#General Thread
1 messages Β· Page 4 of 1
don't want to end up with just objective C from foxtrot pass again
the spider tank boss idea seems promising
Give me some nukes and a Revoker, I'll get it done easy peasy π
@full cloak to be fair all can be done if one studies the map and can pick out certain weaknesses in the air defense
yeah I mean I leave weaknesses intentionally because my goal is never really to make an impossible enemy
Anyone know how exactly waypoints for ground units function? Does the ground unit need to be told to "hold position" for them to acknowledge waypoints?
iirc waypoints set in the mission editor make it so that ground units ignore existing roads and objectives and they will straight up just beeline for their given waypoint ignoring terrain
and only when they arrive will they start doing normal AI pathfinding
They will take roads and stuff to reach the custom waypoint if it's convenient but yeah that's otherwise on point
I set up a custom winding (off)road path in my mission so that a convoy wouldn't get stuck on the terrain on their way to an airfield
On another completely separate note, I would like to make a complaint...

One of you shards t-boned me while I was cruising at 15000m, and he didn't leave his insurance info...
If you have video or image proof of this incident, maybe I can get the license plate
We'll considering I was vaporized... I do not think the footage survived π¦
Should've had an otterbox case for your dashcam hard drive...
Yeah sorry we don't take claims without photo evidence anymore after the Desert Compass incident
Complaints? Oooooo do tell
additional inquiries go to [email protected]
Waypoints set the unit's destination to the waypoint when the selected objective starts. Hold position will make the unit ignore objectives setting its destination automatically.
So, if I want to have a unit spawn in, drive to a location, and then hold position... I would have it spawn, then set a waypoint, while having "hold position" checked?
that seems right
dont need to have it hold position when using ingame waypoints, but have to when editor waypoints
Is there an option to enable nukes after a certain objective is completed?
Not currently
Ah
Soonβ’
@elfin comet is there a particular part you don't get or a particular scenario you have that could help with explaining
How to add objectives and such
also waypoints
you mean unit waypoints or objective waypoints
uhm, like player waypoints... i think that's the only way to have active messages in the mission right?
wdym active messages
example
ohh
i saw that lol
i just have no idea how to make them work lol
i have big ideas
i just can't carry out lol
well creating an objective is a singular button press
then that objective has an outcomes tab
it can start a new objective, spawn a list of units, show a message in the chat box, end the game, and more
okay, im following...
so if you want a message to show
add an outcome, pick ShowMessage type, and just fill in the fields accordingly
then that message will show when the objective is completed
sometimes it just takes a little push in the right direction
I'm having troubles getting units to spawn after an objective is completed
May I ask for some help?
ground units try to spawn at the vehicle depot closest to the objective
No, I'm talking spawning I a unit upon an objectives completion, not by depot
Like spawning in another fighter once the first is killed
can you screenshot your mission objective setup
it should just be Outcome -> SpawnUnit -> {List of units you want to spawn in}
That isn't working
It isn't spawning the select fighter
I may have to put a delay in due to the special circumstances
oh is this the player-controlled one
Yeah
yeah
hm
I'd have to see what your entire setup is to help troubleshoot
I presume you have one plane set to be player controlled, and a mission objective to kill that plane, which upon completion spawns another player-controlled plane?
Yeah
Pretty much
Ima try an 8 second delay first
Nope, doesn't work
It may be patched
Also
Additional data link bug spotted
I have a question: made a modified free flight mission with restrictions. How do i play test it and upload to steam?
i have it saved in the files but cant see it in the game
It should just show up in the singleplayer and multiplayer mission lists
yeah, i figured it out. first time doing this so wasn't sure what to do to see it
@full cloak Do you happen to know if you assign several aircraft as "player" will a new player joining the mission spawn into that aircraft, or can that be done.
I imagine I would need to set different priorities for each?
Because I know if you set them and leave them at is, you control all of them at the same time
I haven't played around too too much with it myself but my understanding is that yes that would be the intended effect
I'll have to mess around with it tomorrow
that is not the case anymore
you only control 1
I need ideas, so far, making a mission where the BDF has been completely pushed off of the islands and is launching an attack. So far, I have this plan. I want to make it an entire Escalation style mission but I am having trouble thinking about objectives after this initial plan is completed.
So far for ideas I have: Recapture BDF factories, Rescue BDF POWs, kill PALA president as he escapes the city in a convoy, destroy PALA metallic hydrogen refineries, Liberate Boscali City...

depending on how well defended each obj is, you may want to consider splitting it into multiple missions
Your mission objectives themselves seem fine enough, I'd replace killing a president with killing a top general because assassinating government officials is generally considered a bad idea (takes peace talks off the table)
or you can pull an Ace Combat and have the entire PALA senior military leadership attempt to flee in Chicanes
I would also consider having the landing result in a split push with one convoy going to SBGA and the other going to North Boscali, since imo SBGA feels like a bit of a downgrade or sidegrade after unlocking Naval
I do feel that taking SBGA is mandatory otherwise you're leaving a flank open

I literally thought about a mass Chicane exodus lmao
lol
you could have a "Destroy Bridge" objective where, upon blowing up a neutral munitions truck on the bridge, a bunch of pillboxes spawn on the bridge to physically block off further attacks from the south
that would allow you to focus on putting the rest of your objs north
when killable bridges mitch?
we'll just have to make do
broken pillboxes get this large clump of dirt when they break
fits the rubble aesthetic better imo
no
they have a destruction model now
just how well that would work is the question
oh wait yeah you're right
helipads too
ehh it tends to sink a bit
could emulate a broken road pretty well
just a mix of all three and make random bullshit

one thing to note though is that if you do that don't put any vehicle depots that would path in from the south
the more i look at it the less it looks like a face
otherwise all the enemy units might just build up on the bridge
but then whats the point, really
lag mitigation
no i mean of killing the bridge
Need a canon reason to go north, other than just to recapture old BDF produciton facilities
okay make it so that when you kill the bridge the enemy's main objective moves northwards so that ground units go the other way
Northwards is where Boscali's home base is?
capture the large airfield for later bombing runs originating from there
technically you already have Darkreaches when you take Naval
well true
Kind of, this is a continueation of Total Escalation, as BDF that takes place a couple of months after the mission.
