#General Thread
1 messages · Page 3 of 1
that would take so much work to flesh out but it could be a thing
"pick one of these three targets [...] Okay, you're going for that one?"
[ends the two other target objectives]
"strike it and move on to the follow-ups"
Will AI aircraft attempt to reach waypoint objectives for their own team?
even though said waypoints can only be triggered by players
They go to the closest objective unless valid targets exist
it would be great if you could set a threshold for using any weapon not just nukes
this will be possible later on when we add extra objective/outcomes, there's plans to add one that will add/remove weapon restrictions
that would be great
Do you need factories creating aircraft in order for the AI to spawn aircraft at friendly runways?
Yeah, that or give them a starting inventory
Surely there's a better way of adding units to a target/spawn list
I've gotta be missing something this is too tedious
If I give units to a faction inventory, how fast will the AI deploy them : all at once, or one every x seconds ?
they spawn as soon as a spawn is available
Ok good to know, thanks
I be having an issue where vehicles are ordered to go to an objective, but instead they initially clump up for no reason until the objective activating their order is completed, where they make a beeline for the ocean to die. I have no idea why its happening.
the objective is probably past the ocean and there arent any roads leading there
I'm telling them to go to Highway Strip 2, and it used to work, before they suddenly started the clumping behaviour
is there anyway to make the AI skill so bad that they just fire and miss the entire time? I'm trying to make an ambient ground battle during a mission
put it at 0 skill, their turrets will rotate very slowly and they wont track targets well
cannot do more than that
any slight maneuvering should be enough to not take any damage
is there a reason why I cannot give a unique name to the preplaced buildings? I'm trying to make a destroy obj on airfield infrastructure but I can't seem to do it unless its a building I put down.
this works , cheers!
Pre-placed buildings straight up can't be modified for now
So you'll need to put down new buildings, or units next to the target buildings
could use some opinions in #1140959119923236876 if anyone is passing by - trying to bring the mission back to life
i'm looking for a few missions in which have a lot of ground vehicles on both teams, and a lot of ai aircraft
pvp or pve, both are fine
i just find that vanilla escalation is really easy/empty
sure! ill test it in a day or two when im not busy
true
nah i dont need anything tested atm was just needing some opinions for something
no big
Hi there. I'm looking to modify the escalation game mode to allow the helicopter to be available from the start. So far the only option I've found is increasing the rank the players start with. Is there some way to lower the rank requirement for each vehicle?
Not currently
it is unfortunately not possible to alter the rank for aircraft
Cool, thanks for the info. Hopefully that gets added soon.
Gonna host my custom mission c:
#1185479562092617738 message
okay apparently its broken ffs
apparently AI behaviour is different in singleplayer vs multiplayer
Okay I think I have it in an acceptable state now
this is so cool people are ignoring the obj
Simultaneous objectives work, right? I should be able to set up a main objective with some side ones to do on the way?
multiple objectives and branching/interdependent objectives are possible
Veeeery nice.
Running another test of my custom mission, here's hoping it doesn't break like last time lmao
Even though simultaneous objectives are a thing, then don't display as such
if its a "destroy units" obj
because it'll take up all 3 active markers
any more than 3 markers fills the hud up too much to be useful
some people like really long objective text for their objectives......
I just wish it would pick 3 different things to display instead of the same obj
it really depends if the objective is detected or not
undetected objectives show the general area until they are spotted (why they look stacked)
stock escalation does this as well with final objectives unless they are spotted first
the fact they stack at all in that state is kinda annoying though
1.0 of my mission is out 
https://discord.com/channels/909034158205059082/1185479562092617738
I jumped through some hoops to make the objectives display as they do - usually the requirements for destroying stuff is kept invisible while another objective provides the markers.
(Specifically in the two newest missions)
I haven't touched the others yet
I'll look at how they're displayed and see what can be done
With how my mission is set up, two "destroy units" objectives end up running at the same time, one showing up later and overriding the first objective's markers
Once that (and its follow up obj) is completed, the markers go back to the first objective, so it's not totally scuffed or anything
how do i set up an airbase to spawn at? just staring out by making a simple freeflight mission
place a ground vehicle with a faction at the airbase, it'll capture it
ta
Is there a way to have a placed unit respawn without placing duplicates of them in the editor? I tried starting the spawn objective again and the timer counted down, but nothing spawned when it finished. The units spawned correctly the first time.
objectives can only be started once, but outcomes can be used multiple times
so you can use the same spawn vehicle outcome from different objectives
If anyone needs any large scale or high part builds for a custom mission, I'll be open to help / build what ya need
I really gotta find simmering to cure my boredom
make stonehedge from ace combat 4 and 7
I'm going to kill you
You got a mission planned around it though?
I will make what we planned to make some time ago if you make it
Sounds like a deal
(We might have to make 2 separate versions btw)
(Solo and multiplayer)
nahhh
If we want decent quality builds, it's going to force the game into solo only mode
(Full mp break)
Anyways
Eepy time for me
you can always downsize it a bit ig
Are there any plans to change this? Its very difficult to make a fully dynamic mission if I have to set a new objective every time a base changes hands.
Bases that change hands more than once aren't targetable, sometimes you can use use the center of the map and spam the lock button but that doesn't always work especially of more than one base has flip flopped
I dont think that would be an issue with what I want to do, as new assets would be spawned when a base is taken.(So you wouldnt have to target any original assets after the first time) But without being able to repeat objectives I dont think its possible to make a proper dynamic CTI mission.
in theory you can, but with a limited amount of captures
Yeah, but it would be a flow chart marathon with so many edge cases you would have to be insane to try lol. especially because I wanted to use various waypoints to allow players choose what reinforcements/sam sites/etc to set up based on the state of the map
The hard coded spawnable bases would have this issue.
but if the objective is for assets that are spawned in couldnt you just spawn a ground vehicle there and it will change hands? No need for the original assets to be targeted at all.
vehicles dont change sides
only preset buildings do
yeah..use the vehicle to flip thew base
It would still function, but there is a bug where spawn point building targeting data gets stuck at 0,0,0
if that only affects built in assets then that deosnt effect what I want to do...I tink
Sends the ai in the middle of the ocean
ah. Will the ai ignore waypoints when this occurs?
I know the planes really don't follow them, ground units generally do unless a player give them a direction
Then I can use waypoints to get around that bug(maybe). Still doesnt help with the objective issue though. Maybe I could just use multiple objectives that respawn smaller amounts of assets to represent a loss of IC or something. Thank you for your insight.
using waypoints isnt too good
very painful, doesnt work on depot spawned units
use it as a last resort
tbh if I move forward with this Im looking at making over 30 objectives. Whats a little more pain when your already eating a sandwich made of pain? lol
setting waypoints far away is the most painful thing, after trying to rotate things in the 4 axis rotation thing
Can you rotate assets? I was only able to figure out how to move them. For waypoints I just make sure my camera is where I want it
yes
kinda funny you havent noticed thats a thing
click on a unit and look in top right
Just cant find where to click lol, Im not unfamiliar with mission editors
play around with the buttons
oh I thought it would be on the object with the movement functions
My intention is that escalation essentially becomes a CTI gamemode and that this is supported by the editor
In ye olde linear objective system, I made a quasi-CTI where each team advances their frontline around the map clockwise. I used some json tools to cut down the workload for the extra objectives.
