#General Thread
1 messages · Page 6 of 1
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).
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).
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
ai won't follow neutral objectives since it isn't on their team
as for your capture objectives, ai will try to pathfind to the nearest road and then drive straight to the center of the airbase
there could also be the possibility of the vehicle depot itself being an objective, causing them to pathfind into them
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
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
It's not on water, maybe that's related.
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.
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
TL:DR - Draw your custom roads originating from a built-in node
it only creates a green line "road", doesn't create any new "points"
nor do the roads actually complete or connect
they complete on Enter
oh shit
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
this ai is either incomprehensible or ass 😭
what
pictured: landing craft pathing
annex carrier in the background also refuses to deploy any lc
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
maybe you can try moving the airbase itself further inland, but keeping the beach as the closest way to get there?
switched capture objective to sandrift (further inland)
that airbase down there has no pala units
annex is also still not deploying any lc
i also added roads to the landing area, so it can't be that either
are the roads at cap connected to the main network via a big blue node?
also the overall behavior is pretty strange. what happens if you shift the airbase to the right side instead of moving it directly backward?
LC should somewhat avoid mountains, might cause them to divert to beach. who knows
yeah
ironic, it lands directly into a mountain lol
at this point just ask squeegy or rng, i have 0 clue
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.
...i think...
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.
ironic again, i did add an extra sea lane for this very purpose
it is connected to the main network
afaik lc ai is either incomprehensible or ass, lol
this could also be the fact that sea lanes don't actually save 😭
mm that would be an issue, yes.
any reccomended values for passive income
don't feel like doing all the experimenting
can i attach vehicle depots to an airbase so that they are repaired when it changes hands
not yet
Had this issue after hotfix 0.30.1
before it, it was working as intended, but after my mission broke 💀
Maybe its because you didnt select a faction for this message ?
With "Faction Only" unticked it should show for everyone
im omni-ing it
#feedback-and-suggestions is that way
this is the custom missions forum, in all respects
Whoops, got turned around >_<
Legit thought I was in general thread for the suggestions forum
trying to figure out how AI calculates what is a runway at an airbase (i am making a custom airstrip)
oh there was a tab for it and i didnt notice XD
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?
you need landing craft + some ground vehicles in the annex inventory, and a capture objective

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
me deploying the nuclear armed scuicide landing craft:
I have used that one
Heys guys, i want a A.I aircraft to follow a certain path, like a circuit? how do i achieve that?
This is not currently possible. AI aircraft will move towards objectives but they are easily distracted by enemies. The waypoint system in the editor is also somewhat limited and there is really no way to control aircraft AI in a similar way to how ground units function unfortunately.
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
any suggestions on what i should add to the big mountain on pala side im thinking an airbase maby but still a bit unsure
underground mountain base with hardened shelters as entrances never goes wrong
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
you cant
currently only the hangars are supported
I am starting to believe and understand the editor.
is there an objective to defend units?
also what is this for in the airport settings.
okay this setting seems to work finally.
nevermind, it still does not capture with the airfield capture.
the red sea:
If you put buildings in Buildings they will switch sides when the airfield is captured (except for vehicle depot).
Putting hangars in there will allow you to spawn at those hangars and they get repaired after capture.
No but you can make the enemy objective to destroy the units you want to protect, and give that enemy outcome ending the game
that was a lie bro
the vehicle depot is still neutral while being in the buildings menu
yes
hm.. i wanted to give allies a visible mark what to defend mainly
thats a scam
always read the small letters
Why is the depot not capturable
also what is up with the air towers at each airfield non capturable
u can make a reach units objective

Because game is WIP
can you spawn a vehicle depot somehow?
I don't think so. Try with the 'unit spawn' outcome.
There are two crappy work-arounds maybe?
- 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.
- 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?
lets just say i wanna capture airfield and be capable to spawn vehicles there.
