#General Thread

1 messages · Page 6 of 1

rocky gorge
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maybe those are the only visible ones

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but that's my 50 cents

topaz flicker
# rocky gorge maybe those are the only visible ones

Yeah, those are what's viewable in thedebug window. The "non-assigned" ones are just neutral objectives that are meant to activate "by chance" (e.g. there is a unit that, if destroyed will prevent the spawning in of other units. But I don't necessarily want the target unit in question to be targeted by either PALA or BDF AI).

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Those are the objectives in the mission that seem to be at the root of the issue. (There are about 50 BDF/PALA/Neutral objectives in total for the mission that aren't pictured.) I'm wondering if the AI just can't handle multiple independent capture objectives at the same time (vs a single capture airfield objective with all the target airbases to capture being nested within it).

topaz flicker
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Okay, so after doing some trouble shooting, seems to at least be tied to certain "capture airbase" objectives that target certain custom made airbases. I still don't know why this is the case though. Best guess is that its perhaps something interfereing with the pathfinding. Perhaps the "center orb" for the airbase needs to be moved into a more accessible location; or the capture radius is too small or large; or there's something along the computed path to the objective that's getting in the way.......I just dunno though

rocky gorge
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there could also be the possibility of the vehicle depot itself being an objective, causing them to pathfind into them

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you'd see this if you had, for example a "Defend Vehicle Depot" destroy objective set to bdf, so they'd be able to see it on their map & hud

candid abyss
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how can i get this landing craft to deploy its cargo here?
i've added an enemy airbase and created a capture airbase objective, but still nothing

snow anchor
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It's not on water, maybe that's related.

topaz flicker
# topaz flicker Okay, so after doing some trouble shooting, seems to at least be tied to certain...

Okay, so it looks like the issue with units spawning out of vehicle depots is tied to player-added "map roads" (i.e. roads that are not created via specific airbase''s own road menu) being withing the capture radius of an airbase. More specifically, it appears that anytime their is a Capture Airbase objective whose target is an airbase that has within its capture radius a player-added/custom "map road", units spawning out of vehicle depots will not be able to pathfind to the objective, and will instead stop moving shortly after spawning out of the vehicle depot.

I still need to do more testing to rule out other variables, but for now deleting "map roads" that I've placed has fixed the pathfinding issue.

warm quiver
# topaz flicker Okay, so it looks like the issue with units spawning out of vehicle depots is ti...

Your map roads need to directly attach to the large blue nodes of the built-in ones because ground units will ONLY use one network, and cannot path between two separate ones.
They attempt to path to the network that takes them closest to their destination, and with the recent fix that prevents vehicles from driving into the water, I think if their determined path to the network in question intersects with water, they just don't take it

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TL:DR - Draw your custom roads originating from a built-in node

rocky gorge
radiant glade
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it does though, no?

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Lshft + Lclick

rocky gorge
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nor do the roads actually complete or connect

radiant glade
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they complete on Enter

rocky gorge
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behind this landing craft is an airbase with an active capture objective; instead of doing the obvious thing of landing, the mf does a 180 to land elsewhere

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this ai is either incomprehensible or ass 😭

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pictured: landing craft pathing

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annex carrier in the background also refuses to deploy any lc

gusty goblet
# rocky gorge what

i dunno why exactly landing craft do this, but it seems like they don't want to get danger close to their objective so they don't lose what's on board before it can get out

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maybe you can try moving the airbase itself further inland, but keeping the beach as the closest way to get there?

rocky gorge
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that airbase down there has no pala units

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annex is also still not deploying any lc

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i also added roads to the landing area, so it can't be that either

gusty goblet
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are the roads at cap connected to the main network via a big blue node?

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also the overall behavior is pretty strange. what happens if you shift the airbase to the right side instead of moving it directly backward?

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LC should somewhat avoid mountains, might cause them to divert to beach. who knows

rocky gorge
gusty goblet
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at this point just ask squeegy or rng, i have 0 clue

radiant glade
# rocky gorge switched capture objective to sandrift (further inland)

that delta has a sea lane node terminating right down the middle of it. I think that landing craft behaviour is to select a node that is as close as possible to any land mass before beaching.

So here, it's following the main sea lane, taking a turn into the dead-end lane, then going off-lane to the shore. It's beaching further away than what seems to make sense, because vehicle ai thinks that the least time spent going off-road/off-lane makes for the most efficcient path.

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...i think...

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anyways, i also think that adding a single extra sea lane node in front of the preferred landing spot may be enough to encourage the landing craft.

rocky gorge
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it is connected to the main network

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afaik lc ai is either incomprehensible or ass, lol

rocky gorge
radiant glade
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mm that would be an issue, yes.

rocky gorge
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any reccomended values for passive income

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don't feel like doing all the experimenting

balmy hill
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can i attach vehicle depots to an airbase so that they are repaired when it changes hands

topaz locust
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not yet

glad scarab
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before he spawned idk why he dont anymore

astral helm
astral helm
# glad scarab

Maybe its because you didnt select a faction for this message ?

full cloak
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With "Faction Only" unticked it should show for everyone

clear peak
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im omni-ing it

rocky gorge
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#feedback-and-suggestions is that way

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this is the custom missions forum, in all respects

frank anvil
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Whoops, got turned around >_<

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Legit thought I was in general thread for the suggestions forum

rare umbra
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trying to figure out how AI calculates what is a runway at an airbase (i am making a custom airstrip)

rare umbra
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oh there was a tab for it and i didnt notice XD

real pagoda
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if i place down a anex carrier in a mission wil it automaticly deploy the howercraft when in a mission ore do i haw to add them to the anex storage?

topaz locust
real pagoda
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and how do i do all this is it complicated?

astral helm
# real pagoda and how do i do all this is it complicated?

not quite
just add landing craft and ground vehicles in inventory of annex (there would be button on unit info panel)
and in objectives menu add capture airbase objective, tie it to mission start or any other condition and thats all

peak sequoia
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I have used that one

pine wigeon
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Heys guys, i want a A.I aircraft to follow a certain path, like a circuit? how do i achieve that?

indigo valley
gusty goblet
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however you can (quite amusingly) force ai aircraft to drive unnecessarily long paths (or even race courses) by attaching a new airbase road to a custom airbase, and then setting the runway start at the very end of that road

real pagoda
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any suggestions on what i should add to the big mountain on pala side im thinking an airbase maby but still a bit unsure

warm quiver
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underground mountain base with hardened shelters as entrances never goes wrong

west widget
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How do I make it so that a vehicle depo comes with the airbase?

Iv got a neutral, capturable airbase with a neutral, captureable depot but when the airbase gets captured the depos stay neutral

vital eagle
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you cant

topaz locust
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currently only the hangars are supported

scenic hare
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I am starting to believe and understand the editor.

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is there an objective to defend units?

scenic hare
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also what is this for in the airport settings.

scenic hare
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nevermind, it still does not capture with the airfield capture.

scenic hare
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the red sea:

keen hamlet
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Putting hangars in there will allow you to spawn at those hangars and they get repaired after capture.

digital ore
scenic hare
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the vehicle depot is still neutral while being in the buildings menu

keen hamlet
scenic hare
scenic hare
keen hamlet
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always read the small letters

scenic hare
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Why is the depot not capturable

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also what is up with the air towers at each airfield non capturable

digital ore
scenic hare
keen hamlet
scenic hare
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can you spawn a vehicle depot somehow?

keen hamlet
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I don't think so. Try with the 'unit spawn' outcome.
There are two crappy work-arounds maybe?

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  1. If you want a vehicle depot to release lots of vehicles after some time you can put lots of factories on the map with similar production time, then the vehicles those produced get put into the faction inventory at the same time. This cannot be tied to an objective since factory production is timer based. If you want to edit the production time of many factories I would search and replace the number of seconds in the mission json file using a text editor. I used a MATLAB script for such edits.
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  1. A landing craft is (probably) spawnable using the 'unit spawn' outcome. You could spawn a landing craft on land, stuck between some things? And hopefully it will then release its inventory since it is on land?
scenic hare
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lets just say i wanna capture airfield and be capable to spawn vehicles there.

keen hamlet
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You can spawn vehicles themselves using 'unit spawn' outcome. Which is a much better idea than using the landing craft.

scenic hare
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i am using landing crafts to capture airfield.

