#General Thread
1 messages · Page 7 of 1
I don't think that's totally true Javier, I've had dialogue boxes work in multiplayer missions. I have noticed they don't always work though. I wonder if the dialogue boxes triggered in the mission start objective tend to work for whoever joining
I made an entire mission and when it didn’t work in multiplayer, I had to go back and change them all to text.
Plus, even if you could they’re obstructive and force you to click OK which will lead players to calling bullshit when they crash into a mountain because they can’t control their plane
Because pause does not work in multiplayer
I really want to set them up so they show up for each player as they join, to give a quick brief, but that's just not possible
So for now I have one set up at mission start for the host, as a way to delay the starting sequence until they're ready/they're finished waiting for other people to join
same for me
typically set them to between 1 minute and 30-40 seconds after start
if youve got a co-op mission you can have a waypoint that triggers the dialogue once someone flies through it, so you can wait for everyone to get in the air before going off
You used text though? not dialogue boxes
I have an issue that a saved mission broke when clicking the "play" button from the editor to final test it.. when loading in, the weather displayed the time incorret and all objects were missing. Upon re-starting the game and re-loading the mission, the mission can´t be saved anymore and displayes these error boxes:
anyone knows a fix? I would hate to throw all the effort away?
Feel free to DM the mission file, I've fixed several other user missions, this error can be caused by a variety of things.
Thanks! I have the file in the the "De-Compassinator" in custom missions, but I can´t figure out what is wrong with it
Also posting this here because missions :D #1409119384726802432 message
🙁
😅 oh right. I'm commandeering offirys server atm https://discord.com/channels/909034158205059082/1337634794040983593
I'll make it a github and a post here too in the near future, once i get some sleep
We need it
turn that frown upside down :D #1409119384726802432 message
🙂
is it possible to have a ground structure not appearing as enemy to bots?
you can make it neutral instead of BDF/PALA
if you still need it to function (like a factory producing aircraft) then you could try sticking it under a mountain by editing the mission file
Can anyone give me a quick tip about capture defence on airbases?
Does this value affect how many units I need to capture a base or just how long it takes to capture?
both, as more units on a point cap it quicker.
seen a whole bunch of ppl making insane mountain bases and massive naval bases while i'm just sitting here with my "barely refurbished semisubmersible that happens to have a helipad" lmao
if yall have any decor tips i'd be more than happy to hear :3
decor tip number one rn is to wait for 0.31
actually a pretty good oil rig for the current version of the game all things considered. never even though about using control towers as supports
only thing i would say is that the vertical factory probably goes up a bit too high, but theres also probably not a good way to move it down without resulting in it looking wonky
but yeah you arguably did better than me in some respects, and a lot of people have come to me talking about how i do my buildings in missions, so yeah, well done dude holy shit
Yea, it was between me moving everything down in the water far too much, or making it a lil taller than ideal. Thanks tho!
yw
wanted to try angling the helipad out, this actually lets me use and deploy items to the lower deck now, and the upper deck can still have some light vics around the helipad. only cost 12 panels to reset the angle up top!
hey folks, as is probably evident i'm making a custom pvp very naval focused map, and i'm struggling to think of how to arrange the starting "scenario" so as to ensure it's balanced.
last i recall, the Annex and the Shard class vessels are meant to be used by BDF, while the Hyperion and Dynamo are meant to be PALA assets.
presently i have the BDF starting on the top left hand corner of the ignus map, and PALA starting on the bottom right, and my current idea is for BDF to start with 3 Annexes, and Harmony sands, while multiple helibases and an airstrip are capturable in shortish order. PALA would start with 2 Hyperion, and Ashwood, while Ashwood AUX is in spitball range, but helibases are much further away.
any suggestions for this starting arrangement? (yes the abundance of helibases is designed to make more ppl use the vtols and helis)
Shard and Dynamo just aren't comparable to each other imo, most maps keep the differentiation between factions to just the carriers
Dynamo has such a disproportionately large effect on the battlefield you'd have to be raining Shards from space or something to make up the difference
Yeah it's really hard to balance the dynamo as it's also kinda random in it's effectiveness. Sometimes its railguns destroy everything, sometimes its barrages get through, sometimes it doesn't.