You can spawn vehicles themselves using 'unit spawn' outcome. Which is a much better idea than using the landing craft.
i am using landing crafts to capture airfield.
and then i want something to bne capable to spawn land units there
i was hoping i can use the in game feature where players donate budget and spawn units in the vehicle depot
i guess not
no

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

I was about to say, because my own mission makes use of this in the exact same way
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?
controlling the movement of aerial units is more or less a lost cause unfortunately
you can get it to attempt to escape to the nearest friendly airfield and that's about it
how does the road tool work and can i use it to make highway strips?
road tool is purely for pathfinding
it doesn't create actual roads
no, i know that. i meant like can i use it to make ai drive around a set of highway i wanna use as a highway strip
oh yeah i was gonna continue but forgot
lol ur good
when i tried they kinda got stuck. do they not like driving through grass or was i doing something wrong
okay so
first and foremost, roads must be connected to the main, prexisting road network so units can travel between them
iirc they won't use disconnected road networks
now, units will always drive to the nearest objective via the shortest possible route
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
while still going around
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
you connect via the blue nodes
while you're creating a road, click a node to include it in the road network
oh so the blue nodes have to connect?
if i'm correct, then enter to finish
yeah
it should hook up onto the node
there's a node where your cursor is and around where the tunnel begins
if you make a straight path between them, i'm sure vehicles would pefer that
though, since they're not on pavement, they'll travel slower
but they will take it
wdym?
affirming myself basically
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?

have fun
(fully manual)
only the unit info
you gotta place everything manually
making large missions is hell 😭
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
nvm, seems like selecting "hold position" fixes it
i thought that would override the waypoint
it doesn't seem like they pay attention to the waypoints if activated through an objective completion
my punishment for wanting to expand terminal control
hovercraft stuff, sorry
they do that
The objective that activates the waypoint is when the objective becomes active (not when it is complete)
They must also be toggled as "hold position"
"hold position" essentially toggled the pathing AI and makes them ignore automatically pathing to objectives
but they will instead follow only their individually set objectives in their unit menu
is there a way to have the hovercraft navigate to/near an aircraft? maybe something using the "reach unit" objective?
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?
when they belong to an airbase, capturing the airbase converts the aircraft infrastructure to the captor's team with a slight delay
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
this is for like factories and stuff right
do pre-made map airbases like adding a custom path or do they not like that at all, actually
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.
I've tried, and they don't save unfortunately, ehich means you cant create functional expansions to those airfields
ah, thats what i was experiencing. looks like im just going to have to (try) and remake the airfield lol
i've noticed this in terminal control with the default ships, i don't think it has anything to do with the hold order?
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
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?
Youre actually better off setting the vertical landing spot on some random vacant bit of pavement so they dont conflict with new spawns
Appreciated!
@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?
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).
currently, no
if you want to limit nuke usage, you can reduce the number of available warheads by decreasing enrichment plant production
oh no i wanna make them cheaper
or you can make the eco more difficult altogether
but no, you can't change the cost of individual munitions or planes
you could just buff eco a ton then
fair enough, yeah
might be too much of a balance change though, i just wanna encourage nuking
i'll find a way to do it somehow lmao
best i can do is raising the rewards of destroying enemy vehicles
i might end up doing that, its a shame i can't just make nukes cheaper though
@rich salmon here ya go, here's a list of stuff
there are actually a bunch more stuff but i trimmed it down to what seemed reasonable
appreciate it man, thank you so much
@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
yeah i used bepinex, wrote a script that searched through all items and picked out certain ones to add to the list
So i discovered something interesting
totally not thinking about arma 3's zeus mode rn
that would be amazing for a live action mp event 🔥
I don't know if im shaking from excitement or too much coffee, but I think i actually got some scripts for that working. could i test them with you first tho? please let me know when you have a little time to spare.
i've got a lot of stuff to do this week, but i'll let you know 👍
no worries, i aint running
@indigo valley would also be a good candidate
too tired rn to make a real post, so gonna drop this without any further context https://github.com/nikkorap/NuclearMods/tree/main/spawnertest
feel free to give some feedback!
just downloaded, how do you access the spawn menu?
everything is in the Mod Configuration manager menu https://github.com/BepInEx/BepInEx.ConfigurationManager, toggle with F1
ah thank you, I assume this is a dependency for the mod?
thank
ooh, it
's public?