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and then i want something to bne capable to spawn land units there

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i was hoping i can use the in game feature where players donate budget and spawn units in the vehicle depot

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i guess not

keen hamlet
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no

scenic hare
gusty goblet
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@scenic hare make a spawnunit outcome to the cap objective for each faction, and tell it to spawn a factioned depot there

scenic hare
warm quiver
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I was about to say, because my own mission makes use of this in the exact same way

frank anvil
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Is there an objective type or something in the mission editor that would allow me to keep an AI Chicane close to the convoy I want it to shadow / protect?

full cloak
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controlling the movement of aerial units is more or less a lost cause unfortunately

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you can get it to attempt to escape to the nearest friendly airfield and that's about it

tacit leaf
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how does the road tool work and can i use it to make highway strips?

rocky gorge
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it doesn't create actual roads

tacit leaf
rocky gorge
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oh yeah i was gonna continue but forgot

tacit leaf
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lol ur good

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when i tried they kinda got stuck. do they not like driving through grass or was i doing something wrong

rocky gorge
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i assume you got the actual paths?

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like they save?

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@tacit leaf ^

tacit leaf
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yeah

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took me forever to figure out you just press enter

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lol

rocky gorge
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okay so

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first and foremost, roads must be connected to the main, prexisting road network so units can travel between them

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iirc they won't use disconnected road networks

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now, units will always drive to the nearest objective via the shortest possible route

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if interpreted correctly, if you want your units to travel around your highway strip, you gotta somehow create a path that's shorter than the strip of highway

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while still going around

tacit leaf
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that works for me because i wanted to use the straight stretch of highway here so i could just cut it out and they'd take that path.. right?
i just couldn't figure out how to get them connected to the original network

rocky gorge
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you connect via the blue nodes

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while you're creating a road, click a node to include it in the road network

tacit leaf
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oh so the blue nodes have to connect?

rocky gorge
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if i'm correct, then enter to finish

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yeah

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it should hook up onto the node

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there's a node where your cursor is and around where the tunnel begins

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if you make a straight path between them, i'm sure vehicles would pefer that

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though, since they're not on pavement, they'll travel slower

tacit leaf
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but they will take it

rocky gorge
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wdym?

tacit leaf
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affirming myself basically

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is there a way to really quickly place a bunch of buildings in a line to make a runway or do i have to do it by hand?

tacit leaf
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damn.

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is there a copy and paste function? or is that manual too

rocky gorge
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you gotta place everything manually

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making large missions is hell 😭

candid abyss
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is there a way to get hovercraft to actually stop at a waypoint? i'm trying to get one to stop at the red circle, but it just turns and sails directly to a sealane once it reaches the waypoint

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nvm, seems like selecting "hold position" fixes it

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i thought that would override the waypoint

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it doesn't seem like they pay attention to the waypoints if activated through an objective completion

tacit leaf
rocky gorge
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they do that

indigo valley
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They must also be toggled as "hold position"

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"hold position" essentially toggled the pathing AI and makes them ignore automatically pathing to objectives

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but they will instead follow only their individually set objectives in their unit menu

candid abyss
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is there a way to have the hovercraft navigate to/near an aircraft? maybe something using the "reach unit" objective?

real pagoda
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how dos it work with structures like helipads and hardend aircraft shelters when they get captured are they set as neutural and alow to capture ore are they set as bascal and alow to capture for them to respawn once being captured b another faction?

warm quiver
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when they belong to an airbase, capturing the airbase converts the aircraft infrastructure to the captor's team with a slight delay

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when standalone and set as capturable, a ground unit passing by will capture it, but that doesn't really do anything because it won't be able to spawn aircraft if it doesn't belong to an airbase

tacit leaf
tacit leaf
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do pre-made map airbases like adding a custom path or do they not like that at all, actually

topaz flicker
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Has anyone had an issue with ships that are placed with a "hold position" status active wandering around after being given an order? Can't tell if its something I did in the editor, but anytime I give a ship an order when testing (regardless of "hold position" being active or not for the ship) they just start going off and getting themselves beached.

warm quiver
tacit leaf
candid abyss
tacit leaf
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do they wander around or is it them being floated away by waves? i dont even know if thats modeled but that might be something to consider

frank anvil
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Do I have to set helipads as vertical landing locations when they're attached to an airbase, or will the AI use them automatically just by virtue of them being helipads?

warm quiver
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Youre actually better off setting the vertical landing spot on some random vacant bit of pavement so they dont conflict with new spawns

frank anvil
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Appreciated!

topaz flicker
# candid abyss i've noticed this in terminal control with the default ships, i don't think it h...

@candid abyss Interesting. I haven't noticed that myself when playing on the Terminal Control map, but that's partly because I haven't played a lot of MP recently and because I'm usually more interestsed in flying than order this ships around. I'll try to order a ship around next time I'm in a game.

And I assume what you're saying is that even if the "hold position" option is not activated for a unit n the editor, the unit should still hold still after arriving to the destination of a move command issued by a player, yeah?

topaz flicker
# tacit leaf do they wander around or is it them being floated away by waves? i dont even kno...

No, that's not it unfortunately. I'm not referring to how some ships will drift a bit from there hold position point. I've had that happen before. I'm referring to an instance where a unit is given a move order by a player to, for example, the middle of the ocean and it continues to move even after reaching that point (and ultimately winds up crashing into terrain and beaching itself).

grave forum
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is there a way to adjust the prices of ordnance?

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specifically nukes, ideally

rocky gorge
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if you want to limit nuke usage, you can reduce the number of available warheads by decreasing enrichment plant production

grave forum
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oh no i wanna make them cheaper

rocky gorge
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or you can make the eco more difficult altogether

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but no, you can't change the cost of individual munitions or planes

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you could just buff eco a ton then

grave forum
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fair enough, yeah

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might be too much of a balance change though, i just wanna encourage nuking

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i'll find a way to do it somehow lmao

vital eagle
grave forum
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i might end up doing that, its a shame i can't just make nukes cheaper though

pliant gate
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there are actually a bunch more stuff but i trimmed it down to what seemed reasonable

rich salmon
rich salmon
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@pliant gate while thinking about what you did, how did you? I assume bepinex? would you be cool with sharing the code with me (in dm or so)? i am genuinely interested :D

pliant gate
pliant gate
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totally not thinking about arma 3's zeus mode rn

gusty goblet
pliant gate
gusty goblet
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i've got a lot of stuff to do this week, but i'll let you know 👍

pliant gate
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no worries, i aint running

rocky gorge
pliant gate
spiral zenith
pliant gate
spiral zenith
pliant gate
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pretty much yeah

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i use it for all my mods tbh

spiral zenith
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thank

spiral zenith
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incredible work tons of fu

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and no bugs so far

warm quiver
gilded willow
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ohhhhh helll yeah

pliant gate
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i should probably make a separate thread for this huh?

spiral zenith
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in other news

rocky gorge
spiral zenith
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-# (yes you have to remove the canopy first)

rocky gorge
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IT'S REAL!!!!!!!!!!! ITS REAL!!!!!!!!

spiral zenith
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the legendary sequel

pliant gate
# spiral zenith

i tried to make a helpful tool for servers and you turned it into a warcrime^2NOOO

spiral zenith
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as they say

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give a man a fish, hell eat for a day

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teach a man to fish, hell start WW3

pliant gate
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i think ppl here are more like: give a fish a nuke

last sable
spiral zenith
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this is so stupid

vital eagle
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the air drop

glad flame
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im pressing f1 and nothing is happening

pliant gate
glad flame
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ty it works now

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well, i managed to spawn a bit of units but now it isnt working

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it just dosent spawn anything at all, and theres nothing in logs

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tried changing spawn keybind to no avail

pliant gate
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not surprised, this is a very early prototype i threw out, try resetting keybinds an restarting the game?

glad flame
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i restarted the game, will try to reset everything

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what is mouse0 btw?

pliant gate
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also i need name ideas for this mod🙏 i want to make a separate post but im all out of creative juice

pliant gate
glad flame
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spawner mod

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😭

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but yea resetted everything, dosent work still

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damn

pliant gate
glad flame
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alr

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still dosent work wtf

pliant gate
spiral zenith
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Uh I think I should’ve mentioned this earlier but one of the “edit modes” works inconsistently, I havent worked out when and how but it breaks often

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The other edit mode works fine

spiral zenith
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ur welcome

spiral zenith
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@pliant gate Hi there, I think that the "EditMode" that does not show the cursor on screen is inconsistent and often stops er working, necesitating a restart (of the mission or entire game).