Maybe if the BDF got the darkreach and pala didn't somehow.
I mean that could be what's happening
We know that there's a supersonic bomber coming and I've heard it mentioned specifically for pala a number of times
Balancewise BDF having the darkreach flying in against the Pala carriers could help balance it.
I would like a cruiser/frigate very much to fill in the Dynamo - Shard gap
thanks for the idea
tbf you can also just not give a shit lol
i did something extremely similar to what youre doing and ultimately the only way to make it balanced (and fun) in the way i wanted was to give each side 2 annexes and 1 hyperion
I mean, yea. But I like giving a shit about the stuff I make cause it feels like I give a shit, yk?
I think between all the suggestions I currently have ik probably just going to heavily supplement a limited fleet of BDF dynamos with primarily shards, and keep primarily dynamos with *very* limited shards on PALA, while keeping the carriers truly faction locked
When making a custom mission, how do you set a default order for vehicles spawned at a vehicle depot? Right now they just pile up in front of the depot and cause hilarious physics interactions.
objectives
mainly capture
Is there a reference/guide for how objectives work? I'd hoped to get into that farther down the road but if I gotta knuckle down and do it now I'm going to need the manual.
I do not belive so
Damn, that's my least-favorite way to learn. Okay, thanks for the heads-up!
Just don't forget to start the objectives.
You can see currently running objectives during the mission by pressing f2.
Maybe search the discord for discussions on missions by searching for things like "mission editor", "outcome", or "objective".
Does anyone know if the Ibis will be able to take off from the Annex? I'm guessing no as it currently has the tarantula spawn.
is it just me ore is the ai path finder realy bad rn? i tried placing down some camo nets and bariers along the runway of one of the smaller airports and the wehicels cant find the path they just drive off the road and down on to a grass fiels whear they get stuck because they dont know whear to go next
Oh f-
I lost the files for my custom missions and only one of them was on the workshop
err I can grab the one off the workshop and edit it right
my lazy ass is NOT going to remake my main mission
can someone explain how to make AI planes act as wingmen like in mission 2 where one tells me to follow them then goes on a elaborate path so that a BDF platoon can be ambushed
i want to make a mission set ARMA 2 style where the CDF ambushes several Chedaki camps
AI will fly towards the nearest objective as long as no targets are visible. They'll continually pass through a reach waypoint over and over until the player triggers it for example.
so... i just make a few invisible waypoints 50m in diameter and pray their placement is good? @topaz locust
imma try that later, i dont doubt the game's method they are just very strange
afaik ai can't activate waypoints
only players
they'll still be attracted to them though
ok it works but the problem is that i kind of wanted the CDF pilots to do a low to the ground/sea approach before pull up and going over a hill to start strafing camps with 20mm
the AI keeps flying high
any fix?
Shining radars at them makes them fly lower. Should really make solid plans for actually having controls over AI flights
you can
you can download previous versions
its somewhere on the workshop page
been a while since i did it but i know its possible
Wasn't able to find it but sounds promising
2 new missions are out:
https://steamcommunity.com/sharedfiles/filedetails/?id=3570600085
https://steamcommunity.com/sharedfiles/filedetails/?id=3570599523
Hope to have a third one about the Ibis done by this weekend. Been working on it from over a month before we actually got the ibis in game, hoping it works out.
incredible thumbnails 💯
really good work
i think you can access it through the change notes of the mission
like you can download the files for previous versions
i think
alternatively, get a friend to subscribe to your mission, then have them send you the file
hey i think vehicle waypoint navigation is busted, a vehicle won't navigate to a point if its set to move on Unit spawn.
still testing to see if it's also broke when navigating on objective start
tell it to hold position
they only go to waypoints if theyre set to hold position
huh, weird
gonna make a test mission real quick to see the extent of their brokeness, then make a repport
Are you trying to have them move to a waypoint set per-unit or in in the mission objective?
per unit
Hmm, I haven't had any issues with it so far, is it on Ignus or Heartland?
heartland, a custom mission im working on
It's on unit spawn?