SPAWNABLE MUNITIONS 
ohhhhh helll yeah
the floating origin point is making my head hurt
i should probably make a separate thread for this huh?
try using mbts as a projectile 🙏
oh its hilarious
-# (yes you have to remove the canopy first)
IT'S REAL!!!!!!!!!!! ITS REAL!!!!!!!!
the legendary sequel
i tried to make a helpful tool for servers and you turned it into a warcrime^2

as they say
give a man a fish, hell eat for a day
teach a man to fish, hell start WW3
#screenshots-and-videos message 🤣
the air drop
it isnt working for me for some reason:
im pressing f1 and nothing is happening
have you done this? "Open [Nuclear Option\BepInEx\config\BepInEx.cfg] and make sure that the setting [Chainloader] -> HideGameManagerObject = true."
it was at false, will test now
ty it works now
well, i managed to spawn a bit of units but now it isnt working
it just dosent spawn anything at all, and theres nothing in logs
tried changing spawn keybind to no avail
not surprised, this is a very early prototype i threw out, try resetting keybinds an restarting the game?
also i need name ideas for this mod🙏 i want to make a separate post but im all out of creative juice
left mouse button
uhhhh well
spawner mod
😭
but yea resetted everything, dosent work still
damn
huh, try going to bepinex/config and delete spawnertest.cfg
then im out of ideas, sry. im actively working on the mod tho.
Change the “toggleeditmode” keybind and press it before trying to spawn stuff
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
The other edit mode works fine
oh that actually worked, ty
ur welcome
@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
)
Thanks a lot for this great mod 🙏
also you can spawn units on servers you arent hosting lmao
its clientsided but its funny
🤫
i havent actually tested multiplayer, I made an offlines clean install to test the mod
works fine on multiplayer if your hosting
i think some people are gonna troll with this 😭
quite incredible
the feeling when you thought you almost finished it and called it a night, but next morning everything is broken
code gremlins attacked during the night
i bet im gonna play some random multiplayer server then have a spearhead going towards me at mach 10 from the host

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"?
pick your favorite polytheist culture and take their god of war
i am somewhat sure that Zeus itself is not copyright of a3 and it's just a free dlc anyway
you could totally go with Ares, Hawkeye (related to bird's eye) Overseer, or whatever
there are a few similar systems in other games that have kinda the same name
i think it would be useful if you could configure vehicles to stay in place, like in the mission editor
like a button to make spawned units stay in place
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
relevent meme
what if you want them in a team tho
oh as in a pala compass that doesn move?
well they could be set to neutral
im just spawning a shitton of units and watching them fight lmao
will it intercept missiles on neutral
no i dont think so
huh, what's this?
something as stable as a bored 40k ork locked in a room with explosives
im really bad with names, vibecheck for calling it "Horus"?
You'll know when you find a good name for it
is it possible to designate a plot of airspace as a capture point?
airspace?
capture objectives are tied to airbases
im assuming that requires landing?
To capture an airbase you need to drop off a ground unit at one
Or have a surface vehicle drive/sail to it
@NOdevs !!!!PRIORITY ISSUE!!!!
yes, but aircraft do not have capture power by default. You can override this for aircraft placed in the mission editor, but not for ones that get spawned out of hangars
im joking but it's critical to the mission i was making
what if 👉 👈
was working on a mp air superiority gamemode. domination/capture points by occupying airspace. basically WT airsim
use taran to capture then
kinda defeats what i wanted to do
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
kinda janky workaround
you can have an objective that spawns a truck and a building for a truck to sit on in mid air
and then the truck captures the objective
only problem is this will only work once for every objective and truck you place down so
if you wanted to make an objective trade hands several times, this would be a pain in the ass to set up
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
what I'm trying to accomplish is not yet feasible (:
with a bit of tinkering to roads it's totally possible to get vehicles to sweep across a city
also possible to make river crossings with underwater platforms
not a bad idea, but it'd mess with any shards that try to roll through
cool for shallower areas though
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.
And i wouldnt have noticed at all if i wasn't making a mission that uses a 4% kill reward.
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...
Isnt the kill reward only in regards to points and rank leveling?
Player taxrate is what curbs player income
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.
some simple slop to destroy https://steamcommunity.com/sharedfiles/filedetails/?id=3485506808
Any suggestions for beach head defenses? Currently i am stuck with this, not sure if it looks good.
perhaps angled, embedded hardened shelters? (just the top bit) has more of a berm shape if angled 20 degrees outward, and the bevel on the edges means you can connect multiple to form a U, W, E shape etc.
@full cloak at one point had embedded pillboxes with MBTs, to form a strong, static defense structure. I'll need to find a picture.