You start on a "carrier" and need to help shards get close to the island base in order to drop off units to retake it. Then you need to escort shards to the mainland for them to land units again.
but I mean if the whole plot is that Boscali got pushed off their territory then surely priority number 1 is taking their own stuff back before they focus on taking on enemy land
and northwards is home territory
but when i look at it from a strategic pov naval kind of ceases to exist in my head
I chose to land on Naval because it made the most sense in my head for where you would want to establish a base if you were attacking Boscali
Since it is isolated
and the isolation brings lots of security with it
you're correct but it kinda messes with progression because Naval already unlocks all the nice things for the player so further unlocks are just more NPCs and factories
Then SBG is where the initial counterattack comes, so it makes sense to neutralize it, then I want them to move north to capture BDF factories to get access to more ground units, in order to liberate city base and then actually the city itself. Once North Boscali is captured, the entire rest of the map would spawn in.
ah
Honestly I'd just end the mission after taking NB because it'll be a pain to wait for ground units to move around
and then make a sequel mission for the next part of the offensive
Yeah, that's definitely a pain
I was thinking about just making it normal escalation, with several secondary objectives after you cap NB
But I don't want it to be that just for the sake of it
you'd already have a ton of points and unlocks at that point it'd really just end up being a "nuke everything" victory lap
One thing, which has kind of gotten lost is making a BDF version of Total Escalation, which people have wanted, but it's not really feasable as is.
So, maybe this just needs to be Total Domination IDK
and not a sequel
hmm
just call it something new
Because right now it's basically just Breakout with extra steps...
I like doing landings, they're fun, but you basically need to script everything with timers.
Basically, shards spawn, helicopters takeoff from shards, shards drive to shore
then ground units spawn
(all while taking and giving fire obvy)
not really just add some shore batteries that you need to blow up before a "landing ship" (Vehicle Depot) can spawn on the beach
I like the idea of watching a shard pull right up to shore and then units spawning right beside of it though π
still works, shore batteries can be a significant threat to shards
it only takes 3-4 hits from an MBT to sink one
If you want to take a look

Yeah, MBTs kill shards super quick
So, if I want to grantee the shards survice I usually just do pillboxes and IFVs
Shard resistant shore battery
That's great actually
you can replace the MBTs with anything, including IFVs and SPAAGs
I want more defensive buildings :3
Well you'll be happy to know that in my head cannon Aerosentrys are a BDF thing, so no fighting them here π
I know that's not what Mitch has said but still
that is probably correct tbh
a bit of a note, the shards will bombard and eventually kill the pillboxes but the vehicles themselves will last much longer until the player drops a bomb on them
Also, I don't have them added currently in this build, but there is a mock carrier that the players will spawn in on right on the map border, then fly to help the landings.
The carrier is there, but I removed the planes so that it didn't force spawn
when i need to spectate
since there's no carrier until the next patch you can make forced spawns until the island is captured
you can probably find a way to give each player 3 lives by using the player controlled box and timed objectives linked to each plane
it will be a bit of a mess for the objective list though
Yeah, I intentionally made the aa defences light, because I wanted players to have a good chance of survival on one life.
Once the carrier is real, that will solve that issue
then I can make a really difficult and longer landinhg
Becasue right now it takes ~3-4 minutes
to cap the base
I did not think about using timed objectives to rig spawns though, that's smart
I was also thinking about putting players on the shards as Chicanes, but some people are BAD at helicopters...
I'm thinking I am going to just add some more enemies and call it Total Breakout
I would really recommend giving it a new name otherwise some might just think that it's normal Breakout with additional factories or something
could have each life spawn a new plane/loadout, keep the players on their toes
start with a Cricket, then a Chicane, then a Compass...
or invert it to punish them for failure
lol
"You blew up all our nice planes, here a crop duster"
At this point, the landing is pretty quick and more just for theatrics.
but I love the idea of making it feel like a remnant force of the BDF with garbage equipment
I am stoked for carriers though
Like I am going to immedietly make d-day
^^^obviously
essentially what im trying to make
only thing is, its going to be a physical set of things in-game
so you could say, add it to a custom mission whilst keeping it modless
would a D2 just be two identical recon trucks firing at each other until one dies
probably
but than you gotta deal with a D-3 D-4 and so on
a D4 is three D2s, where you have a D2 control which of the next D2s gets rolled
Yeah, but than I also wanna do like a d-3+ that just permanently removes one option from the grouping
Which isn't to hard
I already have a system set-up, just gotta get the rng down
Actually make an if gate aswell with ease
Eh, you can already do that with objectives though
maybe you can leverage physics a bit by making a shard pachinko machine
:)
No, the shard isn't round
It would be heavily biased
hmm
Wind turbulence based random number generator?
would make the rest of the map unplayable though
yeah fair
unfortunately turing completeness is out of the question until recursion exists (likely not in the next update)
if we could set the number of flares a plane starts with we could maybe leverage flare RNG
Just run it through a biased by number d-20
how are you doing the d20?
actually nevermind I'll just wait and see where this leads lol
;D
@topaz locust today might be the day I re-program your building kit xD
f^cks sake, just realized I gotta deal with datalink for the units to even fire on eachother
I am to believe HLT trucks have a threat level of 0 meaning stuff wont fire upon it...
Things will fire on hlt trucks and its the basis of brassy's "sitting ducks" mission (and my spinoff of it)
As much as I appreciate the work going on to get some randomness into the game and rebuild a Turing machine using units shooting each other...
Wouldn't it be easier for Mitch, James and Squeegy to implement some very basic randomness in objectives conditions and outcomes ??
I'm sure we can lobby them hard enough to get something implemented, even the most basic "Pick 1 random option out of X possible options" would go a long way...