The "EditMode" that follows the mouse cursor works fine no problem

Not sure how to recreate the bug, it has been quite umm inconsistent.

Finally when spawning large amounts of objects while the game is paused can sometimes cause a crash when the game is unpaused (but I suspect this is my own fault for pushing things too far DogeLaugh )

Thanks a lot for this great mod 🙏

glad flame
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also you can spawn units on servers you arent hosting lmao

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its clientsided but its funny

spiral zenith
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🤫

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i havent actually tested multiplayer, I made an offlines clean install to test the mod

glad flame
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i think some people are gonna troll with this 😭

pliant gate
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the feeling when you thought you almost finished it and called it a night, but next morning everything is brokensadcat

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code gremlins attacked during the night

glad flame
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i bet im gonna play some random multiplayer server then have a spearhead going towards me at mach 10 from the host

spiral zenith
pliant gate
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i uhh... might have gone a bit too far with this one. anyone got name ideas, other than a generic "game master" or "legally distinct zeus"?

spiral zenith
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you could backronym it

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Zeus is kinda cool I like it tbh

full cloak
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pick your favorite polytheist culture and take their god of war

vital eagle
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the host is legally to be Tzeentch

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Chaos God of Treachery and Betrayal

gusty goblet
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you could totally go with Ares, Hawkeye (related to bird's eye) Overseer, or whatever

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there are a few similar systems in other games that have kinda the same name

spiral zenith
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hawkey/sentry 🔥

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awacs names

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or madcap

spiral zenith
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more goofing about with the mod

glad flame
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i think it would be useful if you could configure vehicles to stay in place, like in the mission editor

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like a button to make spawned units stay in place

spiral zenith
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yes when set to "neutral" aircraft should just stay put instead of trying to kill themselves as fast as possible like its an any% speedrun

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relevent meme

glad flame
spiral zenith
glad flame
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no like

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spaags and stuff

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they always go on the road

spiral zenith
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well they could be set to neutral

glad flame
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im just spawning a shitton of units and watching them fight lmao

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will it intercept missiles on neutral

spiral zenith
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no i dont think so

pliant gate
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huh, what's this?

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something as stable as a bored 40k ork locked in a room with explosives

pliant gate
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im really bad with names, vibecheck for calling it "Horus"?

warm quiver
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You'll know when you find a good name for it

pliant gate
hasty haven
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is it possible to designate a plot of airspace as a capture point?

rocky gorge
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capture objectives are tied to airbases

hasty haven
warm quiver
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To capture an airbase you need to drop off a ground unit at one

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Or have a surface vehicle drive/sail to it

hasty haven
rocky gorge
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priority?

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could you like explain more

topaz locust
hasty haven
rocky gorge
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i don't see how aircraft can capture anything

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tarantula aside

hasty haven
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was working on a mp air superiority gamemode. domination/capture points by occupying airspace. basically WT airsim

rocky gorge
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use taran to capture then

hasty haven
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kinda defeats what i wanted to do

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I want to make as close of a clone of aerial conflict but im new to the editor so I'm not that confident. haven't added ground units yet. i don't think they'd behave how i'd expect. only m.e. tutorial ive found is an hr long vid with subtitle only

full cloak
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you can have an objective that spawns a truck and a building for a truck to sit on in mid air

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and then the truck captures the objective

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only problem is this will only work once for every objective and truck you place down so

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if you wanted to make an objective trade hands several times, this would be a pain in the ass to set up

warm quiver
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I mean if the fight is for air supremacy, being able to land a tarantula, or let an AI do it for you, to capture an """airfield""" would be a great indicator

hasty haven
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what I'm trying to accomplish is not yet feasible (:

gusty goblet
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with a bit of tinkering to roads it's totally possible to get vehicles to sweep across a city

gusty goblet
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also possible to make river crossings with underwater platforms

rocky gorge
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not a bad idea, but it'd mess with any shards that try to roll through

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cool for shallower areas though

radiant glade
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i just realized that the kill reward setting does nothing ingame, it's just always at 100% no matter what you set it to.

And now that i think about it, i think it may have been this way for a really long time, i just never noticed before right now.

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And i wouldnt have noticed at all if i wasn't making a mission that uses a 4% kill reward.

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Like, it's really wild just how long it took me to realize this, the regular income in most missions really does a lot to hide just how much money you're making based on your own efforts...

warm quiver
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Isnt the kill reward only in regards to points and rank leveling?

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Player taxrate is what curbs player income

radiant glade
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no, that's score-rank multiplier.
Kill reward is how much each kill gets you, tax rate applies on top of that for faction balance.

pliant gate
elfin comet
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Any suggestions for beach head defenses? Currently i am stuck with this, not sure if it looks good.

gusty goblet
indigo valley
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@full cloak at one point had embedded pillboxes with MBTs, to form a strong, static defense structure. I'll need to find a picture.

gusty goblet
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oh yeah that was a thing too

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though i dunno if the new pillbox upgrade voids that

full cloak
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#1131013817011294249 message

elfin comet
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interesting

elfin comet
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i will look into that though. not bad looking

gusty goblet
elfin comet
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seems logical!

elfin comet
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I came up with this very simple and silly thingy..

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Introducing... the Hardened Concrete Wall!

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wow

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so cool

elfin comet
full cloak
elfin comet
elfin comet
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PALAN Maddison docked and repairing at Bifurca Airport & Naval Reserve Yard along with her escorts.

golden knot
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Is there a good way to keep aircraft inactive on the ground or on carrier? I notice aircraft don't have the ability to follow objectives (such as wait) and putting zero fuel makes them de-spawn to be reclaimed. Maybe a Pala carrier and neutral planes with zero fuel?

vital eagle
real pagoda
real pagoda
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if i want to make an event where 5 enemy darkreaches spawn in father an airport has been destroyed how do i do that im compleatly new to adding in objectives and anything alike the only thing i haw any experiance in is base building so i compleatly new to editing objectivs and such

last sable
lost current
real pagoda
# real pagoda
poll_question_text

im an continuing work on a mission and im unsure if i should release the game now ore if i should work on it more and add in objectives and events for now it basically just regular escalations but with more bases and airports

victor_answer_votes

4

total_votes

4

victor_answer_id

1

victor_answer_text

work on it more

elfin comet
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I have implemented the HCW into roadblocks! Oh goodie.