Currently, this could be done again but using the new system you start all the first capture objectives at once.
I want to introduce a system for making capture points that will complement the current objective system and work with the HQ system to move reinforcements around, so that doing this via the editor is not insane
Thats great to hear. Cant wait to see what you come up with.
Please, also provide units waypoints (instead of faction wide), for both air and ground units
Question to mission makers or devs. What does Min and Max Sortie size affect in faction settings?
Ok so
If you land at base after killing stuff, you get extra points
It's called a sortie bonus
Yeah, that one I know, but I'm asking about this one
It should theoretically affect amount of spawned units in a group, but I would like to know precisely
that is actually a deprecated feature at the moment, so it won't do anything. When we improve the way each HQ handles AI spawning, it will control the threshold for launching groups of planes
Cheers, for the response! This will be very nice to have. Also, is there a way to prevent bots from acting before at least one player joins faction? Cause sometimes I would rather wait for people to join in a public hosted game than launch straightaway (if a mission relies on a certain amount of players).
Having a way to start the scenario from wait screen would be nice to have
you could use a position trigger to begin the mission
a hidden trigger that covers the map should only trigger once a player joins in an aircraft
Makes sense, will try it out. Thanks for the tip
Also, as a dev myself, I would like to compliment the network system you've implemented. Experienced 0 issues in multiplayer so far, never had a desync or any sort of bug despite objects moving at pretty nasty velocities. Really impressive work 💪
that's mostly thanks to @gritty willow , he's done a great job of improving the network stability 🙂
Absolute legend
Keep up the good work guys, your project is very promising
Really enjoying it so far
Also, love the default Unity UI buttons, made me chuckle
planning to make an escalation ish mission with essentially a warmup that wont have much impact on the round so that you can start once some people join without them leaving due to boredom, you can probably designing something like that
if you want any tips on how to do that you can ping me
Cheers! I'll keep it in mind. I'm all set for now though, solution provided by @obtuse wadi was more than sufficient. All I needed was just so AI won't do much to the objectives before players join
And since it's coop and players start at the disadvantage, It could lead to potential destruction of friendly assets before players even join
Depends on how long you have to wait tho, wouldn't affect an actual premade group. But sometimes you have to wait a fair bit for a public game to fill in
indeed
something like a bunch of filler enemies at the start, before any big airbases are unlocked may be a good way to keep players waiting
cause not everyone will want to wait for people
Fair point
wish there was a way to change a point gain multiplier via objective outcomes now
youd be able to make it so no/very little points are awarded during the warmup
Additional ways of actually completing the said objectives would be nice as well
Cause so far it's just destroying units and entering a trigger
doing a diffrent objective can finish one too
tho what else could it be?
Having trigger count % of enemy to friendly ratio would make much more sense for capturing something
Just destroying a specific unit is pretty barebones
true
But again, it's too early to judge for that, game is still in development and devs are competent
Pretty sure they have the ideas
In default escalation, you can destroy 1 unit on the airfield and auto complete it
If you know which one it is, it becomes trivial
It can be countered by adding additional targets that need to be destroyed I think
yeah, thats the most obvious fix
maybe the only simple one
is there a way to disable AI spawning?
if the faction doesn't have any aircraft in its inventory or factories producing those aircraft, it won't spawn AI aircraft
does that also prevent players from spawning?
no, the only way to prevent players from spawning is to add aircraft to the restrictions list
alright, thanks
Or you can set it so players can't join that team
Anyone know what the "CrashAircraft" objective is supposed to be? theres a lives counter so i assumed it triggers when you and/ or your buddies die a certain number of times. but I cant trigger it in testing.
photo for context:
its unused right now
It doesn't do anything, refer to #1131013817011294249 message for details on all the mission editor objective and outcome types
Thanks
One neat feature would be to be able to edit/move world objects like preplaced hangars and such
this place is how to use mission editor and other things 101
Ok
yes
send a ground unit
rather place it down with team faction in editor
there is a rotate button top right screen
I mean once the game has started-
you can give them commands?! Man I wish this had a wiki already hahaha
there is an unoffial one
is there a way i can delete map objects? or assign them to one of the teams?
not map objects no, but they're capturable by default so just plonk a ground unit next to one and it'll capture the base
@dense pebble what do you think about creating an O.P.A.N. - OverPowered Aerial Nexus?
Hehehehe @soft heart
I hate that I have done this
funy
I want an l3/33 base
Also-
I new version of the nexus will be made sometime in the next few months
roblox, eh?
this keeps crashing my discord

weird
i run my discord mainly on my browser
I run mine off the old mobile
It's that roblox tank game, asu-57 chassis with a massive gun being mounted on it :)
same
Android?
yes
When an ai runs out of ordonnance, it rtb right?
yes
Great
yeah, but it has to be completely empty, including guns
Nocs made me want to finish my Olympics of N.O.
gave me a motivation to work on RTWR 6 for the first time in months
still workshopping a new name for that
@patent fern Just pushed a small update that should fix vehicle depot priority
i'll check it when i get the chance
it appears to be fixed, that and putting a tiny construction delay between each ground vehicle means now 99% of them spawn in the right spot
thank you
so i heard you were supposed to be able to mess with the road editor yourself in the mission editor now, but i'm not sure how to work it
was hoping to fix the issue of there being no roadmapping on this road
its not a huge deal if it has to remain missing, but was kind of hopeful
looks like a race circuit
yeah, good variety of corners there
how do i get a convoy to follow roads? first image is editor, second image is game
nevermind, that area just isn't mapped
you can create your own roadmapping in the mission editor
if you go to the road viewer, go to mission paths, find a starting node and shift-click, you should then be able to see a line stretching to your cursor, you can then click to place mini-nodes along the road that will cause vehicles to follow it when in the area, and then hit spacebar to end the road wherever you need it
that works, but now they aren't really staying together
it mostly sorts itself out but the back few vehicles have trouble
spreading them out only helped a bit
Heya, y'all got any tips for someone who wants to try making a custom mission for some friends and I to play together?
Don't put down to much AA in one spot
Especially spaag
Hey fellows, I have an extremely dummy question. How does one install those custom missions?
