is to get back down on the deck as fast as possible, but it overcompensates. Try spawning it nearer the ground until it gets better tuned.
thanks!
for me they just break off hard until they hit something
Is it possible to restrict a weapon only for a single aircraft? For example, if I wanted to restrict the Cricket from using the AGM-68, but let the Compass continue using it
it's not possible to restrict weapon mounts per-aircraft, but you could restrict only AGM_heavy and not AGM_heavy_internal which would allow the Compass to carry one internally
Ok, thank you
I think I recognise your name from my beamng days
Does anyone have a beginners guide on mission creation? I'm a bit confused by how some of the things work
For instance, what is the point of the refineries and different factory buildings? Do they actually serve a purpose?
The encyclopedia doesn't explain much
the pre-placed ones don't do anything, but factories added by the mission control the spawn rates for different units. Planes spawn from airfields belonging to either side (place a ground vehicle near an airfield to "capture" it for a particular team) and ground vehicles spawn from vehicle depot buildings
killing the factories through the course of a game makes the units they produce stop spawning for that team
Gotcha, thank you for the help!
Will it be possible, in a not so far future, to set the control and production of pre-placed map objects, such as factories, airbases and radars ?
I dont think producing buildings is gonna be added
Well... ok, I meant changing control of the pre-placed buildings directly from the mission editor or json file.
I don't want to make a building produce another building ๐
(eventually, yes)
I'd love to give a purpose to storage tanks and refineries... eventually ๐
I have a question regarding the mission editor : how do you set waypoints easily ?
For a tutorial, I just want to give some waypoints to taxi, take off, turn around and land.
I end up having 10 objectives and 2x the number of outcomes (startobjective, stopobjective)... quite tedious just for a simple flight path.
Is it the only way, am I missing something or is there an alternative ??
each reachwaypoints objective can have a list of waypoints that you complete in order
as long as you dont need other outcomes inside of that, you can put a whole waypoint path in a single objective
How does one make an airfield capturable? Do I just have to add capturable buildings within the airfield and let the ground units automatically capture when they are close?
this is the airfield in question
all airfields are capturable and will be captured automatically by ground vehicles or ships nearby
Does this include the western Naval base in Escalation? If you put say a BSD ground unit there at match start, does it change over?
Also is there a limit on how many times a base can swap hands?
nope - each time it changes hands, all the structures belonging to it are repaired
Interesting. So when making a map, to make a given base belong to one faction or another, do I just need that faction's vehicles to spawn there?
yup
Squeegy actually made a custom mission with this concept
It's a bit outdated now, and he doesn't have the time to maintain it anymore, but it's been played with :)
I think one of the devs said they can only be spawned when scripted by objectives
How do you rotate objects?
while placing, move your camera around, its fiddly, but after it's placed, there's a rotate tool in the top right
Oop, copy. Thank you!
Ok, thank you all for the help. Now that I'm learning how this works, it's actually pretty simple.
At least just for a straight escalation type game.
Anyone have a png of the in-game map, but blank?
its in the pins of this channel
What is the range of capture and how long does it take to capture an airfield? Does every ground vehicle have the capability to capture? Does the rate of capture increase as more vehicles enter the capture area?
Capture is instant, I'm not sure of the range but it's not too fussy as long as a vehicle drives onto what you could reasonably consider as the airfield's 'Grounds'
Any ground vehicle can capture, for now, BUT it requires the enemy airbase to be completely eliminated
I think.
capture is instant if the base is uncontrolled/neutral. Capture takes up to 30 seconds or so if the airbase is already controlled by a faction, faster if there are more capturing vehicles in the area.
Ahhh I see, it might have been the completely part that could've interfered with the capture
capture radius is 1km from the center of the airbase
and there's no capturing if there's anything from the opposite faction within the radius correct? with the exception of maybe air units?
That last part I did not know
only ground vehicles and ships are considered, and yes, no capturing if defenders of those types remain
awesome. thank you for the replies
If lost it can only be repaired by overtaking it back from the enemy
Partially damaged bases can't be repaired, not yet at least
that what I thought ๐ฆ
other question regarding waypoints...
If I set waypoints as 'objective' in the editor, I believe ALL planes of the faction will try to fly to them ?
is there a way to assign waypoints to a single or a group of planes ?
Could we get an updated FAQ for the mission editor?
I'm mostly just wanting to know what each objective and objective outcome means specifically
Yeah, maybe @obtuse wadi or @gritty willow can maybe start putting together an official how to guide for the rest of us (especially the new features)
I can try put together a list to explain what each objective/outcome does sometime tomorrow
Mega based, cheers James
(add an option to disable this at some point pls)

I noticed an option to set user-placed buildings as capturable or something but idk if it works
Either way I have a hunch all the airfield QoL stuff will come once we can make custom airfields
How does one stop this behavior? My assumption is that I have too many units available initially for the faction. I also only have two depots for this faction for what would be a lot of units. I don't understand how depots distribute units exactly either. Do they just deploy from both or does the game pick only one depot to deploy units from factories based on distance to something?
here's a list of what all the current objectives and outcomes do
https://gist.github.com/James-Frowen/fef12d60a8132418bdbe9c769bf6fd17
๐
@terse orchid cant ping moderator, so pinging you instead. Can you pin this?
thank
i would install it but if i do that i have to sacrifice the soundpack
If you want, I'll edit your file for ya to save your sound effects
Sick*
uh
@terse goblet your sounds are very broken
oh I think I know why
anyways
they are?
hm
it working?
yeah
Should I set up this interception in my custom mission to be expected, or a surprise?
I feel like it'd be more fun as a surprise...
though you'd get less payload for it and it means I need to do more fiddling with objective triggers