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the edges kinda look like booths

astral helm
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Could someone pls say what Observer and HLT-WR do ?
observer cant be selected and edited in anyway

balmy hill
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i want to make some kind of high-intensity mission on ignus but idk what to make

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something with a lot of ground to ground and air to ground combat and a use for tarantulas in setting up FOBs and capturing airbases

topaz locust
warm quiver
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JTAC OBSERVER LEAK????????????

dreamy peak
warm quiver
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Aw

frank anvil
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Hopefuily untargetable

zenith thistle
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Hi Everyone, I am new to modding, I know how to decompile already, but I dont know how to create injectable dlls, does anyone have a good tutorial to point me to ?

rare umbra
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working on my Vigil Cay Raid mission again and the defenses barely stopped an assault of piledrivers

#

mission was broken because i forgot to set a objective to a faction so a waitseconds objective that was activated at the same time entered a infinite loop 🥹

#

so the guy who barely survived uh didnt live the second time

rare umbra
#

i still love the set-up i did here so a munitions trucks when cooked off decimates two corvettes

warm quiver
#

I love using munitions trucks as bombs

spiral zenith
#

shoutout to mission where they put munitions trucks next to the hardened shelters so you dont have to use augers

warm quiver
#

:)

#

also do ai only take off from rwy 19 of vigil cay now?

rare umbra
gusty goblet
#

FYI you can get 4 aircraft to take off simultaneously from the Annex by placing two inside of each runway node

gusty goblet
#

and the same on the Hyperion

#

of course, placing slower jets or jets that have more fuel/payload behind is always better to prevent crashing

echo ingot
#

Where i can find tutorial mission files?

echo ingot
gusty goblet
# echo ingot Where i can find tutorial mission files?

iirc, the tutorial missions are bundled with the rest of the game, but you can open them and save them as a copy via the mission editor, and then they will be available in C:\Users\username\AppData\LocalLow\Shockfront\NuclearOption\Missions

echo ingot
#

Anyway to make capture airfield objective repeatable?

#

Example:
Team A and B starts with order to capture same airfield. After one of them captures it, same objective needs to be given to first team if the other team captures it.

frank anvil
# echo ingot they dont show in editor

The lazy / easy way I've done it, is to find the tutorial file in the game files > Open, select all, and copy everything from the .json mission file, open a new (blank mission) you made from the editor > Paste into that file > Save.

Same thing works with editing workshop based missions.

radiant glade
# echo ingot Anyway to make capture airfield objective repeatable?

you could place multiple airfields in the same objective and have at least one of them be un-captureable.

So Boscali starts with airfield A, uncaptureable. Primeva has C, uncappable. They each have their own single objective to capture A,B and C, where B is the middle flag. As long as B is closer to A or C than they are to eachother, both teams will always try to cap B first if they don't a;ready own it. Then when they do own it, they'll "defend" it by attacking towards the enemy main base.

This would be an impossible objective for either team to complete, however, which means that if you want to have some outcome logic fire on completion, it won't really work with this setup.

echo ingot
echo ingot
frank anvil
echo ingot
#

Thanks anyway.

lost current
#

Can't think of a name for this base

lost current
full cloak
#

...hm

full cloak
#

sadly it won't fire even when paired with a buddy with an HLT-R on it

#

Boltstrike works fine on it if you put the turret sticking through the roof so I guess patrolling missile boats are on the menu now

gusty goblet
#

yeah i tried it with tanks as well and they fire, sometimes

#

spaag works well and so does the afv8/6 series, but you need to be a bit careful when placing the tarantula vics because they will explode

#

if you angle an lcv25 at 11 degrees pitch down it will not explode and the turret will work as well

#

and using an lcv25 or angled afv6 is the only way to still have the lcac correctly spawn vehicles

spiral zenith
#

i once had an anvil underneath the OTB, it uhm was fine and fired normally

gusty goblet
#

i tested this extensively (maybe a little too much so) for the Annex series

spiral zenith
#

the anvil was like propping up the OTB

tribal marlin
#

any way for ships to hold fire

#

or edit ammo for separate weapons

rocky gorge
#

maybe json editing? i wouldn't count on it

tribal marlin
#

bummer

#

mitch pls

spiral zenith
#

behold! the naval anvil

gusty goblet
#

that's probably just desync lol

#

afaik the mission is supposed to have the anvils embedded into the roofs

gusty goblet
#

did you know? vehicle depots can perfectly incorporate up to 4 pillboxes in their design:

spiral zenith
#

wiki trivia section find 🔥

gusty goblet
#

squeegy actually organized them similarly in terminal control, just with 3 instead of 4

#

so this could be considered a canon layout 🔥✍️

topaz locust
#

the discovery prompted me to ask mitch if he had designed them to some invisible standard

#

its just really easy to kitbash stuff with all the buildings

vital eagle
#

i was wondering why the walls were weird

vital eagle
#

effectiveness can be disputed however MBTs now take several shots to successfully destroy a enemy vehicle

#

which is better than being 1 tapped

full cloak
#

I assume mitch makes these layouts on a grid which happens to correspond perfectly to the concrete texture and so all the buildings are built on squares that snap to the grid

warm quiver
#

All this talk makes me really really want an ATGM pillbox

vital eagle
mellow flint
#

Oh I see, the power of the revetment.

#

How I yearn for copy and paste DespairGe

gusty goblet
#

actually til you do not need a platform below the pillbox anymore if it is on terrain, just place a vehicle down and cover it with a neutral pillbox, and enemies will fire on it less while it can fire from the port

#

anvils, aa and at vehicles can fire in all directions interestingly enough, so you can just use em as normal but hardened defense that can survive 2 agm48 or an agm68 before dying

steep dagger
topaz flicker
#

Anyone having issues with getting Annex carriers to hold position? In the missions I've tried it doesn't seem to matter if they're neutral, PALA, or BDF, they immediately start moving upon the mission start.

frank anvil
mellow flint
full cloak
#

you can try boxing them in with floating pillboxes or something if you need them to hold still

topaz flicker
# full cloak known issue since the latest update

Ah, ok. I did see there was a note about "ships may start ignoring player-issued waypoint commands several minutes after they're given" in 0.30.9, but I thought that was referencing an older issue from about time Annex's were added

topaz flicker
#

Ah well, fingers crossed it gets sorted in the next update

frank anvil
#

Getting very annoyed how there's no point in starting AI up in high alttitude on missions, because they will drop literally everything to nose down 90 degrees and just mow the lawn as fast as they can.

mellow flint
#

I got mixed results with that, particularly when they lack bombs(they seem to be ambivalent about altitude when bombing) and dodging radar missles.

#

The darkreach ai especially loves throwing away all altitude to notch one radar missile.

#

It'll even take a nose dive salty bath over seeing what happens after impact

smoky plaza
#

does anyone have custom missions with like 20-30 tarantulas and darkreaches to bully

warm quiver
#

oh wait I've not rebalanced it fully yet

#

uhhh whatever enjoy I'll update it soon

white elm
#

Does AI go for hidden objectives?

indigo valley
white elm
#

That could be fun...

#

I have ideas most dubious

#

Can AI follow destroy objectives on unspotted aircraft?

indigo valley
#

They will treat it as a destroy objective, and head towards it

white elm
#

Hm hm hmm

#

What's the difference in AI behaviour between Spot and Destroy?

#

And is the size on Go To objectives in meters or kilometers?

indigo valley
#

All in metres

white elm
#

Does the AI fly towards the spot target or do they do a search pattern?

indigo valley
#

Not sure tbh

white elm
#

And will the game die or something if I make an 80km long go to objective?

#

I want to make a bit of a high difficulty horror mission

indigo valley
#

or?

white elm
#

Yes

indigo valley
#

The range sets how large the circle is

#

of the waypoint

#

(trigger area)

white elm
indigo valley
white elm
#

Ah

#

If I have a waypoint objective with multiple points but don't specify in order, does AI go for the nearest?

#

And if I have multiple objectives active objectives does the AI go first objective then second?