HLT munitions trucks yes but on the normal HLT tractors and flatbeds probably no
this is more of a fun experiment to stretch the limits of the editor more than anything, though I bet Atali could find a legitimate use for it in a mission
OK fair, I appreciate pure scientific interest... Let me know when you manage to play Doom on the Darkreach MFD !
more likely we're gonna have a 32x32 pixel display made out of spawning and blowing up small platforms
wheres the fun in that though
Any idea what would cause spawned units to ignore a road nearby and decide to go directly towards the objectice across country? Even when the road is quite direct?
that should only happen if the road is not direct
OR that road is not pathed
I'm not sure what is going on tbh. It's an added road that leads from the coast to the nearest highway (fully pathed). If I delete the road, the units drive straight to the highway, but if I have it pathed, they decide to head directly towards the objective over a mountain range.
I just deleted it, and it seemed to fix the issue, but seems odd.
I'll play around with it and see if I can figure out what is causing it
these aircraft keep circling around the airbase and trying to land
they have a waypoint reach objective and a kill objective
ocasionally a compass does fly toward the objective but it only does bvr combat (there are no ground vehicles)
IIRC reach waypoint objectives only function for the player (or can be completed by the player). So, the AI will just go to the point and circle. Unless it has changed.
may have found an answer: do planes without any A2G weaponry and no datalink targets just RTB because of no targets?
Yes, any aircraft without a target or objective will RTB immediately
Same if it doesn't have weapons that available weapons can target/damage
I was having quite the time trying to figure out why Chicanes were taking off and then immediately landing, the problem was their only target was a hardened hanger, which they can't damage.
Dose anyone make missions? If anyone dose I was thinking. A medium scale no spaag ( apart from at airbases ) and fewer radar stations for both sides and more planes for enemy only. The final adjustment would to only have ships in the centeral 'lake'. I think this would encourage more a2a and precision bombing and the use of conventional cruise missiles.
sure thing, i'll get started on it in a few hours
No Spaag!? The nerve
Hopefully it's a co-op, or worlds fastest speed run
I absolutely hate it 1 spaag destroyed 16 cruise missiles
Thanks
As a habitual overuser of Spaag, I get it. Aerosentries are pretty potent, anvils are less annoying.
Anvils: 0/10 looks 0/10 annoying-ness
Aerosentries: 10/10 looks 10/10 annoying-ness
...you could make this mission yourself in like, one hour's time, tops
once radar sams are done, SPAAG in reasonable numbers are easily taken out
anvils also have a nasty habit of easily intercepting lynchpins because they fly straight and the 57mm detonation is big
autosentries shred airplanes better
Idk what it's called but it looks sick
I've got no clue how to make missions
But I mean if anyone would want to teach me?
it sounds like you'd just take Domination and remove all the Aerosentries and Anvils, then replace them with SAMs
and I guess move all the ships to the middle. It's just moving things around. Very simple
Oh yea
I could use domination as a starting point
Go to the main menu, open Mission Editor, click on Domination, save as [Mission Name Here], then start deleting stuff and replacing them as needed
I may have a go

Scoobe has a good guide on the Mission Editor interface available on Steam
Ah thanks
I wonder how much the upcoming economy and ordinance manufacturing systems will mess with custom missions
can always just turn the economy off, by giving players a trillion dollars
I'm more wondering about the ordinance manufacturing buildings and the fact we'll need to place all those
will only apply to nukes most likely
hopefully
assuming you only need nukes, thats 1 extra building
multiple if you feel like it
I could've sworn I saw mitch post a teaser where one was manufacturing not-nukes
nah
its just for nukes
I sense that impatient people will attempt to (and fail) Compass nuke because it only needs to carry one nuke, whereas the others all need to wait for more than one to be in stock
ngl I love seeing people speculating on stuff about the new update and me just knowing theyre wrong
hope it will be possible to load just 1 or use only half the bay or sth
π€
Where did this come from?
I believe a dev stream
anyone have luck getting ground vehicles to go after airbases? I tried:
- DestroyUnit objectives, which works as long as theres marked enemies to go after, which is usually for exactly one capture.
- ReachWaypoint, which also works, to the detriment of literally any other objective being ignored
havent tried ReachUnits yet. not sure if unit waypoints persist after the unit dies but i imagine it falls into one of the above categories.
Vehicles will go after the closest active objective, so just having one on the airbase should be enough.
but if you have other objectives closer to them, they'll go after those instead
Pre-placed vehicles can have explicit waypoints assigned to them in the editor, but if they're coming from factories/depots they just chase objectives
Also, even though vehicles will use them for navigation, reach objectives can only be completed by players
so there's an existing pitfall where units will bunch up on a reach objective unless a player passes through it or it's completed by a seperate outcome
Gotcha. Thanks for the info.
What I do currently (for the AI team) is set destroy unit objectives, with them targeting pillboxes, hangars, and factories surrounding the base. This way, they are almost required to capture the base to meet the objective. I usually then have a spawn trigger for units with a preset waypoint to spawn in and drive to the base and they setup defenses (also making sure the base is capped). Unless they get destroyed but then it is what it is. This can be repeated with more spawned buildings and more destroy objectives, but it gets messy quickly, so I usually only have it set for one round of respawns.
Hopefully that makes some sense
I don't make AI target player bases using vehicles, because they are fragile and players can manually order them to leave
it does, thanks. Thats usually why I have important objectives paired with airbases where possible, so they get captured as the game progresses. Havent tried repeating objectives and reinforcements yet though except for maybe one of my missions (mainly because im lazy but also like keeping objectives trimmed down) but it'd be worth looking at
Taking another crack at fixing my mission and the mountain range the darkreaches have to crest before firing their cruise missiles is really messing things up
they fire while still decending to their preferred altitude, which means they crash into their cruise missiles and die
I'd have to completely move all 18 of them so their approach doesn't crest the mountains to fix it
Also a side note, ever since the AI got a "confidence" metric, the follow-up darkreaches won't go in and bomb the base, which means there's less target saturation, which means the initial attack completely flops
Unlike the previous version of the game where the base would only just survive if you did nothing
I would go and boost the "confidence" of the attacking 'reaches by giving them more escorts but that would become extremely unfair on the player
see if this value is serialized in the current versions of missions:
ye they are
okay yeah bumping those values fixed that issue π
how can i make a workshop appear on my user missions ?
a workshop?
yes
you need to find and move the file to user missions
i did π₯²
then make sure the file names match
and remove the workshop part from meta
just leave the first line
thx
18 darkreaches?