Or share, in case I wuld find a way to make one
you download the posted mission file and put it into your game's missions folder
which is in appdata\locallow\shockfront\nuclearoption
you can open this folder in the game as well, >missions >open user folder
I can see I probably should've boosted the how to download custom missions post more
Does pathfinding for vehicles work in the upper part of the map? I have vehicle depots right before the bridge between the two Boscoli airfields. Every time a vehicle spawns, they just chill and stack at the depot.
yeah thats not a lack of road nodes issue, it's caused by a lack of objectives they could pathfind to
intriguing
so you need to give them a destroy units/reach units/reach waypoints objective
which they have. which is why im confused
yeah sometimes that may happen, i guess
did you start the objective?
that may be the issue
also they need to see the units (have them on DL) to be able to pathfind to them
if it's a destroy units objective
What do ya mean by have them on DL. My first objective for the game is them reaching a waypoint to capture one of the bases. They should see the point to capture but i suppose i can stick some recon trucks down or something along the lines of it
On DL(Datalink) means that the enemy unit is visible on the map for that faction
you can do this by placing a cricket with no weapons next to the objective units for example
Press F2 and make sure the objective is active. Objectives need to be started via an Outcome. Fire the first Outcome from the pre-existing "Mission Start" objective.
wait, the unit has to be in DL even if the objective isnt hidden? i just kinda assumed if the target is marked by objective the AI kinda knows what to do.
nope, it just does that
if you have factories for your ground units they will accumulate in a large orb on the map view
Not sure this is the right place to post but here goes:
I have an asymmetrical PvP mission (escalation style, basically lots of cheap planes for PALA vs a much smaller balanced team for BDF) and im not sure how to keep things semi-balanced while also giving players a reason to join PALA. Originally I had locked off the revoker and darkreach but I decided to unlock those since it resulted in everyone joining BDF. But now PALA is definitely going to be OP in PvP and needs to be scaled back a bit. Any ideas and feedback is appreciated but here's a few ideas I'm considering (this is for PALA only):
- Restricting the darkreach, since its most expensive and not as popular as revoker.
- Restricting cruise missiles if the darkreach stays in
- Restricting all nuclear weapons
As a side note, I kinda wish there was per faction rank options, or even different nuclear thresholds for each team, but I'm sure it wont make a big difference in the upcoming updates. It would be so much easier to balance this particular map out though.
leave everything open and let people enjoy
honestly probably the easiest way lol
no matter what i'm always joining pala
Unless the team is un-even and a side is losing
Than we chose to fight against the winning side
yeah
If you need to push the fight in a particular direction, have some AI spawns triggered by the destruction of something. Ie: PALA takes out any of a collection of units triggers more BDF planes to pop in.
Consider restricting or opening up more directions of attack per team, by giving them less or more airfields, or by building up defences along certain lanes
Also sometimes the more capable team can be put through an early grind (be it points or whittling down defenses) to keep them at bay while the less-capable team builds up enough momentum to fully confront them
I've been thinking about making a major-vs-minor-power asymmetric style pvp mission, and lots of redundancy and fallbacks are a must for a minor power
Side note, it would be cool if there was a way to punish players for hitting (specified) neutral targets..
encourage precision/add difficulty to attacking an otherwise lightly defended area
Thats kinda what i did. I gave PALA both highway strips and naval/ south. I figured it was a good way to take advantage of the volume of aircraft and make up for not initially having more expensive options. Honestly this mission plays out more like a co-op mission but i thought it'd be cool to have players on the enemy team too.
Also i might do some event triggers for another mission ala Squeegy's idea.
@cloud sparrow Place a vehicle on an airbase to capture it for that team. Assigning ownership explicitly is not a feature yet.
I really hope the most important part is "not a feature yet"...
I dont think that would be too useful
you can always place some unarmed unit to make it change ownership
Well, you can't edit or refer to Map object in objectives
That's a pain and if it becomes a feature, a lot of missions will be easier/ possible
anyone knows how to deliver bombs properly even from distance?
this isnt the best place to ask vs #general, but
if you lock a target you get a CCRP hud with direction and a time cue to drop, lock on and fly to target until you get within 5-10 seconds on that timer (can do more but risks missing) and drop and it should virtually always hit, unless you dropped super awkwardly
yeah okay but how i have to aim with the bar?
the aim bar with one arrow at the bottom of the bar and the other arrow at the top of the bar
ignore the arrows
just drop at 5-1
if its below 0 its too late
dont, just fly toward the target and watch the time cue
okay 5-1 what?
alright
5-1 on the timer
okay thx
I'm currently trying to create a mission where neutral radar stations can be captured by chicanes, aiming to give them more purpose. I'm using waypoints to spawn AI near them. I'm wondering if anyone knows of a workaround for AI units to ignore waypoints.
vehicles with "Hold position" will ignore objectives, but would then need their own waypoint set up on the vehicle. AI aircraft will only follow objectives until there is any target on datalink that they can engage successfully with the weapons they have.
there isn't a way to make vehicles from depots ignore objectives yet
or have certain objectives be ignored
Thanks for the info!
I wish there was a distance-measuring tool
or HLT Radar/Tanker/Munitions trucks projected a radius when selected
I stuck that on a list to do at some point when I found myself cheating by using the unity editor
all ground units could have radiuses of the ranges of all their weapons
@warm quiver your Co-op SP is a total treat, thank you for making it
Can't wait for the update to try Medusa on those insane AA nests
Thank you for joining!
Oh also if you have any specific feedback, let me know
hey cool the editor doesn't limit placed aircraft alt at 1000m anymore
I also can't turn my camera around
reset your controls
aw man
no they got merged with the pre-placed roads
Why did you remove my mission thread "Simple WWII-like"? :(
I didn't have backup of that mission
np
A guide for factories: https://steamcommunity.com/sharedfiles/filedetails/?id=3182588110
is there some tutorials for making a custom mission ?
Gotta make a mission with few radar AA assets and scattered SPAAGs so people can unleash hell with the new bombs
Bonus points if there's dense industrial complexes and/or vehicle assembly areas
what part of the vehicle depot needs to be above ground?
any part or is there a specific thing
the entrance to the garage & the painted area infront of it
this part, probably
I like how they just materialize on this marked spot
3 questions
do purely AI factions need missions still? will they just go and attack whatever or do the missions give them some kind of priority
Does equipping enemies from the editor override weapon restrictions?
is there a way to disable bases that i dont want to be active?
i.e. if i dont want to use the western side of the map
Last one is a no last time I checked
-they need an objective to function at all, but they don't zerg an objective, they'll attack anything in sight, but without an objective they just eject out
-yes it does
-no, you unfortunately cannot, i wish you could but its a sad no
they need either enemies on datalink which they can engage with the weapons they have, or an objective, or they RTB. If there is no base to return to, then they eject.
by default the bases have no ownership, so they'll only receive a team if a vehicle comes to and captures them
(there is no way to prevent them being able to do this currently)
but they dont seek to capture themselves - they need a waypoint or objective that takes them through the airbase to capture it
not to be insulting but if i had to guess a train would be the last thing to come to mind
To his behalf it's really hard
I made some changes
well, with a giant mission objective marker that says "DESTROY ARMORED TRAIN" over it it should be fine
Has anyone experimented much with the Add Roads feature that was added?
as they try to move to evade, rolls and dies...
so a hand full lynchpins cause it not to roll over?
eh, needs more testing but I basically built a scaffolding for them
it'll go down to a nuke or a few 500kgs but good enough for me, it's just meant to give SBGA some artillery overwatch
depends on how tough the platforms are
they're just pillboxes it won't take much to knock them over
it's not like artillery trains are modern equipment expected to last
even the bridge is destructible
Ace Combat 6: Mission 4 - Bartolomeo Fortress (Ace Difficulty)
I should've maybe kept the XAGMs for the second part of the mission but oh well, I love me a bit of warfare with just standard missiles and guns.