#

Also is there a way to do like, an AND gate for objectives?

gusty goblet
gusty goblet
warm quiver
#

Would these settings mean that upon this outcome triggering, Agrapol airbase gets disabled IF held by Boscali?

gusty goblet
#

this would disable once complete but also set it to bdf even if it was captured by pala, if the objective had no faction

warm quiver
#

Oh right yeah that makes sense

warm quiver
#

testing my custom mission again, should be last one before I push the completed update for 0.30

vital eagle
#

how do i get the hardened shelter to spawn aircraft that dont immediately crash into its walls when trying to taxi

#

or is there a different position in K92 to spawn correctly

topaz locust
#

get it to line up with one of the pathnodes of the taxi network - as soon as it spawns it'll look for the closest one

#

the closest is probably right at the start of that corner

topaz locust
#

it should yes

vital eagle
#

oh wow a compass just exited without ripping its wings off

topaz locust
#

you might also be able to use the road tool to add to the existing taxi network but im not sure if it saves

vital eagle
#

idk how to use road tool

#

might need future tutorial and hotfix since its very barebones

topaz locust
#

it is less an editor tool and more of a dev tool - it'll get more featured at some point

vital eagle
#

ok playing about Revokers and Vortexes seem to spawn just fine and take off

#

K92 once got completely destroyed yet aircraft kept coming through completely fine so i guess the shelter works?

peak sequoia
#

Sometimes it does bug out though

floral glen
#

anyone have a version of escalation with no radar missiles? ground or air based

violet garnet
#

Hey guys I know this has to be one of the most common questions but i really can't seem to find a way to do this: how do I import a workshop map into my local maps so that I can fully edit it?

I tried copying and pasting the map.json and meta.json files into the missions folder and it didn't work

steep dagger
steep dagger
steep dagger
real pagoda
#

will there be buildings on these empty parts of ingus city in the future ore will they always be empty?

full cloak
#

the outlines are placeholders, most likely Mitch just hadn't gotten around to modelling the smaller buildings

warm quiver
#

I'm of the belief that they'll stay as empty lots so people can do their own thing there, on Heartland I sometimes make use of these to create POI

full cloak
#

some of them might remain empty but I wouldn't count on it

spiral zenith
#

Old Kramenka still doesnt have any buildings

#

same with the Southern Ignus city

full cloak
#

the cities are all still WIP, there's always plans to improve them

topaz locust
#

If the stencil is sliced by a road like that such that none of the building collections fit, it'll probably stay like that. It might get turned into a parking lot later.

real pagoda
rare umbra
peak sequoia
steep dagger
vital eagle
#

is give score funds in millions?

steep dagger
full cloak
#

has anybody experimented with getting AI Tarantulas to do carpet bombing

gusty goblet
#

kinda

full cloak
#

I meant more in terms of high-alt formation flying

#

I had some moderate success

topaz flicker
#

So not only are "Save" and "Exit" right next to each other in the mission editor menu, but hitting the "Exit" button just immediately quits the editor. No "Are you sure you want to exit?" or some other warning

#

Is Shockfront employing sadists to code their GUI or something lol

full cloak
#

yeah that could probably be changed

#

GUI especially in the mission editor is a major work in progress

#

a lot of it is still like, default Unity assets

rocky gorge
#

no way to add curves or proper deadzones since it's just the default

steep dagger
#

I created interesting mission in feldspar city with many features. I hope you enjoy❤️

Features:
New custom weather.
Heavy cloud cover with variable sunshine.
Dynamic weather conditions.
The city of Feldspar and its surroundings are fully utilized.
The mission is based on the Quarrel mission.
During mission, there happens new type and escalation level.
Its is ideal for helicopters in both directions, mountains and city.
A handcrafted weather station that can be captured and used for safe helicopter takeoffs.
The mission features unexpected plot twists. All types of aircrafts remain relevant until the end of the mission.
Thought out and tested balance.
The mission is designed so that adding buildings to cities will only make it feel better and more interesting.
Tasks are included that give players extra money and rank points.
Great for cooperation.
Economy which not allow use spam aircrafts and kamikadze tactics.

P.S.
Devs can implement this mission in game and change any way
https://steamcommunity.com/sharedfiles/filedetails/?id=3509913325

full cloak
#

Thonk9 for once I'm very glad that the medium aircraft hangar doesn't have a floor

rocky gorge
#

maris overhaul is going to break many missions 💔

topaz flicker
#

"F**k them kids mission makers" -- B25Mitch

gusty goblet
#

🥀

full cloak
#

we all signed up knowing this or something else would happen to our missions

#

I spy some juicy places for AA emplacements in the new Maris airport

indigo valley
#

One time I built an elaborate base and mission on a nice beautiful field... where Agrapol now sits... DespairGe

#

Good times DogeLaugh

vital eagle
#

its actually quite a good spot for a heliport and vehicle depot

#

also surprisingly hard to capture since the moment the BDF do capture it theres always a enemy chicane approaching or a ifrit with a AG role

#

thus destroying it

frank anvil
#

I just finished this section near Kremenka(I think?)... Would be sad if it got updated already, but understandable

warm quiver
#

Holy moly that looks good

#

Mitch you should canonise this

vital eagle
#

isnt Kramenka supposed to be a city? or atleast a very big industrial zone inside a small city?

peak sequoia
#

kramenka dosent really have a cannon location so i just say "kramenka industries production plant"

earnest dune
#

Had an idea to write a sort of 'hide & seek' duel mission where it's 1 player on each faction, each gets a randomly selected base, with heavy defenses and roaming convoys, and both players have to either hit a certain kill count vs each other, destroy the other's base, or capture a certain # of objective to win.

But not sure if there's a way to do that sort of 'random selct' of bases, or convoys?

warm quiver
peak sequoia
spiral zenith
#

Kramenka used to be the barren area of land directly west of port marris on boscali minor where Mitch never put any city buildings (but the markings are still there)

#

Oh yeah

#

Anyway i think it was decanonised

rocky gorge
#

he could probably put more stuff there

indigo valley
#

It is no longer Kramenka in canon at least

spiral zenith
#

Then it just never appeared in ignus

rocky gorge
#

@smoky anvil @tardy isle any guidance or tips on how to make ai takeoff quickly?

#

doing a thing for this mission where i want ai to take off as soon as they spawn for a furball

#

since you can't spawn them reliably with airspawns

#

dunno if that means use small runways infront of hangars

rocky gorge
#

nvm all, i've got something working

rocky gorge
#

do ai choose where to land based on the length of runways? they always ignore the nearest runway i put for them

indigo valley
#

Which in my experience is they are very picky and like very long runways

rocky gorge
#

does "arresting wire" reduce that for compatable aircraft?

indigo valley
#

That I haven't actually played around with tbh

peak sequoia
rocky gorge
#

javiry

tardy isle
#

The runways must not be too high, too narrow or too short. You can also find an example of this at Dogfight Practise.

#

However, the whole process is so fiddly that I didn't do anything more. Similar to the OTBs that don't really take the shortest route to the destination or the Annex Class Carrier that ignores commands.

smoky anvil
#

the fastest way is to not put in any "roads" on your airbase but have the spawn item close and directly facing the the runway start point..

#

I use inverted helipads (for damage resistance) and then line small plattforms above them... for straight horizontal runways that works like 99% reliably

#

The AI spawn behaviour seems linked to objectives and threats... they tend to spawn near to objects, known enemies

rocky gorge
#

did a bunch of testing, this seems to be the length of runway that ai pefers for landing

#

anything shorter and revokers and ifrits (probably) refuse to land

#

also a possibility this is the pefered landing for darkreaches

#

current setup for quick takeoff

#

can possibly be shorter

#

however ai really likes max deflection on takeoff, resulting in ifrit tailstrikes every time

#

might be due to them being so close to the end of the runway, resulting in pitchup

smoky anvil
#

the max deflection takeoff will cease, when you remove the ski-jump tickbox

#

sometimes the hight of the start and end markers can also be used to smooth out takeoff.