thats over 4 billion dollars for the aircraft's production alone
i did the math, it checks out
There's a reason there isnt much else
i'm making a purely dogfight mission, but i need ideas to spice it up a bit more, any ideas for POIs or structures? also made an infographic
Maybe some light forward AA emplacements (mostly areosentry+few IR or even recon trucks) as places to fall back to when being chased
not sure how i feel about that:
having AA would just let players camp in these areas, and would kind of ruin the pure dogfighting aspect, and the more observant players would use hills and mountains to hide
however, i do like having places to fall back to that can fire back
someone explain to me how to spawn chicanes in the air without having them immediately crash
they have 220m altitude at 160km/h start speed
Unless someone else knows something, AI Chicanes only seem to be able to spawn in air if they spawn at mission start.
Otherwise, they need to start on the ground. It's an AI issue, that's why player Chicanes work fine.
oh, fair
I've had some spawn on the backs of shards and some of them were crashing upon spawn, so I thought spawning them in the air would be better but apparently not
You can have them spawn on shards as long as they are facing forward. The AI apparently doesn't understand how to use the brakes and tends to slide off of the back.
If they face forward, they usually roll back a little but are able to take off.
They have 0 problem taking off from a stationary Shard but can takeoff 90% of the time from a moving one if placed correctly
i know brassy was having considerable problems with getting chicanes to not die on mid-mission spawn
I've never been able to get it to work. So, all of my mid mission Chicanes spawn on the ground. Not sure why mission start Chicanes are fine in the air though.
yep
spawning them on an elevated platform (the aerial cruiser) resulted in them bumrushing the airbase at mach jesus
i have had the same issue with darkreaches
oh yeah that's true
they also like to just combust on mid game spawn for some unknown reason
I find it only affects Darkreaches if they carry cruise missiles / nuclear cruise missiles. They often collide with them on launch and burst into flames.

It's more of the AI being dumb and descending hard while dropping cms
that's definitely worth experimenting to confirm if it hasn't already
I have a fairly large sample set π
If you want the AI to launch cms without killing themselves you need to spawn the Darkreach very low over level ground so they pull up while dropping
They do a slightly better job if they takeoff themselves
But they still suck at deploying cms
that's actually pretty good to know
hadn't considered one specific weapon was causing the seppuku since i recall having seen it happen in several different missions
but i could believe it
Yeah, they either knock the cms off course or tear off a wing and burst into flames
It took me a lot of experimenting to get them to launch every time successfully
Usually though, if they takeoff by themselves they launch while ascending, so it works out
This has been a super consisent problem ive been experiencing in my missions and ive stopped bothering to fix it
Yeah, they need to force the AI to hold altitude when it dropping
It would solve the issue
we need an asset stitcher tool/mesh rebaking tool, can use the unity/blender pipeline that exists. static objects only.
so this is the building being added in the next update?
Yes, it's part of the economy updated
Nukes will be a production item
Like vehicles
gonna be the HVT in every game
Absolutely
i wont fail
pvp maps are too eaazy
not when the enemy team is competent

maybe π call me when u play
I guess you can ping me on saturday if you want to
Deal π Got a flight stick?
no
prefer to play on controller
well, I actually do
but I play on controller anyway
Taco Tuesday hosts escalation maps all the time, your more than welcome to join us π.
i probably did before π will today mby
Yay someone new to play with

dont be mistaken haha i am serching also for fresh meat π
Lol fam I'll make you into my next highlight reel on YouTube
Tokyo drift revoker 
And this also #community-streaming message
Last update Escalation had a big rework there's also domination and confrontation for smaller PvP matches
There is many different versions of escalation, some are balanced, some are not. Unless @frank thicket gives me a bad file....
hey who told you about that free flight mission i made
that was classified
lmao
Says it's co-op, isn't.
the idea was simply ahead of its time
the world wasnt ready for the fake pve escalation lobby
Hey wasn't that map the first time @fresh mortar saw me when I nuked him?
yes
anyways @fickle crane i eagerly await blood for the blood god so let us know when you're available for a match against us
at least i think that's whats going on here
idk i havent had my coffee yet
Sure kinda now. I have a short date in an hour. An milf introduction lmao
not available rn but maybe in a few hours
oof sleepy time for me in a few hours. I am GMT +1 , UTC+1
Run, she has kids
how do make structure so it has to be destroyed to complete the mission
Go to objectives
Actually lemmi get screenshots up
@real pagoda so, do you want this to be the last objective?
just add a destroyunit outcome
set to destroy all and add the units you want destroyed
go to the faction you want
wait theres a faction filter?
yes
I spend most of my time in the editor and havent realised
I dont think that has to do anything with me knowing that
your missions are all PVE no?
so choose what you want and make a destroy units objective for the team
select the unit you want
and set its outcome to end game
also make it be started by the mission start objective
I'm pretty sure thats something you have to do
I was refering to my own screenshots
ah ok
the look of the build does not change anything
except that it looks cool and congrats on your patience
well it is bulit behind the main base of primera and bacilico so its almost like a defence platform just on the sea
bacilico π
plus the whole objective is bacicly to expand map stucctures since there isent much as of now in the game
dident feel like going in to the game and correcting it
isnt the game 1 alt+tab away?
yesπ
thats cool
When you see the new city maps, all the cool new equipment, and objects... Getting super excited... Then realize how much you're going to have to do to update and / or recreate your missions 
so far it shouldn't be too bad
for once I'm extremely glad I procrastinated something, my city mission
yep
complete overhaul
and it looks nothing like its older self now
a what
draw a box around a bunch of stuff to select them
idk the spelling its a dumb french word
ah
but no, nothing yet
pain
i think the editor is capable enough for .28, but after that it def needs some new features
I don't want to move 18 aircraft individually...