Full playthrough playlist: https://youtube.com/playlist?list=PLmgebIPKwdhDSOpEb3A2ut0EoL_WnJZ-H
Subscribe: https://www.youtube.com/@Cat...
kind of what I'm trying to go for
how do i make the "Capture Airbase" mission appear after "Capture Airstrip" has been completed? Capture Airbase (South_Location is the specific name of the mission) doesn't appear in the outcomes tab
thanks a lot
has anyone had any success with reusing SpawnUnit outcomes
or is it just that if some of the units in the outcome are still alive the game doesn't bother to check the rest
your did it
Where is the smooth corner
trying to keep the entity count down for framerate

Weak.
Use more entities
Honestly platforms don't cause much lag
It's AI you wanna keep an eye on
the most costly thing is still a plane
I don't really remember, is there a way to make an airbase (for example Desert Airbase from Escalation), which doesn't have big hangars to spawn Darkreaches, actually have those big hangars? Because just placing the building down doesn't do anything..
no
Sadge
so i also can't make city airbase conquerable, for example
You can already?
mashallah
Level it, send ground units, capture it, buildings come back on the capture
ah based, thanks a lot
This maybe a bit nerdy but is there a list of which ground vehicles belong to which faction? Looking at the thumbnails of some of the missions, it looks like all the AFV 8 variants are part of the BDF and all the Linebreaker variants are part of PALA.
Is the Autosentry SPAAG a PALA vehicle since it has a digital camo scheme kinda similar to the Linebreakers and the Anvil FGA is the BDF equivalent? Initially I thought that every faction had access to everything since the aircraft types are shared between the two factions.
Trying to come up with the lore for my mission.
do you mean literally or appearance wise
if you mean literally then yes every faction has access to everything
i think he meant appearence-wise
well in my case i use the desert-camo ones for PALA and the green-colored ones for BDF because they complement the planes' liveries (green for bdf and desert for pala)
i should but i use linebreaker sams on both sides just because they have more shots than afv8s
fair
if you were to stick to proper appearances only you couldnt put any boltstrikes on bdf side because they all have pala markings, anyways
I give the BDF bases Stratolance launchers to compensate.
they kinda suck at long range and really close up
so i have re-created the objectives from scratch but for some reason no plane is spawning on the enemy side, apart form the ones at the beginning
is there something i forgot? (map is ecalation pala coop but edited)
(sending screenshots now)
Objective -> Outcomes -> SpawnUnit
hey whats the capture point for the naval airbase?
i know capture objectives are waypoints but i mean the actual point units have to reach to capture an airbase
its a large area not a point
whichever side has more ground units, chicanes, or corvettes inside the area will have ownership
I think for Naval specifically its a relatively large area around the island to allow for corvettes to capture the island
Wait why would I want to put SpawnUnit everywhere? Doesn't that do like a 1-time immediate spawn?
oh I misread I think
well I'm not sure what you're trying to go for
if you want natural spawns for the enemy you gotta have factories making planes and airfields
if you mean objective-based spawns then you gotta use SpawnUnit
^
yeah i have the map filled with factories
except no one spawns. I think it has to do with those "push" missions the Base Game Escalation has
the push missions are just trails of breadcrumbs for ground units to follow
they should have nothing to do with spawns
- are the factories set to produce specific units?
- are there accessible vehicle depots?
- is there a "destroy targets" objective (or any, for that matter) for the units to path towards?
Oh extra one
- is the objective set to be triggered by "mission start"?
Objectives need to be triggered to become active, only then will AI act upon it
You appear to have somehow gotten rid of Mission Start, which serves as an entry point for the objectives system
adding a new "Mission Start" assigned to no faction with an outcome that starts your first objective(s) should be enough to fix it
thanks so much, wish i had realized this before having gone mad and re-created the entire map from scratch. Oh well haha
ywah it was this one that was missing... F
how can i get those planes to not eject ?
they are neutral has i do not want them to move
@patent fern you have experience with that ?
not really, i don't believe you can make a neutral plane remain stationary, and truthfully i dont have an understanding of how neutral planes even behave
@full cloak would you have any idea?
I've only ever managed to get helicopters to stay in place and that's by pinning their rotors to a ceiling lol
most likely since they're in an airbase they're trying to eject as they consider themselves landed
plus they have no reason to go in the air since they have no mission objectives
i see maybe thx then i wont have those
yeah that s why i thought they would just stay there
unfortunately if there's no enemies and no objectives planes will rtb, land, and eject to despawn themselves
^
so static aircraft aren't a thing
sad 
i figured these rules applied to neutrals but i honestly haven't seen enough usage of neutral planes to understand wtf they do in a live combat scenario
though it would be cool to have a static toggle for aircraft like ships and ground vics
i've seen a neutral plane one time, in one of brassy's missions, used merely as a setpiece
only reason i thought he'd know something about it
it would look cool yes
said setpiece was for dropping off stunt actors at a movie shoot at which point a neutral Cricket yeets itself off a ramp and crashes
okay if there's one map I actually do need to remake for the new system its Desert Compass
i can confirm
the driving time attack mission was fun
didn't get enough attention for there to be competition over who could get the better time or not
shame, would have been fun
technically you could cheese it by flying under radar the whole time
honestly come to think of it
I wonder if I should add some hostile Medusas in the sky to drop the radar floor
with gear wheels having less grip now, and wheelbrake effectiveness nerfed
that mission would be a bit harder now
lol
oh shit you're right damn
require video proof for your time to count

I mean if you flew under 30m the entire way you kinda deserve the time
because the checkpoints are still 5m across
I do have some experience with forcing things to stay still
but it was by pinning Chicanes to the bottom of Gambit Gale's flying battleship
i forgot you hogtied chicanes to hold them in place
so that it would have belly guns
if it weren't for the fact that ships capsize I could do the same with shards now
the other way to make chicanes stay still is to snap their tail rotor
but then they don't make very effective gunners
wich mission is it ?