#

the problem is that the tasking of the plane after takeoff will also affect how they will takeoff and that can sometimes be very unpredictable. Especially Compasses like to keep the nose up, until they spin out and crash, even if they could just lower it and fly off

rocky gorge
#

i'll test again in a bit to verify

smoky anvil
#

you can also often put the end marker away from the ramp.. like beyond or above, to influence takeoff behaviour, but if it isn´t touching the surface that "runway surface" the AI can also get stuck and that can be very inconsistent, like AI stopping to take off after a bunch allready did takeoff successfully

frank anvil
#

Full on not utilizing about half the runway, even though it's set to go almost the full length:

#

Also, AI have recently begun disregarding the entire full-sized platform structure, and tried landing THROUGH the platform, going green-to-red.

smoky anvil
frank anvil
#

Move the end-marker closer to the platform, or closer to the edge of the runway?

smoky anvil
frank anvil
#

Oh damn! I didn't realize you could overlap them like that. Will make that change.

smoky anvil
#

it takes some fiddeling and tricks.. and I don´t think people who don´t build can apreciate your effort to build something cool and the amount of re-touching things

#

love the base

frank anvil
#

Testing the alt change now, as well as your other suggestions, much appreciated! And thank you! 😄

Love building stuff in this game, but it's definitely finnicky at points lol

smoky anvil
frank anvil
#

Sadly raising the start/end points didn't work for the deflection on take-off, but the multiple runways did work to resolve the AI trying to land through the platform 😄

Testing other methods for mitigating the max deflection on take-off now (as well as building another platform cause reasons lol)

rocky gorge
#

you may just have to live with max deflection takeoffs

#

does it cause stalls when they takeoff? i have a ski jump and a short runway, so they quickly stop doing max deflection as soon as they're airborne

frank anvil
#

Doesn't seem to cause stalls, or even cause any issues, just looks a bit weird

rocky gorge
#

fair

smoky anvil
frank anvil
#

Have not, I'll test with that. I'm curious if it's still just a factor of length of the runway for certain airframes. The Compass doesn't appear to have the same issue

rocky gorge
#

oh yeah, what widths do you put for your runways, if they matter?

#

i usually copy zebra and use 44

frank anvil
#

Been using 15, as I had no idea on that value lol. If they're using 44 and getting good results, I'll try with that as well

gusty goblet
#

width value is a little funky, it also kinda affects how accurate they are (i think)

#

i've had vortexes literally take off sideways on runways above 60 width

rocky gorge
#

rarely, seems like ifrits take engine damage

#

because of max deflection

smoky anvil
#

if the end marker does not touch the surface, then sometimes they also take-off out of direction

#

I am not a 100% certain (as it could also be cooincidence with something else) but if I put the end marker at slightly less hight, I seem to produce less tailscrapy takeoffs

frank anvil
#

Was REALLY worried this wouldn't work, but it appears to! 😄

smoky anvil
#

that looks good!

rocky gorge
frank anvil
#

Will give that a shot! The outer wall rn is mostly a guide, but will likely try embedding factories / other buildings into the wall itself somehow. Mostly just trying to nail down the major physical features

frank anvil
frank anvil
#

Detailing, and stuff, still a bunch to do. Considering enlarging the piers a tiny bit as well to accomodate the size of a Hyperion

full cloak
#

damn that looks sick

frank anvil
#

😄 Thanks!

smoky anvil
#

you can also use storage tanks as permant residue after destruction to prop up otherwise floating debris like radar stations (which also have permanent remains) and it makes for great going-down explosions

smoky anvil
#

helipad-internal pillars also work great to have still good looking remains after base destructions..

frank anvil
#

Thanks! Currently working on it now, enlarging piers to suit a Hyperion, and adding final bits to the expanded areas

terse orchid
frank anvil
#

Same! Once it's updated and I've tested the mission it's in for balance (standard terminal control co-op, but has a few other platforms and bases I've added), I'll upload it

frank anvil
#

Was running the QoL mod which I think does the same, but I'll likely be grabbing that as well for when I'm testing without that mod, thanks!

gusty goblet
#

yeah indestructible platforms is a subcomponent of QoL

frank anvil
#

Can now accomodate Hyperion

smoky anvil
#

i am just building just much simpler bases, as the rest of the mission allready eats so much time

frank anvil
#

Lookin' good!

frank anvil
#

Oh DAMN! The new post by Shockfront on Reddit looks to have more upcoming mission props, and (possibly) ad CIWS trailer

rocky gorge
spiral zenith
#

full breakdown

rocky gorge
#

cube

#

unknown vehicle is probably anvil or tank

spiral zenith
#

yeah I dont think its actually anything important sadly I was overexcited

frank anvil
#

I'm really hoping the wild speculation on cube/containers being a VLS launcher is accurate. Would love that option.

spiral zenith
#

or it could be a container?

#

maybe a single placeable container

#

or even a new tarantula crate

full cloak
#

I mean the freakin net is kinda big

frank anvil
white elm
gusty goblet
#

it doesn't

white elm
#

Oh

#

It looks like it

gusty goblet
#

it takes terrain color though

white elm
#

Neat

white elm
#

Since the Tara ones are too heavy

indigo valley
#

Perhaps we'll have to get a recon satellite to do passover 😉

peak sequoia
smoky anvil
#

the one thing I would love, would be a fix to vehicle depots as spawnpoints.. currently you can´t really make them "capturable" ie:have neutral depots and make units progress to make them spawnpoints.. the only way is to spawn them in, with the right side affiliation via objectives.

pliant gate
spiral zenith
spiral zenith
spiral zenith
keen hamlet
rocky gorge
#

when landing, do ai always try to go to the airbase center before going to final?

rocky gorge
#

ai wants to go to another airbase instead of using the runway directly infront of it

#

Awesome

#

SAME exact airbase setup btw

#

runway and all

#

wtf is this logic 😭

#

literally don't know what to do

#

i'm so done with this

rocky gorge
#

doesn't have nor need

peak sequoia
rocky gorge
#

no it doesn't

peak sequoia
#

Otherwise that happens

rocky gorge
#

last setup worked flawlessly

#

didn't have any taxiways

peak sequoia
#

If it’s in state taxiing to takeoff and is trying to go directly to the node, you need to set up a taxiway

rocky gorge
#

scroll up to see my earlier post

#

i have 3 more of these on another airbase

peak sequoia
#

It doesn’t matter if it works before logic in this game is weird and you should always have a back up

rocky gorge
#

i'll try later

peak sequoia
#

When is the runway start and stop actually on the correct side?

peak sequoia
#

Why is there What looks like an objective circle behind the aircraft?

rocky gorge
#

debug

#

that's where the plane wants to go

#

afaik vector detection

peak sequoia
#

Yes, but why is it behind the aircraft?

rocky gorge
#

behind is towards another, seperate airbase

#

its' trying to use another airbase's runway

rocky gorge
reef seal
radiant glade
#

@rocky gorge overlapping capture radii will cause aircraft to go stupid with their taxxing paths.

rocky gorge
#

thanks

#

👍

#

overlapping as in overlapping center of airbase/wind sock or any overlapping at all?

#

guessing the latter

#

*the first

#

i forgot the word that's the opposite 🥀

radiant glade
#

the capture ring specfically. had to fix that same prolem on tankbusters

rocky gorge
#

oh, weird

radiant glade
#

like, if the other base's ring offends any hangars or nodes, it will break this one. Otherwise i think it'll be fine...

smoky anvil
#

there also is some kind of semi-visual detection of the end markers it seems, it feels like AI need to see them and they do need to touch an "runway"-type surface, which sometimes can be misleading, as the marker changes size with view distance. If you zoom in it should touch the surface with about the lower third of the marker, if it is too low into the surface, the AI also veers off. I am not a 100% sure, but sacrificing your firstborn is also said to influence the willingness of the gods of pathfindings

smoky anvil
#

just kidding. But sometimes a taxiway road can also help

frank anvil
#

Sacrifice a goat on the third new moon of the year, when the planets are exactly in alignment, and pray to the dark ones. The AI MAY then path correctly.

frank anvil
#

Also, not sure what's going on with the framerate in the video, wasn't that bad in game.

frank anvil
#

Ah, nvm, this was due to the runway being checked for Arrestor.