clamping units to other units will be a life saver once we get that
you can move them via json by adding/substracting z distance from x and y if you want them to stay in formation
thats faster for long distances than moving normally
not math
if it doesnt need to be specific you can just add a 1 in front of each
can someone tell me how feasible this is lol
@dense pebble @indigo valley @full cloak
I make it to the loop but can't get further haha
loop needs a bit of extra space
shit
oh damn
or more gradual entery
damn its not far off
they have a funky loop that keeps tham at a constant G-force
just needs a few more pieces
a more teardrop shape
let me try one more thing
man acro server has changed since i last saw it
happy for someone to finish this off...I'm tired of placing platforms haha
I have the program
just a second
@stray cloak you would be fine if I re-made it just with large platforms
that's fine im done with it
sick mate
(also, I recommend switching over to the revoker, the compass doesn't have the TTW out of that last corner to get around that loop)
(ima test that now)
that second turn is damn tight
even with AOA limiter off, you just pancake into it
yeah haha you basically stall every time
yeah
maybe just do it in the chicane and call it a day
real
it rolls to slow to make it to the loop
gahhh
I feel this would be even harder to pull off than a normal loop
with the top being so tight
your plane has next to no speed up there
it stalls out and falls down
best attempt so far
damn that was really close
I've reduced the attack of the slope partially but it makes for a less cool loop
lmk how that goes
I'm openening a thread for this
hell yeah
i'll try this later
Thanks! The loop itself needs filling in but I'm sick of placing ramps at this point
not a clean run. but did it in the official too
have you got blender?
No :/
ah :/
gravity kinda wins in the end
The part where you brushed up against the side of it made me tense up ngl but niiice
there is just bit too much weight on the transfer. gun removal might help.
draining fuel will go a long way too
could someone tell me how can i make them do things? i cant figure it out xd
Ground units will make their way to the nearest active objective. You can also set waypoints specific to each unit (only preplaced units).
The AI does what we're seeing here when there isn't a visible objective that they can reach, try adding a "destroy unit" objective, since it is the easiest way to get the ground units to go where you want. As you get more familiar with the mission editor, you can get them to do some pretty complex maneuvers.
oh thanks, i made an objective but i think i did something wrong and its not working xd
make a StartObjecti- ninja'd
Note that waypoints set in the editor as objectives can only be completed by the players, so if you set it there the AI will just congregate until a player passed through it
ReachWaypoints and ReachUnits objectives ^
Good clarification ^
Upwards arrow ^
^^^^
thamk you, i put three objectives in there but only one works xd
You need to add an outcome (StartObject) to the objective you want to start the next one, unless you want them all to start at the same time (then put them in like displayed above).
i wanted all of them to start at the same time but only one started
Take a screenshot of this
You can throw as many objectives to start at one time as you want.
If you have a screenshot I can see what went wrong
For the destroy units objective, check and see if it says "destroy all" or "in order". If it's all then it will add a marker for each unit (with a max of 3 at a time). So, it may look like the other objectives are not active even if they are.
The "in order" option only shows 1 marker per objective
oh i guess its the three objectives then xd
but its weird that it shows three from the second one
It shows the 3 closest objects
targets
So, it is probably just showing the 3 closest units to destroy
all from the same objective
is the dialouge box affected by it too since it didnt show? xd
or maybe thats singleplayer only
It should display, If you want, DM me the mission file and I will take a look and see what's going on
its not that important since am probably not gonna publish it or anything just wanted to do something silly xd
Everyone starts somewhere, it's all good.
The editor can be overwhelming at first.
its alright xd
also is there something specific that you need to put next to a radar station or how do i make it the factions radar? xd
Units need to almost literally be touching it
thamk :3
also how do i make ai planes spawn? xd
i have a factory to make them
Faction factory + allied airfield
They should spawn at whatever rate you set in the factory
yeah i have a arfield they just dont spawn xd
Is the factory's faction set
yeas
and then you selected a unit and set a production time?
mhm
It's really that simple, I couldn't tell you what's wrong without looking at it.
ill test some things
i put 30s crickets and now it works xd
idk maybe they got shot down when i wasnt looking or idk xd
Like were they factory spawned or manually placed by you?
spawned
or maybe probably they didnt spawn because i didnt have the objectives done xd
Well, as long as it's working now β
is there a way to explode things with some debug thing or idk to test if the mission is working? xd
it kinda takes a lot of time to do it with the planes xd
you can always spawn a bunch of friendly darkreaches I guess
but no theres no debug cheats
errr
there's a few things you can do depending on the situation
currently fire damage is bugged and will wreck buildings so just having a plane or helicopter crash into a building deals a good amount of damage
otherwise, you can set a mission objective that will spawn a friendly munitions truck and enemy Chicane with only its cannon, if you place the chicane behind the truck it the gunner will shoot it at point blank and blow it up
simply have the objective be a "WaitSeconds" timer and set it to the desired time
darkreach would be probably the best xd
Would love if you were able to spawn munitions
Could someone explain me how to get the dialogue box objective to appear pls
you mean making a message appear in the chatbox on an objective? use a ShowMessage outcome for that
oh, i have no idea how that works
@final pulsar you did that on your landing mission, can you explain it?
huh
oh hi lol
Lemme get my mission and show
Different mission (totally not a leak lol) but here's how I generally did it
so mission start --triggers-> dialogue box --triggers-> next objective ?
NUH UHH
uhh I think so lol
that's what i did 
nw
I just had to uncheck faction specific
How about using the RTS feature for a mission? Could be fun
i would like some more RTSy features for the AI, set targets and paths and stuff.
obviously like bottom priority in development terms, but it would be neat
any way to remove a type of vehicle for all factions
cus im tryna do escalation with no AA
only manually
with some json editing you can swap them all out for APCs or something
literally just find and replace
thx but i dont know how to do any of thosπ
Just remove the factories that produce them. If you can't edit the .JSON file manually you would just need to remove the pre placed aa units and then changing the factories so no more are produced.