Units are not set as neutral or something?
I have found that the auto-set faction behaviour is less aggressive now
they're all boscali, they all have identical copypasted unit waypoint data, it's all on unit spawn. Interestingly, im spectating now, and only some of the units in the convoy i have here want to move, despite all of them sharing the same batch of data
AND it's random as to how many of them move
very odd, it might be worth setting one manually then copying and pasting to the rest to ensure the waypoint isn't messed up.
I haven't seen this behaviour in testing so far, strange,
this is an old mission too, maybe it'll be different in a test mission...
I dont have an excessive number of units present either
Well it isnt replicating in a blank test mission of ten or so vehicles
i think ill just post my unfinished mission here
It wouldn't happen to involve a waypoint near Maris or Agrapol? or have the vehicles start there would it?
theres 3 conyoys, one by Maris CITY, one on SBGA bridge, one on the south agrapol road, not the airbase. The single co-ordinate they all want to navigate towards is in Sandrift airbase.
hmm, shouldn't affect it then
Hmm, what if they're trying to avoid all piling up on one another
becasue there are over like 30 of em
could that be a new feature?
Shouldn't matter, I was looking at some of my bigger missions with 1000 units in huge convoys and none of those seem to have any issues that I have found so far (some with and without preset waypoints)
I know the pathing is more sensitive to buildings now though
but they are generally okay to get around things
all of my guys start on roads too
anyways, im about to upload a test version of this mission.
there, it marks where the convoys are within the mission.
i havent touched any of the vehicles, they're all as they were.
maybe also worth noting is that they all belong to a destroy units objective, IDK if that's relevant.
how do i set scenery objects to have teams?
kind of hard to have a camp strike mission if the camp isnt a target
Scenery is just that, scenery. Not currently possible to assign ownership.
There seemed to be some issue with the units, I clicked on each of the ones that got stuck (in the editor) and they seemed to reset. Seems to have fixed it. Not sure what would cause it though.
wait that gave me an idea can i just hack the .json to force the scenery to be teamed
clearly faction is set as none since i see "faction": "",
nvm theres no change
Huh, that was a good idea though
Just put some buildings and vehicles around the scenery props to run your objective off of.
guess ill use a random UGV as a target
very weird, i guess my clicking the units to test them is what brought the "random" ones to life...
was there some syntax change within the unit data that changed in the last update? Becasue if all it takes is a quick refresh like this to get it working...
well anyways, thank you RNG, for saving me a bunch of time and frustration trying to figure this out.
sea lanes still not saving?
heads up i think the modify airbase outcome may be at least in part broken
i was playing vanguard earlier and the objective to disable agrapol airbase and set it to neutral just did nothing
if anyone else can help me test whether other airbases are broken then i would greatly appreciate that
wishlist
Immortal Structure toggle.
Adjustable AI radar stats.
Depot Spawn Limits (Time/Value)
Airbase Spawn Limits (Time/Value)
tested it again in another mission, its still broken
let me try other airbases
ok so
capturing does not work
disabling does
the airbase still belongs to a faction after the objective completes but it cant be used
ok i ran a control test
modifying airbases to be neutral is broken across the board
maris, agrapol, and sbga which wasnt overhauled in the update
let me try capturing airbases from one faction to another instead of having them be neutral
ok, switching factions works
let me tell squeegy
you can flip a liquid tank upside down, no mesh on the bottom
patch 1 finished, gonna mess with some spar type installations soon, tho i quite like these ones
i think forcing a base to neutral has never worked since the outcome was introduced.