#

Seems like whenever it "missed" the cable, it kept having to go around

smoky anvil
#

the breaking-behaviour can be a bit wild, sometimes, I think setting a supply point right after the end marker seems to also make the planes stop better (but they behave still differently because different load states) as they want to taxi there

frank anvil
#

Noticed the supply point at the end thing as well, so that’s why all of my runways have the supply points to the left or right or the end of it, a few meters away lol

frank anvil
#

They were taking off just fine... No changes to that base, yet now they can't take off without straight binning the airframe into the side of the volcano lol

rocky gorge
# frank anvil

possibly QoL mod changing areodynamics and the ai being incompatable

#

are the start and end at the edges of the runwy?

frank anvil
#

Not right at the edges. I have them back by one platform on each side.

Testing without the QoL mod, and it's now 50/50 whether it does the same thing lol.

smoky anvil
#

I knew it was the compass before I watched, lol.. had the same issue so often

#

that is an issue that seems to stem from the task after takeoff.. if you have changed something with the mission objectives for instance.. if there is something to engage or enemy visible it might just go away again

#

altnatively, try pushing the end marker further out.. I usually save alternating versions of the missions to fiddle with things without losing the current option, but some losses with AI are always unavoidable.. it does happen with stock bases too, for instance the "veering off to side into the medium hangar" happens occasionally on several stock bases

#

loadouts (and how heavy they are) also influence takeoff behaviour (as they should) so a 100% consistency is kind of unobtainable in NO

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(at least I don´t know how to influence the AI loadouts in any way)

peak sequoia
#

Im gonna be pulling ll the stops when 0.31 drops

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I will make the best mission I can out of spiite

white elm
peak sequoia
#

It is directly tied in with the fan fiction

#

In the mission editor will be a dialogue box with the entire transcript, as of the time of the mission being made

#

In fact, I’m going to make one of the random generations, although extraordinarily rare, just typing out the entire thing in chat for zero reason

warm quiver
#

Text flashbang that covers the whole damn screen

reef seal
# frank anvil

this airbase is gorgeous what mission is/will this be apart of

frank anvil
full cloak
#

yeah there's definitely some problems with pathfinding on platforms

smoky anvil
frank anvil
#

test #4672... Compass, Vortex, Revoker, and Darkreach, and even a non-radome Medusa can take off successfully, but not a Medusa with a radome. No mods in use. o.0 Further testing moving markers around for the runway.

frank anvil
#

I fixed it! (I took out spawning from the medium hangars for this base), at least temporarily.

#

Mission is uploaded. People can modify it how they wish. Might need to just make it into a free flight later as well.

smoky anvil
frank anvil
#

Will definitely give this a look, thank you!

smoky anvil
#

I am currently trying to set up defenses that can only be gradually wittled down.. like normally a full 24x Tusco salvo is good enough for getting through and I tried to make it a little harder to take out bases for experienced players

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I am really a bit proud of how it plays now.. Loose Lips sink Ships 2 is really coming together nicely with adequate performance, so far

frank anvil
#

Impressive with that level of missile defense

gloomy prawn
#

How can I branch mission scenario in case some target was not destroyed/any other objective not completed in time?

radiant glade
indigo valley
#

Although I still haven't had a chance to sit down and do a full run through, purely from a technical perspective this is very impressive @frank thicket (For comparison, SIB Breakthrough vs Total Escalation (What was likely the most complex mission I have personally made)). The objectives are by far the most difficult, to have 86 and 173 outcomes is crazy... that alone must have taken a very long time... 😅

frank thicket
#

hang on ill read in a bit im playing breakthrough public rn

peak sequoia
peak sequoia
#

the next is longer

frank thicket
#

okay im back

frank thicket
#

maybe like 50 hours real time if you counted it as a continuous span

#

not as much as the next mission is gonna be though

#

primevan spring has probably taken over 100 to develop

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honestly even with how ambitious breakthrough is im not really that proud of it

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towards the end game you will very often run into issues where youve destroyed the enemy team's hangars, and that doesnt end the match because frankly there isnt a very good way to do that in a dynamic mission like breakthrough

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ive tried making it so that destroying surrounding units in airbases will lead to it getting captured quickly, but thats far from perfect and is absolutely not reliable

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im worried it'll be unsolvable until they make it so that i can add pre placed map objects to objectives

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primevan spring in theory shouldnt have that issue though, at least for the main endings

peak sequoia
frank thicket
#

a lot are unlikely to work in practice

peak sequoia
#

Actual success will vary

peak sequoia
#

GPO 500s could proxy it augers would penetrate and destroy them pile drivers would explode and the yield is large enough that they will also be destroyed, nukes obviously will just eviscerate them

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sorry I cannot easily put commas on this awful device

#

hell the collapsing of the hanger might just kill the thing

rocky gorge
peak sequoia
topaz flicker
#

@indigo valley Fell short of matching your combined Outcomes total by ~60

frank thicket
#

WHAT IN GOD'S NAME ARE YOU DOING IN THERE

steep dagger
steep dagger
frank thicket
steep dagger
steep dagger
# frank thicket You got a link to that mission? I’m interested in trying it

Be sure. Its hard. This was so hard and i even turn off tusko B and nuclear piledivers. This was so hard even for good team...
P.S. it looks like total escalation or absolute escalation with similar begining. And yes, you will need economy your aircrafts to not lost all of them. And there is exist some unexpected strikes.
Solo very hard or even impossible...
https://steamcommunity.com/sharedfiles/filedetails/?id=3385585169

frank thicket
#

Is this the shores of fire mission you were talking about?

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or is that different from this

#

ah

steep dagger
frank thicket
#

you got a link to that one or is it not out yet

steep dagger
frank thicket
steep dagger
#

I somehow gonna make collection of similar remixed escalation, altercation, confrontation, carrier duel missions. But i still have some plans for creating missions and i gonna end it when will create same pack, but same pack must be really interesting. I already have some missions. I hope you enjoy, all of them devs can implement to game if they want
https://steamcommunity.com/sharedfiles/filedetails/?id=3509913325
https://steamcommunity.com/sharedfiles/filedetails/?id=3503571423
https://steamcommunity.com/sharedfiles/filedetails/?id=3485392306
https://steamcommunity.com/sharedfiles/filedetails/?id=3535844653.

frank thicket
#

will check it out once i get a chance

topaz flicker
# frank thicket WHAT IN GOD'S NAME ARE YOU DOING IN THERE

You know, I can't quite be sure because the mission is so large . I want to say though that number is probably partially due to me trying to implement some branching pathways too. In this case though, the pathways are centered around whether or not certain neutral ships are sunk prior to or after bases are captured.

#

I'll admit, when I imported SiB Breakthrough into the mission editor and had a poke around it was a welcome sight to see how organized your objectives tab was (considering the triggers and branching pathways you have in it).

frank thicket
#

ah thanks, i personally thought it was all spaghetti lol

#

there's probably a more compact way to achieve what ive done, but ah well, it works and im happy with that

topaz flicker
#

Yeah, I'd just take the win too lol. With how arcane the editor is, I don't know there's much headroom for your to optimize the objectives you've got anyway without adding way more work for little return

real pagoda
#

is it just me or dos it look like were finally getting oil rigs in game?

smoky anvil
real pagoda
#

yeah i gues butt still its most likely some sort of platform hopefully we get more stuff like that in the future

#

also is there a way to make aircraft more expensive?