All can be done in the mission editor
how do i change factories
what do you mean change factories
nvm found out
probably meant choosing what spawns them
many
where
oh sam factories
you said factories
there are at least 2 then
1 for each faction
yea i did it thx yall
Oh man I wonder how broken my mission is
I don't think it was too harsh, for me at least, mostly just needed to fix Darkreach loadouts and move units that were now stuck in buildings.
Darkreach loadouts will have moved around, but other than the only bug that cropped up on the official missions were that AI planes which couldn't see any targets at the time they spawned would RTB (fixed by adding an enemy objective to kill the player/wingmen)
there were many more issues to do with balancing due to the new AI, which took way longer to fix
in general they're more potent and can do more with less
Oh right the editor is bugged so I can't rotate stuff
yup - we're aware of this
it came very fresh with the update
oh on the subject of missions being bugged, me, loki, and some other people tried to do a carrier duel lobby but we didn't start at rank 4, which apparently according to loki we were supposed to, not sure if that's a fundamental code issue or if it's just an issue with how the mission was set up, either way might be something worth looking into
Yeah seems to be a bug introduced with retroactive rank changes calculated from score. I think, in the meantime, just give everyone a bunch of money.
alr will pass this on
Throw money at the problem lol got it !
I need to double check something - players do actually pull airframes from the starting/production inventory now right, instead of magically out of thin air?
Should I include the carrier in my mission just for the hell of it?
It'll just be chilling next to an existing owned airbase tho
I wonder what the detonation of a munitions truck next to it would do...
planes bought with money are pulled magically from an external market, while planes that are reserved come from the faction
Lifesaver
Placing one there has all the attackers focus it like nothing else even matters :(
I'll have to have it spawn late
its gonna be weird having it just appear out of nowhere though
the AI will weigh their focus on targets by distance & value
and carriers seem like they're pretty valuable
hey guys what's the behavior of ai on normal escalation? because to me it seems like they focus on the left side (the bridge) and totally ignore the right
they'll spawn from the nearest vehicle depot to the current objective and head for that. As you destroy structures they'll swap around where they spawn from
there are a handful of preplaced convoys which have their own agendas - usually supporting other locations that have been hit
note that the distance is as the crow flies, meaning sometimes BDF convoys will spawn at SBGA when it'd be more useful for them to spawn on the eastern front
ah ok. I'd like to make boscali focus on desert airstrip and then the desert airbase whereas pala should conquer the airstrip->conquer the bridge airport->conquer the city airbase.
How can i do this? Because in the objectives there's lots of stuff but i'd like to keep it simple, since i'm planning on only playing as pala and boscali shouldn't be able to destroy the desert airstrip or, if they happen to, they should then attack the desert airbase
i did this for every update but honestly it was a mess and i wouldn't like to spend 4-5 hours trying to manage all the objectives like i had to do for the previous update haha
especially because the bridge zone becomes difficult to push through when the bridge is filled with corpses of broken vehicles haha the game gets kinda softlocked
The objectives for Escalation have become very complex, but there are only two sets of things guiding the vehicles - the marked objectives, usually prefixed with "Destroy", which activate each other in order, and some invisible objectives with "Push" in their name, which mark various structures (usually vehicle depots) like a breadcrumb trail to get the most variation in spawning
mhm yeah
PALA has a "Push" for both the west and east fronts while BDF has a single "Push" objective which attacks sandrift (formerly desert) and wraps around to the west
@topaz locust sorry to bother but i really don't understand the AI: i've placed 3-4 crickets in the BDF airstrip and when the game starts they immediately head to the bridge area passing through the city instead of attacking the much closer enemies in the desert airstrip area
instead of going to attack the closest enemies (red arrow) they follow the purple arrow to attack the bridge area... why? also in doing so they miserably crash into the skyscrapers lmao
ah i think i've understood why... it's because i've put a carrier on the left side... why is the carrier so important to the enemy though wtf they just push it regardless of everything, it's so annoying
yeah the AI get serious tunnel vision when carriers are involved
I'd say to the point it's gamebreaking
ahahah i've played a bit when the last update released but my last year of highschool has been really busy. Looking forward to play again though
good to see you bud
ah ok ok, then i'll wait for the hotfix to add a carrier near the front
thanks mate <3
I wouldn't be surprised if that hotfix never comes
also cuz every time an update drops i waste hours on changing things around in the escalation PALA map to add more enemies and remove ai
mitch knew about it since a long time
ah
it's not as bad as earlier, but it's still really bad
because its mitch
he didnt give the compass a tailhook because he didnt wanna remodel it
well, it would break many skins
but still
this may be useful for mission creators
and it actually works somewhat well, damn
doesn't fall off immiediately
i use it all the time π€£
and i do like the tractor in front of r9s to make it appear as if they were towing it
Okay. I have NO understanding of what the logic of waypoints is.
I keep trying to set up a carrier landing practice mission that'll let me just have the carrier sail a nice long straight path, and it just seems to pick a direction consistently but mysteriously.
it will try to use sea lanes to get to your waypoint
most likely, your carrier is driving along (or trying to get to) the nearest sea lane instead of the intended path, check the roads tab
we did some bug testing earlier in taco tuesday, seems that when the carrier is put in the new sections of the now expanded map, it just tries to go straight towards 0,0 and doesnt care about obstacles, frequently resulting in it beaching itself
sea lanes don't affect anything and neither will manually ordering it
Aha. Good to know.
a bug report has been sent to mitch about it, we compiled the log files and gave a summary of various bugs involving the carrier
hopefully it can get fixed soon
@hollow path if you want practice with the carrier, it's probably best to just put it in the central sea and have it hold still
harder than landing on it while it's moving, but sadly we don't have a better option right now
Would have to set up a headwind, but yeah.