it worked in 0.30, i know since vanguard worked exactly as intended
also just heard back from squeegy it is in fact a new bug
toilet water
oneupmanship
those are super cool though
i mean yeag the megastructure stuff (including yours) is inadvertently super cool, i just like the more compact installations cause it feels more industrial imo
anyone else notice the terrain is more textured?
seeing these new "rake brush" things
Mega structure stuff is stupid and impractical and I love it
I will continue to make mega structures cause they're stupid and impractical
can you make aircraft hold position?
like give an airbase a few grounded aircraft?
Not directly, but neutral aircraft will not move. Though IIRC they will eventually despawn?
is there a way to stop helicopters from trying to land here?
how do i make an AI wingman actually RTB in a scenario where the ending is running away from QRF jets, he just goes in and gets shot down
Am i doing something wrong here?
I cant seem to get the next objective to trigger
You need destroy them
yeah
i mean
i do
I have an earlier objective to destroy four ground units, that works fine
but for some reason if i shoot down both crickets it just doesnt trigger the next waypoint obj
Does the Destroy Units objective have a start trigger? Do the crickets spawn earlier? Could they already be dead?
How do I make ground units move to a waypoint?
ingame or mission editor?
Mission editor.
if you select a unit it should show you the waypoint movement menu
the coords that you select are based on the position of your camera
the thing that shows you names of objectives/outcomes defines what waypoint a vehicle should follow based on what's completed
vehicles without any waypoints will automatically pathfind to the nearest active objective
good enough or should i elaborate?
Yep, got it!
anyone know the current difference between the laser hlt and ciws? usecases, role, etc
I gotta experiment with the new triple hlt AA trailer bundle, see what it feels like hunting down the trio
Both the CRAM and Laser trailer excel at intercepting small munitions in rapid succession, especially the laser trailer since it has essentially perfect accuracy.
A single laser trailer can defend against a continually firing 76mm (at sufficient range) indefinitely. Also super effective at stopping AGM-48s and small munitions.
It struggles a lot against stronger munitions like cruise missiles, tuskos, and especially bombs (pab-250s and up).
The CRAM is similar, I haven't tested it as much, it is less accurate but likely better against bombs.
Regarding the laser trailer:
For the tests, there are two different situations as listed below. The trailers were engaged in combat but not firing or targeting anything else at the time of the launches.
Fired from stationary Chicane @4km
6x AGM 48s
6x ATP1s
4x AGM 68s
3x Kingpins
3x Lynchpins
Fired from aircraft (600km/h+) @10km or when indicated for bombs
1x Piledriver
1x Auger
1x ARAD
1x Tusko
1x GPO-500s
2x GPO-Ns
2x Pab 250s
3x AShM 300s
5x AGM-99s
6x Demobombs (+/-)
7x AGM-48s
7x Pab-125s
12x Pab80s
12+ 76mms






Doesn't seem that bad. Fired from aircraft kingpin gotta be 2-3 max, probably a tasteful 1 here and there
It's a nice asset to have to help resist 76mm and longrange spam, but it is still quite vulnerable if you get close or lob a bomb its way.
Brb setting up the hlt trio
POV: Primeva 2077
Now we just need a mod to change the laser color
Can truly be arrave
big things happening in the spring in boscali server
next mission takes place on february 12th 2064
we have unanimously elected to have the moon be in its actual phase on that date (waning crescent) for absolutely horrific levels of realism
are sea lanes and roads still broken
hey guys, i've placed a few boscali units and i want them to push a pala airbase. What kind of objectives do i have to put? Because i put "destroy units" and "capture airbase" and selected the units to destroy and the airbase to conquer, but nobody's moving. Maybe they need vision?
did you start those objectives with a "start objective" outcome first?