#1131013817011294249 message
interesting
i believe it makes the vehicles inside the pillbox fall, so i don't think it works now sadly. i tried something similar a little while back.
i will look into that though. not bad looking
lets see here...
oh yeah you have to put a revetment or other small platform below, according to brassy
seems logical!
I came up with this very simple and silly thingy..
Introducing... the Hardened Concrete Wall!
wow
so cool
im interested in the idea, do you have an example photo?
Start with a Revetment, put the tanks at the walled corners with one tread on top of the sidewall of the revetment and the other tread on the front wall (three points of contact = plane), then put a pillbox down and adjust the height so that the top of the pillbox is flush with the turret ring
Alright, i will give it a try. Thanks!
PALAN Maddison docked and repairing at Bifurca Airport & Naval Reserve Yard along with her escorts.
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?
i think making them neutral counts as being unmanned or idle
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
destroy_objective(hangar1,hangar2...) --strarts-> spawn_unit(darkreach1,darkreach2,darkreach3...)
select the airport's buildings ^ select the preplaced darkreachs ^
Maybe ?
Ground units not moving toward a capture airfield objective?
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
4
4
1
work on it more
I have implemented the HCW into roadblocks! Oh goodie.
the edges kinda look like booths
Could someone pls say what Observer and HLT-WR do ?
observer cant be selected and edited in anyway
i want to make some kind of high-intensity mission on ignus but idk what to make
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
whoops. Currently nothing. Both are defunct/unfinished assets that shouldn't have been included.
JTAC OBSERVER LEAK????????????
its literally an invisible ball meant to spot units for mission makers
Aw
YESSSSSSSSSSSSSSSSSSSSSSSSSSS
Hopefuily untargetable
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 ?
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
🥹
i still love the set-up i did here so a munitions trucks when cooked off decimates two corvettes
I love using munitions trucks as bombs
shoutout to mission where they put munitions trucks next to the hardened shelters so you dont have to use augers

the explosion convention
FYI you can get 4 aircraft to take off simultaneously from the Annex by placing two inside of each runway node
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
Where i can find tutorial mission files?
would be nice to have it tho, if it does what i think it does
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
they dont show in editor
sadly
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.
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.
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.
Do you remember name of the files or where you find them? I Found only 4 json files and they dont look like tutorial missions.
Thats a good idea. Too bad there is no way to tie win condition to the score, that would help.
I was mis-remembering, and this is only useful for workshop missions, my bad.
Thanks anyway.
Can't think of a name for this base
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
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
i once had an anvil underneath the OTB, it uhm was fine and fired normally
i tested this extensively (maybe a little too much so) for the Annex series
what
uh the video is on my main computer
the anvil was like propping up the OTB
no, cant edit their ammo
maybe json editing? i wouldn't count on it
that's probably just desync lol
afaik the mission is supposed to have the anvils embedded into the roofs
no
did you know? vehicle depots can perfectly incorporate up to 4 pillboxes in their design:
wiki trivia section find 🔥
squeegy actually organized them similarly in terminal control, just with 3 instead of 4
so this could be considered a canon layout 🔥✍️
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
how tf did i not know this
i was wondering why the walls were weird
i remember seeing a aircraft revetment on bridge defense being used to protect a anvil from rocket attacks which inspired me to use them as improvised earthwork like sandbags
effectiveness can be disputed however MBTs now take several shots to successfully destroy a enemy vehicle
which is better than being 1 tapped
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
All this talk makes me really really want an ATGM pillbox
You vill use AFV6 AT only und be happy
you can clip an afv6 at or mbt pr really anything to make a stationary pillbox
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
Advanced tutorial pack is HERE!
All about weapons!
All missions!
If devs wanna, they can implement in game and change them if they wish.
https://steamcommunity.com/sharedfiles/filedetails/?id=3493333822
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.
Also use them for makeshift Stratolance pits:
I see it with landing craft, they dont listen to the hold command. Or better yet, their hold command seems to include landing lol
known issue since the latest update
you can try boxing them in with floating pillboxes or something if you need them to hold still
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
And yeah, decent idea, but that unfortunately won't work for the mission I've been working on 😦
Ah well, fingers crossed it gets sorted in the next update
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.
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
does anyone have custom missions with like 20-30 tarantulas and darkreaches to bully
My one has Darkreaches to bully but only after they abuse you (and your PC) first
https://discord.com/channels/909034158205059082/1185479562092617738
oh wait I've not rebalanced it fully yet
uhhh whatever enjoy I'll update it soon
Does AI go for hidden objectives?