#

for example like in civil war wear the American currency has fallen a loth in value

smoky anvil
# real pagoda also is there a way to make aircraft more expensive?

you can manage the economy for a mission in the editor.. by setting starting and trickeling cash.. if you have less, the planes are relatively speaking more expensive. Albeit it would probably be cool to have an objective that allows meta-setting changes for missions. So far, that does not exist

#

new bases

real pagoda
#

butt how would i haw to make the settings to make it similar to what i explained? wear everything is more expensive and the dollar has a lot less value?

smoky anvil
real pagoda
#

ok

rocky gorge
#

shapes do not match existing buildings

#

already tried

frank anvil
#

There's definitely some kind of new structure there, but not sure the stuff up top is actually new

spiral zenith
#

Also i think you can actually see the new laser defence firing in that screenshot

rocky gorge
#

just had a thought

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@spiral zenith nwor

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that vertical structure thkng

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since it's both in the oil rig and the desert tank leak

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itd be kinda cool if they gave money ehile alive

#

or were able to cap

spiral zenith
#

yeah yeah

#

passive income

#

actually if they patch spawning resupply crates on annec's, could be vital for rearming fleets

real pagoda
#

is it possible to make it so only boscali can capture the feldspare international airport?

vital eagle
#

you can make it so that PALA doesnt have a capture objective or make a outcome that always changes any capture to switch teams to BDF

real pagoda
#

also is there any way to fix it so that all the boscali vehicles don't pile up in a huge circle on the neutral airbase?

indigo valley
sleek timber
#

Im designing a coop mission, does anyone have a quick reference on how the Dynamo ASHM volleys work? Looking specifically for the range of its targetting and if AI skill effects its targeting range or speed of selecting a launching a volley.

rocky gorge
topaz locust
#

nah you got it all. Range is effectively infinite, fed by datalink. The interval time is proportional to the number of targets being selected, and all of that is multiplied by skill. If you want the ship to dump all of its missiles immediately, then you could set the skill to something above 1 (like 100) in the json

gusty goblet
#

more specifically, salvo is 30 seconds plus 10 seconds per target divided by the skill, so a 0.7 skill would take 14.3 seconds per target

#

targets that have more defense (like ships) will have more missiles allocated to them, determined by their threat value (lot of factors combined)

frank thicket
#

ok thank you both thats actually insanely helpful for handling optimization for missions

#

also confirms that naval skirmish has indeed been optimized by messing with the ai skill

real pagoda
#

were getting oil rigs

indigo valley
real pagoda
#

yeah but the structures underneath dont match anything els

#

right?

indigo valley
real pagoda
#

yeah butt oil rig yes?

indigo valley
#

Creators will have many new tools to create new and interesting structures

real pagoda
indigo valley
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I'm sure Mitch would be happy to talk about all of the props on the stream tonight.

real pagoda
#

if we aren't getting oil rigs in gonna fine a lawsuit against mitch and start development on the game myself💀

real pagoda
#

twitter

indigo valley
#

We post to X, Facebook, Instagram, Reddit, and Threads currently

steep dagger
#

I dont have twitter account 🙁

steep dagger
indigo valley
steep dagger
real pagoda
indigo valley
#

Only the devs can tell you the answer to that

real pagoda
rocky gorge
rare umbra
#

I love mass devastation!!!

rocky gorge
#

if that oil rig's made out of multiple props, it'd be really nice to have the ability to group them into singular units

#

potentially including ground units/ships too

rare umbra
#

Now the real question is when we getting furry pilots trolley

#

Remind me to hop off for that

indigo valley
#

A group selection tool would be very very appreciated

radiant glade
#

group selection / duplication is the only thing deterring me from indulging in some more complex builds.

frank thicket
#

i knew it

frank thicket
#

SO MANY HOURS OF MY LIFE LOST TO MANUALLY SELECTING AND MOVING INDIVIDUAL UNITS 😭

indigo valley
#

Not to mention assigning things to objectives DespairGe

frank thicket
#

the mission editor if

if telling a wait seconds objective to stop didnt make it count up to infinity

radiant glade
#

wait wtf, it does that?

frank thicket
#

yes

#

its done that for like a year

#

its never been fixed hollow

frank anvil
#

Upcoming mission props /items screenshots from stream:

#

Had to get up and missed some

sleek timber
#

georgous

versed jetty
#

no

spiral zenith
#

actually insane

#

this is just

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rlly appreciated

warm quiver
#

I beg that these come with editor QoL features so it isn't just super tedious

topaz flicker
#

Controversial hot take, but I kind of like that the editor is a bit of a pain in the ass to use. Feel like it keeps the Steam workshop from being drowned in a deluge of half-baked scenarios that need to be filtered through

indigo valley
full cloak
astral helm
steep dagger
sleek timber
#

It's not that hard to make cool missions, the doctor is rather in depth with the objectives. You just have to be a creative person, unit placement and making the blank map into believable bases and offenses is the key

frank anvil
#

I still need to deep dive on objectives and stuff. Feel I’ve gotten a good handle on how to make believable or decent bases, but damn if objectives and outcomes aren’t a bit complex lol

frank thicket
#

honestly the objectives only really look complicated, in practice theyre actually so simple that it often limits what i can do with them

#

hell you can chain them together to do some absolutely insane shit with minimal effort

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i made a mission with an entire logic system using the objectives, and the logic in question only takes up about 5-10 objectives

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its tedious, but not hard

indigo valley
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I think that sums it up, once you understand objectives, they're quite simple, just very time consuming and tedious to keep organized

frank thicket
#

yep, pretty much

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the first mission i made in like april of last year only had about 8 objectives and even then people thought it was a really fun mission

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and hell a lot of those objectives were just for dialogue

frank anvil
#

Definitely gonna need to give them another look then! Sounds like it just takes time and playing with it to eventually get an understanding, so that’s good

spiral zenith
#

do we have logic gates yet?

frank thicket
#

yeah, i felt the same way as you back in march of last year lol

frank thicket
spiral zenith
#

doom

frank thicket
#

im basically certain its an AND gate but i cant be entirely sure because computer science is witchcraft

spiral zenith
#

word

frank thicket
#

it may actually be a combination of two gates

#

hang on let me check

spiral zenith
#

the peak of my comp sci career was a 4 bit calculator in minecraft

frank thicket
#

ok i think the best way i can describe it is a NOR gate followed by an AND gate

spiral zenith
#

it was huge, inefficient, and took like 4 seconds for each calcultation

frank thicket
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i actually have a screenshot of a stripped down version of the logic system

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let me see if i can find it

#

got it

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when stripped of all peripheral objectives, dialogue, and ending sequences, at its core this is all it takes for the logic system in breakthrough

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and actually thats a less efficient version

#

between me making that logic test and me making the final version of breakthrough, i optimized it further

#

most of the “complete other objective” objectives arent necessary

full cloak
#

if only objectives could be re-activated after completion, I think you could make the mission editor turing-complete

frank thicket
#

yeah, i realized that about a year ago

#

you can still do a lot even without it being turing complete

warm quiver
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the main thing I want for the editor is a group select and move/edit

#

maybe a node editor view for objectives

astral helm
#

I have a question, does airbase Capture range is also affects range where you can leave your aircraft and get successful sortie ?

astral helm
#

nice

smoky anvil
#

uff.. it is sometimes wild how online the performance of damage-items like the De-Tarantulator is different. I hope it is better now.. if anyone wants to test

astral helm
#

can someone please tell me why this road on Heartland is ignored by AI ?
Like, I want to make 3 hlt's to go through it, but they would instead turn around and go another way
Roads exist there and If I place waypoint for hlt's somewhere on that road they will use it, but for some reasons they just ignore it completely when their waypoint is outside of this road

indigo valley
astral helm
frank thicket
#

95% of them are just completely unused

topaz locust
#

so thats a nasty hack so they only use the awfully slow mountain road if you order them to go somewhere that's onto or off of the mountain

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and as RNG said, if you do want to use the whole mountain road in a point to point journey, then you just join it at the middle

#

in the future this will be less stupid

peak sequoia
indigo valley
sleek timber
#

Its a cool road though, would love to see it in a mission.

I started a pvp style mission before custom airbases were made based around that road and mountain, with the Sandrift and Dustbowl airbases being each teams respective spawns and both teams fighting over the mountain.

If I recall I remember some vehicles would take a bad route from the north side and flip over, hlt munitions trucks mainly.

topaz flicker
#

Does anyone know how "dialogue boxes" function in a multiplayer setting? Do they pop-up as a separate instance that each player must close themselves or can one player close the box for everyone? (Or does it just not work at all or break multiplayer matches/scenarios that have them.)

peak sequoia