My carriers seem to be working fine, not sure what's up
Maybe I am not waiting long enough
(At least following initial sealanes)
are they positioned along the very edges of the map?
so far we've only observed them going to 0,0 when they're placed in the new areas of the map
About to find out, testing.
try ordering them if you can, let me know if that's what causes them to start going to 0,0
would be valuable info to pass on to mitch
In beta we figured that there is something to do with the terrain not being able to be detected (hence the altitude and placement issues in the new areas), so the unit doesn't seem to actually know where it is. I'm going to play around with it and see what I can figure out.
alr, loki thinks it's just when it's ordered to go somewhere that it does that, and also earlier today we found it that it will do that if it's given a waypoint
Sorry, it will or will not do it with a waypoint?
we think that it will with a waypoint
we were trying to set up a carrier practice mission earlier along the eastern edge of the map, carrier started at the very southeastern end of it and would just beach itself no matter what we did, waypoints or manual ordering
Yeah, if you point them outside the old area they get a little nutty
oh, so it only goes to 0,0 if the new waypoint/order is outside the old area?
Commanding them in the old areas and they drive ok until they desync
Yeah
alr
@hollow path this may be something to try if you want a moving carrier
only order it to move to places within the old areas of the map, so anywhere very close to the shore along the edges of the map
Interesting. Will try it out.
alr, let us know if it works
would be a good bit of information to have for the bug report in addition to letting you do what you originally wanted to do
i think i already lectured an insomniac to sleep about how this is only the case if it's done dumbly.
simply put. weapons have pylons and separate firing weapons.
it would also very slightly break skins, even if done well
tailhook can have a pod and a seperate rotating tailhook
the pod is the same as a pylon and the tailhook is a weapon
pretty easy stuff that hardly breaks anything
the real issue is the horrendius arrestor engine
tailhook is a weapon?
i mean makes sense
in game terms
jammer pod, tailhook are selected and applied using the weapon manager
on the template
thats up to mitch to figure out, he could treat it with the plug and socket of the ifrits externals
there are 3 different ways each with their own pros and cons for each one
but again the compass getting a tailhook would require mitch to make the logic behind the force applied by the arrestor engine not be as simplistic as a scaled up landing gear suspension
by the way the compass should definitely get it, because it's hard to land on a stopped carrier with no weapons and full fuel
the game doesn't even see the carrier as a valid landing spot for the compass
i have not been saying this from the early days of the beta but rather yelling to get this happening.
same goes for the revoker but more for the sake of variety and some kind of option between the compass and ifrit
darkreach is a funny joke
proper nose wheel steering was not a joke
corrected arresting engines were also not a joke
I remember when I landed the ifrit while driving over the wires and just braking, because the hook system is really flawed
I even have a video
oh yeah and the fact the hook likes to fall back to the ground at the speed of its deploy rather than that of gravity
it doesn't even touch the ground
you need to artificially make it touch it, which feels kinda hard and forced to do
I've had so many carrier landings where the hook just skips clear over all the wires
this is fine, the return speed is not
since AI just mastered having the perfect angle to catch it and not kill themselves
yeah, if you miss the wire, the hook will bounce up and over the wires
this makes no sense, is frustrating and unrealistic
mitch did not fix this since the beta
good nose wheel steering + comedy
just did it again, ILS was perfect and all but it skipped over
halfpipe
that is 90 degree nose steering with differential brakes at zero speed. one of the easiest things i ever coded.
it works a treat and is simple enough i could code it
right now the planes barely turn
NO is a great game, but it just has these small, stupid issued mitch refuses to fix
i think mitch some how miss understood my request for better nose wheel steering as to increase the nose wheel straightening speed 2 fold
instead of actual good nose wheel steering.
NO is a broadly a fantastic game tarnished by the lack of care placed into the little things
this can be seen a lot
"if you don't do small things just because big things exist you are a giant piece of [Faecal matter]" - Tom Cardy, call your mother
difficult truth
this game should not have to be skyrim where you need mods to make the game feel complete
there are things that are unreasonable for a game with a team of this size but 99% of the things talked about in this could likely be done in a in a day by a single person. combined. But not including the various R&D to fine tune some of the systems.
this is realistic and happens in real life
if you land crappily with bad speed your hook will just bounce over the wires and you'll bolter
what does bad speed even mean
not maintaining the right speed for the right angle of attack
ie too fast low aoa or too slow high aoa
the bouncing is a bit too extreme, still
its arguably more forgiving than real life
'too low' is an understatement for this you were on track to have direct hangar access
this would probably happen in real life
you need to really plant your ass down on the flight deck to catch the wire
doing buttery landings is NOT an option
which makes me sad
well, it is as you can see in the video
well if you want to catch a wire, I mean
that TWR is comically high too
can we just talk about how the music synced with the touchdown for a second
its a shame i was too low and snagged a one wire for that one otherwise it'd've been fully sick
oh its better to catch the forward most wire?
2 wire is best, 1 wire is too low and 3 wire is ocean landing trajectory
ah
if your ifrit is a little on the heavier side a 3 wire will send you off the front of the deck
e.g.
oops
Can i somehow spawn a plane with its gear out in the mission editor?
if speed is zero and they're on the ground, the gear will be out when the mission is played
speed does not need to be 0
I think
yup it does not
Unless I purposely do what I consider a bad landing, I can't catch the wire
m a n .
hey, bit of a lurker but im looking at making a couple of missions but i need to clear a couple things up
- do i need to place ground units first then the vehicle factories will continue to spawn them?
- are radar stations given factions entirely dependent on what faction has vehicles protecting it? as i cant seem to change their faction in the menu.
- are troop movements for ground and sea ai driven or is it pathfinding?