Yes
That could be fun...
I have ideas most dubious
Can AI follow destroy objectives on unspotted aircraft?
They will treat it as a destroy objective, and head towards it
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?
Spot will complete as soon as the target is on datalink, destroy completed when the target dies or despawns
All in metres
Does the AI fly towards the spot target or do they do a search pattern?
Not sure tbh
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
Are you talking about a waypoint circle?
or?
Yes
I'd rather the AI didn't fly right at the player but since AI planes apparently ignore waypoint objectives
AI planes will attempt to find the waypoint objective, they just can't trigger waypoints
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?
you can set an empty objective that only completes if 2 or more objectives are all, or only one, completed
i believe so unless the waypoint type is complete in order, for that one they get stuck on the first
Would these settings mean that upon this outcome triggering, Agrapol airbase gets disabled IF held by Boscali?
you need to set bdf or pala as the owner of the objective, and the outcome to only disable it
this would disable once complete but also set it to bdf even if it was captured by pala, if the objective had no faction
Oh right yeah that makes sense
testing my custom mission again, should be last one before I push the completed update for 0.30
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
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
would this work?
it should yes
oh wow a compass just exited without ripping its wings off
you might also be able to use the road tool to add to the existing taxi network but im not sure if it saves
idk how to use road tool
might need future tutorial and hotfix since its very barebones
it is less an editor tool and more of a dev tool - it'll get more featured at some point
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?
You are,, I’ve done it a hell of a lot of times
Sometimes it does bug out though
anyone have a version of escalation with no radar missiles? ground or air based
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
Will be able to spawn in hardened hangar you need set in airbase settings buildings this hangar
Any ideas which new missions should implement here?
Maybe EW tutorial? Carrier landing? Ways to destroy different ships?
not in that way
If somebody wanna find EW and carrier landing tutorial. You can find it here.
Advanced tutorial pack updated.
https://steamcommunity.com/sharedfiles/filedetails/?id=3493333822
will there be buildings on these empty parts of ingus city in the future ore will they always be empty?
the outlines are placeholders, most likely Mitch just hadn't gotten around to modelling the smaller buildings
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
some of them might remain empty but I wouldn't count on it
the cities are all still WIP, there's always plans to improve them
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.
yeah i hope so haw already created mostly evry military outpost ore base in those empty areas so if mitch changers it I'm basically cooked💀
Agrapol shall transform into Houston Texas
A fate worse than death
Quarrel HERE!
Small mission with low intensity battles. Counter insurgency level.
"War? No. Just little misunderstanding".
Like altercation, but in Feldspar city.
P.S. Devs can implement this mission in game and change it any way as they want.
https://steamcommunity.com/sharedfiles/filedetails/?id=3485392306
is give score funds in millions?
Yes
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
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
i'd like to see controller setup especially updated
no way to add curves or proper deadzones since it's just the default
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
for once I'm very glad that the medium aircraft hangar doesn't have a floor
maris overhaul is going to break many missions 💔
"F**k them kids mission makers" -- B25Mitch
🥀
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
One time I built an elaborate base and mission on a nice beautiful field... where Agrapol now sits... 
Good times 
i hope Agrapol's central farmland building doesnt get changed too much
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
I just finished this section near Kremenka(I think?)... Would be sad if it got updated already, but understandable
isnt Kramenka supposed to be a city? or atleast a very big industrial zone inside a small city?
kramenka dosent really have a cannon location so i just say "kramenka industries production plant"
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?
not really
Kramenka is listed as that blank area with the pier on the maps that Mitch has shared, and is heavily implied to be an industrial province
Mitch later said that was wrong but I’d need to find the message
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
was it?
he could probably put more stuff there
It is no longer Kramenka in canon at least
Uh mitch said it was gonna be moved to ignus
Then it just never appeared in ignus
@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
nvm all, i've got something working
do ai choose where to land based on the length of runways? they always ignore the nearest runway i put for them
AI will refuse to land on runways that they deem are too short
Which in my experience is they are very picky and like very long runways
does "arresting wire" reduce that for compatable aircraft?
That I haven't actually played around with tbh
I think it makes vortexes land vertically/only allows compasses and ifrits due to ai
javiry
"Dogfight Practise" has a quick spawn for AI.