i need to make a mission that's like 50 darkreaches slamming into the ground in an area of shards and just seeing how much carnage ensues
Operation Gambit Gale, which is unfortunately deprecated now
OH BTW
i redownloaded your missions and did them a couple weeks ago with a friend who missed the playtest days
they were still pretty fun
oh do they actually work still
invasion of boscali, dam raid, gambit gale, bridge defense EX? all good
because lynchpins lmfao
dont forget there's been like seven RSAM and SPAAG buffs since the days of blockade breakers
ah
i didnt even bother trying it, i KNOW that shit isn't doable now
lol
but the others i could find from you are still fun to do
I mean I presume Kia could still just one-tap the cursed IJN battleship with mach 7 bombs
Dam raid I actually pushed out with minimal testing lol
don't even think I properly did a playthrough of it aside from a few test runs of flying into the tunnels
Currently I'm working on a mission inspired by AC4's Whiskey Corridor
but I'm stuck on a few things, namely looping enemy spawns and setting up a 2/3 operation system (i.e. complete 2 out of 3 objectives to advance to the next phase)
I thought I had a good blueprint for the latter but when I tested it on a separate map it didn't work as it should
and it seems like SpawnUnit outcomes don't work as I hoped they would
dam raid is just, group obliteration catharsis
it works without much testing because its so simple
you just peek the valley and throw a bajillion weapons
oh yeah speaking of that
the one big issue with your missions is they have no escalation threshold
well some might not see that as an issue
but for missions where you intended nukes to not be available right off the bat, i mean
ah yeah
need to set that
might also add some more goodies in when I eventually get around to it
could i get a little more help from you if you have time
sure
i m trying to solve this, i know its a road checkpoint issue but i cant see the detailed view since .27
nor can i create a new road
kind of worked around it it s fine
yeah it's best to put depots further away from the roads sometimes
I think the vehicles were trying to path to the closest node which is directly into the wall
ask squeegy
hes both a dev, and one of the top map makers
Kk
that is the case yes
if you want the depot butted right up against the road, make sure the node closest to where the vehicles spawn from lines up with the driveway
this might be hard to see on straight roads since the non-endpoint nodes are no longer visible
shakes fist at mitch
you'll have to do that at least until the vehicles know not to try to use roads to exit depots
I figured thx but can I still see the sub nodes like before?
^
Yeah I was talking about the straight ones but I guess I can't anymore
okay after a bit of testing
my Ace Combat 6-style Operations system is working*
*currently only supporting up to 3 simultaneous operations of which players need to complete 2 in order to progress
how it works: there are 3 PALA IFVs and 3 BDF HLT trucks on this platform, whenever one of the three operations are completed one HLT truck and one IFV is spawned on different platforms. Finishing any two of the 3 operations is guaranteed to spawn 2 vehicles of opposing sides on the same platform, resulting in the destruction of the truck; all three of the trucks are set to start the next objective when destroyed
Oh god, people are starting to build computers in NO
yeee
I mean I'm sure someone with more computer engineering skills than me can make it work for numbers bigger than 3
if anyone was going to do this it was you
yes
the chosen one
I figured out a way to adapt two of these into a 3/4 gate, but
in hindsight it's straight up easier to just make a hidden "CompleteObjectives" objective for each unique permutation of the objectives you want done
I saw a custom map on the multiplayer once, and it had a massive wall on the Boscali side with whole plethora of AA systems on it. Is this one of the posted ones?
Is it Mountain Airbase vs Desert Airbase
if yes then it's probably one of the armored trains in Foxtrot Pass which is a WIP mission that I haven't released yet
If only I'd know, I saw it but once
It's north from Boscali Airport
So between BDF mountain base and Boscali airbase
I need motivation to make a """counter insurgency""" style mission but I got nothing aside from the basic idea
PvE mostly just for fun and a chill time
nah
more than that
What I got written down so far is a independent battalion or whatever has decided it doesn't like what its faction says and is gonna do its own thing, much to the horror of both BDF and PALA
basically just go bomb the crap outta those bozos who aren't receiving support from their faction anymore
So I'm meddling with the editor - just to be clear, there's no way right now to assign waypoints to singular units and lets say, make an AI medusa float around with a radome and just provide assistance from a distance?
its not possible for aircraft
also medusa AI is garbage and I'd recommend avoiding it
There is no way to assign waypoints for aircraft.
The 'Reach waypoints' in the editor can be completed by the player only and are ignored by the AI, as far as I know.
Medusa AI likes to pick random loadouts and fly towards the enemy. Sometimes, they fly high enough to provide radar and laser coverage, collecting hundreds of points by shooting down the SAMs they attract like a magnet.
Not much use beside that at this stage.
at one point I found some moderate success by putting a radar station in low earth orbit (~25km up) and they would do loops trying to get to it
but they tend to get into unrecoverable spins
do they jam it at all?
Hehehe... from personal experience they do go after waypoints but cant complete them. Which is frustrating when tanks go into the sea to try to reach those waypoints. Or they hit one waypoint and decide to sit there
Ground units pick the closest active objective as their next waypoint, which means if you have a "Fly there" objective for the player several miles out in the ocean, they will be attracted there and drown miserably.
I'm lobbying @topaz locust and @obtuse wadi to improve AI and the editor, but I'm sure they're busy with other tasks (like making a new plane and an economy system for the game).
If I did see correctly, I think AI Medusa will try to jam radar buildings and HLT radar trucks, but they will lase anything in their range.
Yeah. I find an easy fix is just to eventually time out anything that can make the AI go funky. But interesting enough aircraft chase these waypoints too
Source, i got ambushed by a revoker in the corner of the map on my side of the map, where ai never bothers to go normally.
Also, medusa is way too confident with the laser lol
I know there's a way to get AI to stop responding if they go outside the map boundaties, but I haven't tested it enough to properly abuse it
aircraft follow reachwaypoint/unit and destroy unit objectives when there are no enemies around
anyone know how to fix this?
move objectives from there
place them where you want your ground units to go
if found in multiplayer an auger/1.5kt could do well
dont put move objectives on the runway
the road above is where you want them to be
if they're accumulating, it means the objective is still active and hasn't been completed or stopped
if it's a reach waypoints, these can only be completed by players
Question . . . what does "Priority" under "Player Controlled" mean?
subsequent players take control of the aircraft in order of priority
so you can have a multiplayer single life type of setup
Aha.
Hmmm. The AI seems a little dumb to do what I'm trying to get it to do for this one mission.
is there an idiots guide to mission creation? there is so much that i cant work out how to do
https://discord.com/channels/909034158205059082/1136004790573346847
#1131013817011294249 message
Might be a bit outdated since the games been updated since then.
Beyond that, I recommend jumping in and getting help on specific things as you go.
the FAQ one is super super outdated
that one dates back to playtest era mission editor
might as well be a year out of date
Is club south boscali still in service? In .27
should be, I don't see any reason why not
there's no objectives or anything that would break lol
it's just a disco box and a compass that you can drive around the stage
Oh I see
Wait wut. is this an april fools thing or did i somehow just manage to not see it for so many hours?
oh never mind
I guess one of the Chicane updates must have changed the tail rotor physics
#1156349886392963112 message
hm, this might be troublesome to fix
the AI will still break their tail rotors but they just flop to the ground instead of staying afloat
Anyone know if the current map will still be available once the new one comes out?