Sorry if these have been asked before but theres no context in the mission editor
- I dont know what you mean
- They can be captured by ground units but have a really small capture zone
- They move to the closest objective/waypoint, if a road is closer than it they will follow the road and get off near it
also there are roads in the water called sea lanes
ok thanks, i should clarify that first point - if I made convoys for the start of the game to push on points, then will the Ai take over and churn out units as it needs them over the course of the battle?
if there are depots and units in the inventory, they will spawn them at the depot closest to an objective
factories add units to the inventory
ok thanks man, ill have a look into the menus a bit more ππ»
is there any way to prevent factory produced ai to not use purely a2g loadouts?
all of the planes i see are only using bombs and agms
the only objective is to kill a ground unit but there's still a ton of planes
the new aircraft makes revoker and compas completly irrelevant even darkreach in terms of hard points , missile load ect...
no yaw thrust vectoring, plus a higher cost
that's it but the amount of bombs and missile it can carries is just insane , in some games iven i'm max rank i would still use compas for ground attacking but like now the new aircraft is just OP 6 missiles plus like 12 bombs is insane
yes but again that is offset by the high cost
it's very high risk, high reward
a successful sortie offers huge benefits, but dying will set you back a long way
you can get another one for free by reserving it
and that only works as long as you have airframes in reserve/factories still producing them
you're not gonna be able to constantly spam them for an entire match
that is true
unless the factories are well protected
or you dont die
or you sell darkreaches
or you just have a lot of money
iirc i think the reserve/sell exploit only works once now before it puts you on a timer before you can sell anything again
you'd get like two ifrits from doing it but that's it
the timer is 120s
ok that's odd i thought it was a lot longer
if you lose an ifrit in this short of a time, you really suck at the game
yeah mitch may need to do something about that
has anyone managed to damage a shard by clipping something inside of it?
I think brassy and classy managed to turn them into planeshot (haha, get it?) by ramming them with highspeed darkreaches
#1131013817011294249 message
it doesn't do damage, however if a shard gets overturned more than 45ΒΒ° in any direction it'll capsize and sink
thanks!
annoyingly the carrier ILS seems to want you to do super gentle butter landings, which means doggedly following it (like actual pilots are meant to) causes you to bolter 100% of the time π
actually i get the real problem. the ILS is trying to make your cockpit intercept a point before the wires, which means another 15 or so meters of plane has to pass that point before the hook gets there, which isn't even the wires yet. you can do the 3 degree slope just fine as long as you aim further ahead than you should
if the ILS tried to align the tip of your hook with its touchdown point, instead of your cockpit, it would be much more trustworthy
That's cool... I wanted to do the same with a column of trucks carrying MBT to the front.
We'll see if future 'logistics' will allow this !
doesn't work very well
and an MBT would be too big
Probably... We'll need a larger trailer to fit a MBT π
i retract my statements. the ils works fine... with a headwind... know, like you're generally supposed to have on a carrier xD
aiming ahead is only needed for static-carrier recovery
is it possible to edit a mission you got off the workshop?
it's convoluted and i don't remember the exact method, but it is possible
involves manually editing files though
idk i think @final pulsar knows how to do it i believe since iirc he was the one that taught me
Very possible
take if from your mod folder and bring it to your local folder
What you need to do is download the mission from the workshop, then find it in the steam folder, then you need to make a mission in the editor with exactly the same name and move the files over
Replace the mission you created with the file from steam
If you did it correctly you'll be able to load the mission in game
If they are not named exactly the same they won't appear in the menu
The easiest way is to go to the in game week workshop and hit show in folder
I'm away from my PC otherwise I'd send the path
this also changes if they have steam installed some where than default
Fair
mine should be default,
ive looked around in all of those folders and couldnt find anything that i could recognize as helpful
ah, i didnt understand what you meant, im a little dumb
i have no idea, i don't edit via .json
its near the bottom, i played around with it yesterday, hang on
find the "factions" header near the bottom, then you'll see this for both factions
to clarify this is using an edited free flight i have for testing i did not put 1 trillion dollars on a regular match
rest is self explanatory
thanks, appreciate the help
yeah im also editing a freeflight thing
was legit just me wanting to know if jacking up the econ numbers in json past mission editor limits carried into the game, and yeah, it definitely does
you only need to move the json file
Does it not need to be placed inside an already created folder?
to the missions folder
no
nuclear option does that itself
well, i've been making it more difficult for myself evidently
yep
how do i get this cricket to land on the carrier instead of eject?
I may be wrong, but I believe the AI will only try to land ifrits on the carrier so far?
checks out, i know the carrier only gives landing assistance to the ifrit
aw that's unfortunate
I have not seen Crikets, Compass', nor Medusas land on the carrier. Only Ifrits. However, all four are capable of landing on the carrier. The Criket and Compass just have to use the ramp if they're a bit fast.
can i at least get the cricket to go to a waypoint before ejecting?
AI don't follow waypoint objectives*
The medusa in Carrier Duel will return to and land on the carrier. It's possible that the AI is failing to see the carrier as a suitable landing site and then concluding they have to ditch, which is a bug. Also, AI pilots will follow objectives so long as there are not enemy targets visible they have weapons with which to engage.
yeah, I'm pretty sure only the Ifrit is marked as carrier capable
other aircraft don't get landing assistance
The Cricket has a short enough landing run that it just needs to be able to see the carrier, I think. That is, think the carrier will actually work.
The Compass is probably more complicated. It's landing run on the Hyperion basically requires that you either come in a little slow and land hard, or that you use the ramp to make your final slow down. It's very tight.
ah, actually, the AI does consider its weight when finding a long enough runway, as well as if a carrier is moving fast enough. It's possible they're ditching because they're carrying too much for a carrier landing or the carrier is standing still.
Do they consider headwind?
Seems not in airbase selection, only when actually performing the landing. The wind is used primarily in physics and has noise from turbulence pre-applied, so that would need to be modified for picking runways
Damn. Was gonna say, you could simulate the carrier's movement by creating a 32kt headwind.
a maximum load Cricket (4x pab250, 2x7x lynchpin, loaded 50cals, full fuel) can recover without incident. not sure if a Compass can do the same
any fix for ai using only crickets?
have less of them available in the HQ inventory
the cricket in my mission only has internal guns equipped
Select the aircraft in the editor and you can change its loadout in the menu.