Custom runways do not really work right now. At least when they are built from platforms. Roads work quite well.
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.
The things I found out, so far, is that AI likes a leve runway and there is some property like a "runway surface" of materials, if you use big or small plattforms to line a runway (darkside up) the AI has a ton less issues in taking off from custom runways. The same thing applies for roads..
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
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
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
i believe i tried ticking off skijump, and they still had max defelction
i'll test again in a bit to verify
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
I get max deflection from a decently sized runway (a bit longer than a hyperion), even without a ski-jump:
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.
It can be a bit random, but if you move your endmarkers up, it has good chance of working better.
Move the end-marker closer to the platform, or closer to the edge of the runway?
That is because they will not be smart, but follow the direction.. if you check the "reversable" box, they can also go red-to-green but will not be good at obstacle avoidance. The easy way around it, is to use 2 runway designations, one only for takeoff, one for landing. That way you have far better control over AI behaviour
Oh damn! I didn't realize you could overlap them like that. Will make that change.
move them up in altitude. test it with maybe 10 instead of 6.2
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
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
Together, we will find ways to make things work
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)
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
Doesn't seem to cause stalls, or even cause any issues, just looks a bit weird
fair
have you tried giving the end-markers significantly different hights?
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
oh yeah, what widths do you put for your runways, if they matter?
i usually copy zebra and use 44
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
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
I think that is more an issue with the runway markers.. the AI seems to have a pseudo-visual system where they need to see it
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
Was REALLY worried this wouldn't work, but it appears to! 😄
that looks good!
try factories as walls for better decor
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
Definitely worked out well!
Detailing, and stuff, still a bunch to do. Considering enlarging the piers a tiny bit as well to accomodate the size of a Hyperion
damn that looks sick
😄 Thanks!
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
helipad-internal pillars also work great to have still good looking remains after base destructions..
this looks awesome
Thanks! Currently working on it now, enlarging piers to suit a Hyperion, and adding final bits to the expanded areas
can't wait to test this out with some defenses
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
you may wanna check out https://discord.com/channels/909034158205059082/1392933318487707720
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!
yeah indestructible platforms is a subcomponent of QoL
Can now accomodate Hyperion
i am just building just much simpler bases, as the rest of the mission allready eats so much time
Lookin' good!
Oh DAMN! The new post by Shockfront on Reddit looks to have more upcoming mission props, and (possibly) ad CIWS trailer
#screenshots-and-videos we had a whole discussion about this 😭
full breakdown
yeah I dont think its actually anything important sadly I was overexcited
I'm really hoping the wild speculation on cube/containers being a VLS launcher is accurate. Would love that option.
or it could be a container?
maybe a single placeable container
or even a new tarantula crate
I mean the freakin net is kinda big
Honestly wouldn't mind the placeable container, and yeah, the net and barriers are gonna be VERY nice for a whole slew of of stuff
You forgot the part where the shelter seems to edit the terrain around it slightly
it doesn't
it takes terrain color though
Neat
PALACOAX container?
Since the Tara ones are too heavy
Love this tbh
Perhaps we'll have to get a recon satellite to do passover 😉
do that but make it questionable quality/black and white
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.
i wonder if the camo netting in the shelter will make the vehicles under it more stealthy
Yeah possibly its impossible to tell
Potentially, youd only detect the shelter and you wouldnt be able to see what is inside
We need the intel 🙏
It should by the nature of detection already, if the center of an object is obscured it doesn't get detected. The likelyhood that it is obscured when it's in the shelter is higher.
And maybe the detection range gets further nerfed by some new mechanic.
when landing, do ai always try to go to the airbase center before going to final?
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
Is the taxiway set up right
doesn't have nor need
Yes it does
no it doesn't
Otherwise that happens
If it’s in state taxiing to takeoff and is trying to go directly to the node, you need to set up a taxiway
It doesn’t matter if it works before logic in this game is weird and you should always have a back up
i'll try later
didn't fix
Did you deliberately make a path directly in front of the hanger to the runway?
When is the runway start and stop actually on the correct side?
yeah
both are true
Why is there What looks like an objective circle behind the aircraft?
Yes, but why is it behind the aircraft?
behind is towards another, seperate airbase
its' trying to use another airbase's runway
thirs
damnn this update is gonna rock!