Im planning to port at least some of my missions once it comes out but its gonna take me an eternity and some change lol.
According to mitch this is but one territory in a larger war, so I don't imagine the old map is going anywhere
Sounds nice. Thanks
i didn't imagine it would
i would think expanding the current map would be great, not as in more terrain but rather more use of the water inside and around the map. especially once carriers come round, the actual map GUI also should be expanded.
actually i have a hunch that the GUI is just clamped and can be adjusted
how tf do choppers work in the editor
Feels like anything except spawning them on the ground at 0 speed kills them instantly
also if anybody's figured out a reliable way to get them into permanent autorotation right where they spawn lemme know
trying to fix Club SBGA
Club SBGA does it by spawning their tail rotor inside an object while having them fly forwards slightly which, before, would cleanly snap off the tail and put them into an eternal spin
now they just flop to the ground as soon as the rotor snaps off
but I also had issues getting Chicane spawns to work in both Giant Robot Attack!! and Foxtrot Pass
the Chicanes that were spawning on the air cruiser would plummet and crash immediately
true
only ones that were working were the ones on mission start and even then sometimes they just nosedive and crash
chicanes just built different
my assumption is that some update changed the chicane so that the starting velocity is only forwards and they still have to spin up their rotors and raise gear
which is no good because they're gonna just be dropping like a rock
anyway my next project is going to be making turning the Medusa into a turret so that I can have EW Air Cruisers (EWACs)
because the spin forever was fixed
yeah I read something like that
I know its not completely impossible though because I still see AI chicanes spinning
they have limit, then they give up and let the crash happen
they also get bombed by the AI if they are spining to long
bleh
The AI have been learning from Kia 
well.... yeah
they mitch teaches them NOCS tricks lol
Where's the repeaters we need to destroy to stop this

pondering which section of the map would be best for a "Team Deathmatch" game mode she just thought of.
probably something with dense enough terrain for air cover
pvp in flat areas is kinda boring and quick
Probably Boscali Island itself, then.
imo North Boscali Airbase to City Airbase is what you're looking for
two full size airbases with a good deal of terrain variety
relatively small area means instant action, but it's not so close that you're immediately under threat on the runway
Flying under the bridge will break most locks and the area over the water is a natural hotspot for dogfights
there's a valley that funnels both sides into a thunderdome-esque arena as well, if players opt for the over land route
Hmmm. Indeed.
It strikes me that a good way to do it would be to have a high-ish Nuclear threshold, and maybe limited options for ground attack besides that.
Encourages a Dogfight phase to build up the points needed to eliminate the other team's base.
gonna be recreating the furball from project wingman?
cool
Team Deathmatch apparently
idk it kinda sounds like normal Escalation to me
but smaller scale ig
that what will end up being either a furball or a steamroll
domination v2
and hopefully without the R9s
gotta hate the R9
hehe funny 40km radar spike
I had a thought once of remaking my tunnel race map but instead of a single tunnel throughout, they lead into a particle accelerator-esque arena
like the antimass spectromiter from half life 1?
would be funny to nuke it
Weapons testing...
"never been killed by one of these"
shard sabot
Bro how tf you be getting hit by 3 shards at once
stratetic bomber powered shard gun I guess
the unit ID's of all the darkreaches are "powder"
My favourite part of all this is that Brassy just reappeared one day after disappearing off the face of the earth
And immediately starts making this sh*t
What the hell, man
'twas merely a training arc
well, and a bunch of RL work to be done
this was the initial concept
but friction isn't modelled properly for boats on land
and then crawler and I realized that planes can impart momentum to ships
#screenshots-and-videos message new weapons system test
excuse me

better for who exactly

humanity
the prophecy
after a period of slumber razgriz returns with manmade horrors beyond your comprehension
or something like that
specifically my own humanity because having to set up a rail and then drop shards from space so that they fall just right on the rail would have been very annoying
just having a darkreach with the heaviest possible load smash into them at mach 70 is much better
but yeah Shard Rain seems to work very well at suppressing the airspace for ~a minute or so
I might try implementing this when I get around to Total Annihilation v2.0
give each side a Shard Cannon aimed at Mountain/North Boscali, anyone on either side can blow up a marked neutral HLT tractor to fire a round, 15 min reload and a limit of 3 shard cannon shots
each time it happens five shards rain down on the enemy base and force defenders to hit the deck or die
but requires coordination for effective use
ofc the shard cannon can also be blown up by the opposing side which takes away the ability to shoot
glad to see your absence truly sent you off the deep end
are you gonna tell me that seeing hostile corvettes fall from the sky isn't the shock and awe tactic of all time
you got me there
Brassy woke up from their slumber and chose hyperviolence
the interesting part is that if I do this over water, the shards still leave a wake despite being in low earth orbit
I was a bit worried that they might not capsize when they hit the water and would therefore just become a roaming unit but
seems like shards at mach 2 have no problem bouncing and flipping over when they collide with the surface
a real 300iq play is to fire MMRs at the falling shards and get a hefty amount of kill credit when they roll over
other things to note: shards can work as catapults by putting a vehicle on their aft and spamming a darkreach down on their bow, using a rotated platform as the fulcrum
Wait since they're airborne they don't impart the A2A missile inaccuracy debuff do they
they might
tbh idk
the pre-cursor to the current shard cannon was crawler and I trying to send a stratolance launcher to the moon using the catapult method
which worked but was kinda disappointing
I still find it hilarious that the tech I got ryu to find however many months ago is core to this
which tech
Slap-a-shard-with-darkreach tech
i did what now
oh
flipping a shard by ramming it
yes that was an incredible discovery
squeegy carried on the legacy on april fools
Hmmmm.
trying to decide the best way to do this "Compass only Domination" map.
How much SPAAGs, Missile defence, and other stuff to include, etc.
dont add R9s because they are not fun to fight, unless you limit their FOV to up only
also they kinda screw up dogfighting
Right now I have it set up where both bases have 3 forward IR SAM batteries of 2 vehicles, with the main base defended by 2 batteries consisting of 2 IR SAMs, 1 Boltstrike, and 1 Anvil. The main defences are deeper into the valley of each base, though, so the Boltstrikes are occluded from the main approach.
boltstrikes dont need to be occluded cause their max range it 15km
and Id recommend to give those SAM batteries SPAAGs so they cant be bombed easily
Oooooh. Good to know.