@rocky gorge overlapping capture radii will cause aircraft to go stupid with their taxxing paths.
ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
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 🥀
the capture ring specfically. had to fix that same prolem on tankbusters
oh, weird
like, if the other base's ring offends any hangars or nodes, it will break this one. Otherwise i think it'll be fine...
It depends. if you set up a "supply point" they tend to go there. Unless the great god of pathfinding has other plans
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
just kidding. But sometimes a taxiway road can also help
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.
Remember to set the re-supply point....... Or this may happen apparently lol
Also, not sure what's going on with the framerate in the video, wasn't that bad in game.
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
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
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
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
possibly QoL mod changing areodynamics and the ai being incompatable
are the start and end at the edges of the runwy?
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.
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
(at least I don´t know how to influence the AI loadouts in any way)
Im gonna be pulling ll the stops when 0.31 drops
I will make the best mission I can out of spiite
Will it be about a forbidden love between two tanks?
Yes, actually
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
Text flashbang that covers the whole damn screen
this airbase is gorgeous what mission is/will this be apart of
Thanks! Just a co-op terminal control I've built a few platforms / bases in. I'll be uploading it soonish. Still working out a few issues with how AI take off at the pictured airbase
yeah there's definitely some problems with pathfinding on platforms
Anyone who builds missions sooo apreciates the effort to make AI work the bases.. probably the hardest bit
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.
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.
the medusa takeoff per see looked good, it seems more like problem when the AI transits to a goal.. I think using "hidden" goals could be an approach to fix it..
Will definitely give this a look, thank you!
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
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
Impressive with that level of missile defense
How can I branch mission scenario in case some target was not destroyed/any other objective not completed in time?
use a wait seconds objective that triggers the failure event after x time. Then have a destroy unit objective running in parallel, acting as the success event, with an outcome to stops the wait seconds objective when the unit is killed.
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... 😅
hang on ill read in a bit im playing breakthrough public rn
games up if you want to see it firsthand
not even the longest IIRC
the next is longer
okay im back
yeah i think breakthrough took about 2 weeks of on and off development if i had to guess
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
honestly even with how ambitious breakthrough is im not really that proud of it
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
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
im worried it'll be unsolvable until they make it so that i can add pre placed map objects to objectives
primevan spring in theory shouldnt have that issue though, at least for the main endings
we brainstormed ways to counter this however
a lot are unlikely to work in practice
Actual success will vary
still saying like a pill box or something clicked under a hardened hangar would work
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
sorry I cannot easily put commas on this awful device
hell the collapsing of the hanger might just kill the thing
would they be able to go under terrain?
yes
@indigo valley Fell short of matching your combined Outcomes total by ~60
WHAT IN GOD'S NAME ARE YOU DOING IN THERE
173 outcome in one objective?🫣
I played and this mission really good. And... Seems its like my shores of fire, but without many evil AA
You got a link to that mission? I’m interested in trying it
Primeva liberation operation the longest mission in game. Require 4-6 hours
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
Is this the shores of fire mission you were talking about?
or is that different from this
ah
Different
you got a link to that one or is it not out yet
To Shores of Fire?
yep
Shores of Fire.
Remake escalation with many AA and evil AA. Be careful!
https://steamcommunity.com/sharedfiles/filedetails/?id=3503571423
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.
will check it out once i get a chance
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).
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
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
is it just me or dos it look like were finally getting oil rigs in game?
that looks more like a radar platform..
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
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
true they also need no make it so that players can remove already existing structures and hangers from bases
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?
just test it until it is where you want it
ok
definitely new
shapes do not match existing buildings
already tried
Concur. Looks like a Radar Tower next to a Control Tower, supported by a Flat Platform.
Supports look like they may be new / a cylinder type object?
There's definitely some kind of new structure there, but not sure the stuff up top is actually new
Also i think you can actually see the new laser defence firing in that screenshot
i'm pretty sure that's just a smoke trail
just had a thought
@spiral zenith nwor
that vertical structure thkng
since it's both in the oil rig and the desert tank leak
itd be kinda cool if they gave money ehile alive
or were able to cap
yeah yeah
passive income
actually if they patch spawning resupply crates on annec's, could be vital for rearming fleets
is it possible to make it so only boscali can capture the feldspare international airport?
assuming from neutral, no
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
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?