I'm gonna "'borrow'" this but with AFV claymores >;-3
doesn't work well
tried it before shards were a thing
oh, you mean the ramp or the darkreach ram? or both?
i was more gonna use it for dispensing HLT's across the map chaotically, and at this point Im too curious.
both
physics for ground vehicles are fundamentally different, ramming doesn't work on them
and the response time is not sufficient for them to target enemies properly when tumbling
granted if you have them merely falling straight down and level maybe they have time to launch a missile or two BUT they will phase through the ground on impact if their speed is too high
I believe the reason why the Shard has its currently unique physics is to facilitate use of its helipad on the back for chicane and particularly daredevil revoker players
but it makes it rammable
I believe the Shard also has other quirks. Like not dieing if it's beached unless it's REALLY messed up.
Shard "dies" by capsizing and sinking
so if it can't flip over it has to die by structural damage
but iirc there's a simulated flooding thing where as the Shard takes damage it'll list to one side and then that makes it likely to capsize while turning or taking additional impacts
has anybody experimented with the ReachUnits objective? I presume it works the same as ReachWaypoints but the waypoint can move?
Yes - just note that currently as every objective counts as a navigation target, and units will seek the closest navigation target, they can end up trying to reach themslves if on the same team with no explicit waypoints set
Point Blank uses reach unit objectives for landing on the ships
the ships used to go in circles in testing
I assume it also works like ReachWaypoint wherein it doesn't actually trigger the objective until the distance from the center starts increasing
epic
maybe I should add a muzzle brake
working name for now is "Moonbreaker" since, well, there is no moon at night implying that there was one before
I'd love to nuke that
My super laser pi-
Literally Stonehenge
see #1131013817011294249 message lol
crawler was the one who was with me in voice chat for that clip lol
I wonder, if I spawn opposing shards at the same altitude would they be able to shoot at each other while they fall from low earth orbit
Haha maybe…
This is why Brassy is head of BDF R&D
It's quite beautiful like so
it's also not like anyone will pay attention to that
wait it's just like a riflegrenade
IS THAT REALLY WHAT I YHINK IT IS !?!
wdym
the priority stuff?
its been there since .27
wow didn't see it how could pass over that
can someone here help me in vc i seem to have forgot how to make my missions work
I've never been able to get Priority to work.
forgot to make it so when accomplished my objective would trigger the next one
i also forgot in my tree last missions
bruh
you just set 1 for player one, 2 for player one, etc
if that doesnt work, then place aircraft in the order that you want them to spawn and give them the same priority
Has not worked. Priority resets when I click away. And when I try to spawn a buddy in with that on a custom map, it either drops them in a random plane or not at all.
oh yeah the 20-man lobby update introduced some weird bugs with the mission editor
what are the conditions for getting AI aircraft to spawn in games?
the starting supply is full, airbases are on teams and i have factories producing aircraft
but they don't seem to spawn
That should be everything. I don't think a lack of an objective should affect whether they can spawn, but when they do spawn its at a location closest to an objective.
any way to prevent this?
(id rather get rid of the 1 compass than the rest of the planes
Yeah by turning down the spawn rates
gotta figure out how to do something like this with my cannon
maybe I should have a shard get fired at lower velocity out the breach-end of the cannon and flip over, as if it were a casing
also, probably going to either delete the darkreach spawn or add a much larger delay to it because by the time they spawn there's already too many aircraft in the air and the cruise missiles cause even more lag
this can happen at very low spawnrates too
it happens very often
mitch pls fix
since the brakes were changed, the incoming planes overshoot the other ramp and try to reach the service point at that end instead. At the moment this is on us to make ATC better
first thing you could do is have AI eject if they are touching the same object for like 10s while moving very slowly or not at all
shouldn't they be automatically ejecting anyway if they can't reach the end of the taxiway
they should but the ground AI is flawed and confusing so I guess noone will know why they dont
is there a way to make an objective to destroy map objects as i don't see a unique name for them ?
basically no
you can put a vehicle very close or right on top of them to simulate the same effect
in some cases you can use noclip put it inside
thx, knew you be of great help
any tutorial vids or threads for mission editor?
I wrote an FAQ way back for the playtest era but a lot of things have changed since then
I can answer any questions you have
It’s unfortunate no one has put together a video yet. I’m just having trouble getting it to work -
Can you build additional airfields using the platforms ?
you can build resupply bases but not spawn points for aircraft
people can land, taxi around, and resupply using munitions trucks and fuel tankers on platforms, but the player-placed hangars, shelters, and revetments won't be able to spawn players nor AI units
speaking of spawn points, ive been thinking:
make a timer objective that spawns an aircraft, then make starting that objective an outcome, creating an inf loop
thoughts?
Infinite loop idk but iirc it's possible with wait seconds objective
doesn't work anymore
at one point it did in fact work but it was changed in an update and I've been bugging the devs to change it back lol

Why do I hear singing in Latin?
had a thought
planes transfer momentum to ships and ships transfer momentum to vehicles
...previous testing seemed to indicate that planes crashing into vehicles directly have very little impact
Planes crashing into locked vehicles have no impact
But if you hit something in a convoy, it will go flying
the testing was done on a moving vehicle... hm. maybe this is worth a retest then
Might be
I've sent MBT,s across SBG with a revoker
Multiple tanks with a single plane
noted. Might be worth re-evaluating the effectiveness of flying ground vehicles
we need "follow unit" objective to go with the new carrier
like the checkpoint one but for ai
you would have a slider for forward/backward offset and one for left/right offset
Yeah that could be quite useful
isn't this just ReachUnit
iirc the AI will attempt to path towards ReachUnit objs as well
there may be a slight difference, pretty sure ReachUnit will just attempt to hit the carrier depending on the range
not sure about what units will try to reach the carrier as well
Any tips on how to make maps less resource intensive (for escalation style missions)? I tried limiting the amount of aircraft that spawn in but i do like my share of air to air, at the same time i know a lot of people run this game on steam decks and cheaper hardware and want to keep my missions accessible.
reduce missile spam as much as possible
do more with less, make AI on AI furballs last longer by spawning them in with only guns
do not spawn more than one cruise missile Darkreach at a time
do not spawn aircraft on runways, spawn them slightly above the ground at cruising speed, angled with their noses slightly upwards
avoid spawning more than half a dozen aircraft at a time if possible, use timer objectives to spread them out over multiple segments
you can also use timer objectives to stagger factories with the same production time, so that the AI don't all come out of hangars at the same time
traffic jams on the ground cause massive lag, large amounts of missiles or rockets can cause moderate lag; minimize both as much as possible
make sure both sides are relatively evenly matched in air power throughout the whole mission, or else AI planes will build up drastically on one side which will slowly become resource intensive
oh, and make sure ground pathing from vehicle depots is clear such that ground units don't get stuck and build up in one location
I do need to find a way to solve traffic jams on my missions. But i think if i limit the airframes spawned in at a time thatll solve itself. I might try having objectives spawn in as each one is completed (namely factories)
basically the most resource intensive moments from my experience come when the AI pathing can't compute a clear path to reach their objectives and thus end up constantly recalculating, resulting in lag
this can either be airfield traffic jams (the worst offender), improperly configured roads leading to AI units going offroad and getting stuck (gets very bad if not dealt with), and large numbers of cruise missiles calculating terrain-following waypoints to reach their destination (temporary until they get intercepted or hit their targets)
Ill have to take a look at my vehicle depots too because they do sometimes get gummed up too
move the vehicle depots a bit further away from the roads
about like half a depot length from the roadway should be good
Okay. Well, thanks for the tips.