This is something caused by the mission itself and not the AI directly. Ground vehicles require an active objective to path towards, otherwise they will either not move or just pile onto the nearest active objective.
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.
skill does effect salvo speed
the delay between salvos is also effected by salvo size
range is possibly infinite, but depends on datalink
the rest, someone else can answer
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
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)
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
Did you guys even read the post 
Creators will have many new tools to create new and interesting structures
yeah i guess butt nothing from all the screenshots match the pillars underneath supporting the oil rig right?
I'm sure Mitch would be happy to talk about all of the props on the stream tonight.
if we aren't getting oil rigs in gonna fine a lawsuit against mitch and start development on the game myself💀
Where?
We post to X, Facebook, Instagram, Reddit, and Threads currently
I dont have twitter account 🙁
I saw. Only few of them and this is already very good to make beauty on bases
It's safe to say there are quite a few things that have not been shown yet.
No no no! He will do best. Even if in not this update, we could get it in next or special update
This will be awesome!
so more then 14 new structures?
Only the devs can tell you the answer to that
cant you like illegally download their development and game files?
keyword: illegally
If we get oil rigs we can cause mass ecological devastation!!!!
I love mass devastation!!!
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
A group selection tool would be very very appreciated
group selection / duplication is the only thing deterring me from indulging in some more complex builds.
they added the hypersonic tic tac
i knew it
also YES PLEASE FOR THE LOVE OF GOD
SO MANY HOURS OF MY LIFE LOST TO MANUALLY SELECTING AND MOVING INDIVIDUAL UNITS 😭
Not to mention assigning things to objectives 
the mission editor if
if telling a wait seconds objective to stop didnt make it count up to infinity
wait wtf, it does that?
Upcoming mission props /items screenshots from stream:
Had to get up and missed some
georgous
no
I beg that these come with editor QoL features so it isn't just super tedious
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
The day the editor doesn't require dozens of hours to understand how to use I'm done for...
basically the same way I felt when rotations got added 
Honestly its not hard to use, its just hard to make something "cool" out of it with available tools, while most features or things are lacking
What is nuclear option? This is extermination simulator!
With normal win conditions.
https://steamcommunity.com/sharedfiles/filedetails/?id=3549956504&searchtext=
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
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
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
i made a mission with an entire logic system using the objectives, and the logic in question only takes up about 5-10 objectives
its tedious, but not hard
I think that sums it up, once you understand objectives, they're quite simple, just very time consuming and tedious to keep organized
yep, pretty much
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
and hell a lot of those objectives were just for dialogue
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
do we have logic gates yet?
yeah, i felt the same way as you back in march of last year lol
yep, thats what i did
doom
im basically certain its an AND gate but i cant be entirely sure because computer science is witchcraft
word
the peak of my comp sci career was a 4 bit calculator in minecraft
ok i think the best way i can describe it is a NOR gate followed by an AND gate
it was huge, inefficient, and took like 4 seconds for each calcultation
4 unique endings to the mission, 1 ending triggers when neither of two special conditions have been met, 2 of the endings occur when only one of the special conditions have been met, and 1 ending occurs when both special conditions have been met
i actually have a screenshot of a stripped down version of the logic system
let me see if i can find it
got it
when stripped of all peripheral objectives, dialogue, and ending sequences, at its core this is all it takes for the logic system in breakthrough
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
Ans choose all targets
if only objectives could be re-activated after completion, I think you could make the mission editor turing-complete
yeah, i realized that about a year ago
you can still do a lot even without it being turing complete
the main thing I want for the editor is a group select and move/edit
maybe a node editor view for objectives
I have a question, does airbase Capture range is also affects range where you can leave your aircraft and get successful sortie ?
yes
nice
EXACTLY
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
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
So, I've actually found that there are nodes that are not connected (the green line as shown) leading the AI to not use the mountain road in most cases. You can complete the road using the road tool, you just need to connect the two nodes (as pictured).
thank u
tho bruh, was not able to see it previously
still better than the roads in feldspar
95% of them are just completely unused
i did this on purpose 🥲
currently there's no metadata describing the roads other than their length, and I really dont want vehicles to use the mountain road to get to other places until that's the case
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
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
some sort of constestion/heat meter for determining which route to take?
I had considered this might be the case. It would be a poor route unless you're specifically wanting to go to the summit.
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.
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.)
Simple answer they don’t. everyone but the host does not see them