One thing I still don't understand is the sortie settings. The AI doesn't seem to follow them OR I'm not understanding how they work.
ah yeah uh
don't use those, basically

they suck, simply put
might even be disabled now
I think so. I thought I could reduce the max AI in the air but seems to have no idea
Effect**
the idea is to prevent AI from spawning alone, but the problem is that when more than one AI is trying to take off at a time they either crash or cause massive amounts of lag trying to path around each other
best to just leave it at default which has the planes spawn as soon as they come out the factory
its a legacy setting from back during the playtest... honestly should probably just be disabled for the time being
I've setup my factories to stagger them to hopefully reduce performance issues
I remember back then, I set it to max and so many AI spawned that I had like 3 fps
yeah I presume they tried to spawn 8 at once and then proceeded to cause an orgy on the taxiway
made worse by the fact that Mitch recently removed front wheel brakes so now they crash into each other upon overshooting their exit
Yeah, it took me quite awhile to get my escalation to a good point, it's not perfect, but it's been a long process.
There are a lot of missiles though
Actually... Considering it took a team of 10+ randoms 4 hours to beat it, I think it needs changes... That was a slog.
using randoms is a better test bed vs coordinated team to test some things.
Oh, I agree. It was still a bit of a slog though
Need to fix mid game
Early and late are okay
I think
@indigo valley i almost feel like there's no mid game though it's like you try to scrounge up enough for a Compass then try to takedown as much of the radar sources as possible to lessen the work for Medusa operators then it's just a homerun fest til nukes and then well..... gameover....
there pre-nuke and post-nuke and not much in between
and post nuke usually comes fast
No, sorry, I'm actually referring to my own custom, objective based escalation specifically.
Which seems to have a weird mid game
Is it due to people racking score up to wait for nukes?
No, nukes come early, but even then it's a slog to takeout all of the bases and other constructs
Mostly due to my trying to make a balanced, yet difficult, air defence
This is a co-op escalation btw
Which changes things of course
But I don't know if people love a co-op escalation that takes 3-4 hours
the issue is, smoother brain randoms will only take nukes once they are active, so if there are sams that are not thined out sufficiently, game can turn into slog due to this
once econ is live, people will end up going broke with smash the head into wall tactics vs continued AD thinning and then bailing from the match because they get stuck in cricket
more coordinated teams take out sams and factories / depots to stop the ground game.
Yeah, you're absolutely right
singleplayer does take 3 without nukes
and i loved it
where is the mission file
I'm sure it is
i will try
Ugh, one sec
speed running a map
That being said, it's a hybrid of escalation and objectives
So it's kind of weird
And it has scripted events
Basically the premise is:
Resist ground invasion - push back and destroy Boscali city airbase - survive counter attack - and then the end game starts
looks nice but I feel like the tanks are gonna clip out of it when the mission starts
yeah I have some experience with ground units in buildings
well, uh. They don't. thanks to the revetment
its a bit finnicky but they'll snap onto the wall if you make sure they're in just the right spot
to elaborate more, yes vehicles will snap to surfaces below them when stationary, which may cause them to phase in or out of buildings instead of where you want them to be. My design takes this into account and provides a surface under the MBTs tracks for them to snap to while the pillbox protects everything under the turret ring
I will also note that for some reason the walls of the revetment aren't solid on top so for this one I had to put the tanks slightly overhanging the side of the revetment to get them to snap properly
you can blow up the pillboxes to crack the concrete armor and expose the MBT inside
corvids using tools to open tree nuts:
anyway, the final product can blow up corvettes foolish enough to wander within 5km and gives the tanks slightly more protection than they would otherwise, though corvettes still outrange them with the 57mm gun
overall, a good priority bombing target for pilots. highly recommend.
the MBT can also be replaced with a IFV to grant the bunker a ATGM missile launcher
or an aerosentry for some semblance of air defense
When we get actual static defences that will be so cool
I'm pretty sure I've seen units survive a nuclear blast by being on the other side of a hill
but some distance is involved
i thought i recalled reading that terrain didn't protect you from a nuke's guaranteed kill radius
hmm
i would imagine it does blow up things underground going off of that
but it would just need tested
@full cloak I've been meaning to ask, Foxtrot pass is a neat mission but what are these for? Cruise missile nets?
s h e ld
they're just cool-looking shields

spawn shields against IR missiles
basically yeah
add more
Interesting
there's a cricket that spawns close enough to harass the base before you take off
I've only ever joined in progress, so it was a mystery
also provides cover for the vehicle depot and boltstrikes from random AI lobbing AGM-68s
me when friendly compass nukes highway strip after it gets captured because the anvils left one enemy vehicle alive there for some reason
there was a point in time where instead of the Moonbreaker there were three Darkreaches that would spawn with a full cruise missile loadout
but the 40-something cruise missiles would cause an insane amount of lag
I learned that the hard way too lol
Which is too bad
I do hope that we eventually get the ability to spawn ordinance
It would make scripted events much easier to make
basically every enemy base that's intended to be seen in Foxtrot Pass has a large amount of shielding around it
can you script targets for AI?
so I felt that the player side should have one too
you can set it as the target of a destroy objective but
results may vary
ah that sucks
Yeah, exactly. If you want them to attack something for sure you need to make it the closest object they spawn to
at least in my experience
That's why some of my missions have things spawn in weird places
Ground units will always make their way to the closest objective, but aircraft seem to not care quite as much
anyway I sorta figured out why the enemy AI in F_Pass are flying into the ocean, most likely they're trying to avoid radar pings from the boltstrikes, and later on stratolances
correct
I have seen that too though, like a revoker flew 150km north of the BDF base, so it was well behind it's own lines. And PALA really doesn't have radar coverage in TE
the same thing happens on my mission
AI just leave because they try to go around
and they just keep going and going
another reason why we need bigger buffer zone between the coast and the map border
agreed
I actually stopped producing Crickets and Compasses, because Revokers are just so much more brave
Seems to happen less anyways
Not sure if that's a thing, or just anecdotal
revokers kinda do it too
see the nice thing about the Spirit of Motherwill is
we already have the head-piece in game
it looks like the goddamn refinery structure

i still have to get clarified where #feedback-and-suggestions message this is coming from
cause it doesn't go down quickly

eh
maybe if you have 16 players
whenever I run it someone eventually just flies in with a nuke and deletes it in one pass
I've done it myself even
maybe if the AA is all killed beforehand, before then its very nuke resistant
there's a blind spot or two