i'm not sure what you mean
ok no i think i got it, in the default "mission start" mission i have to add an outcome that makes my objectives begin
right?
yep
alright
then all vehicles should automatically move to their nearest objective, unless they're told to hold position
does the reach waypoints objective work with ground vehicles too or only planes?
only player planes sort of
vehicles will aim for them , but they cant trigger them, so it is possible for them to get stuck trying to complete one forever if a player doesnt come bail them out.
ah ok, thanks a lot
if i set a factory to be capturable, if it gets destroyed can it be repaired by the new repair vehicle?
also, is there a way to make a "capture factories" objective? Because as far as i've seen there's only "capture airbase"
i dont think it can be repaired, and it can't interact with capture objectives.
idk, I havent really used captureable buildings at all.
Historically capturable buildings hasn't been working, give it a test though I haven't tried with the new infantry squad
yeah i think vehicle depots are weird with being captured right now, facftories did work in someone else's mission iirc?
What I do for capturable vehicle depots is make a unit spawn objective for the friendly depots and have that objective get triggered at the right time.
ah ok makes sense!
hey has anybody had their controls lock up during flight, during this game version and the last one? gonna make a bug report later, i think the modifying of an airbase has a chance of either insta killing all planes or freezing everyone in a state of limbo.
shoutout to that one game that made me obsessed with marine engineering
Low key one of the best games of 2024
hey guys is there any way of mass copy pasting props? becaise i've built a big platform and wanna copy and paste it
Still Wakes the deep lets go
somehow the Update 0.31 broke one of my dogfight missions... and I can´t figure out why
anyone has any ideas?
the AI does no longer engage in a fight with the player but just ejects.
I tried adding enemy units for continous player detection and changing loadouts, but no avail
I think it has to do with available bases.. but adding enemy bases only makes the planes run towards said bases and still not fight
Does the plane spawn on mission start? Try delaying it's spawn a little maybe
not, they spawn as sequential waves. But it seems like giving them a potential home base + an additional waypoint to get closer to the player fixed the "simply ejecting 30sec after spawn" behaviour mostly.
Spoiler of new future mission type
primevan spring is delayed a bit, dont know how long since theres not a timeframe but according to squeegy theyre busy working on solving the hacking problem right now and then after that theyll get around to bug fixes, so hopefully then i can put the mission out
nevermind the escalation system i devised did not work
add another month of delays
this shit is my house of leaves
performance test mission where i randomly threw 5000 props on Maris airport, based on freeflight
70 fps on my laptop was the lowest i got
highest was like 120
try nuking it
40 fps
prob gonna make some one off non spring in boscali missions while i wait for the next patch
who knows i might make more shitpost missions
what shenanigans were you planning?
well i was planning to make it so that after the stadium incident the game immediately goes to tactical nukes, but since we dont have a working give score outcome i cant really do much to ensure that
what i did was have 10+ enrichment plants clipped into the exact same coordinate and had 3 ifrits spawn in with them when i wanted the game to escalate, each one had a full load of gpo 500s and therefore would be able to destroy all of the enrichment plants on the same frame, guaranteeing kill credit and an influx of ~900 points into the faction’s score
some of the ifrits would fly off after random targets, so thats why i had 3 for redundancy
however since its a spring in boscali mission i had to go and add the multiple endings, and the problem is one of the endings relies on that same nuclear escalation but happens at a completely different point in the game, throwing off the score system
so in the end i just gave up, especially after squeegy told me theyre gonna be fixing the give score outcome once they solve the hacking problem
its more effort than its worth to fix at this point
im guessing that its broken in mp?
its broken fundamentally
the amount of score the teams have is variable based on how long the mission has taken, how many targets have been destroyed, its just too unreliable
sometimes you get nukes before youre supposed to have them, and other times even with the forced escalation system you dont get them soon enough
its 3am so i am probably completely wrong on this, but cant you set the threshold to a million points or something? and give a million points with the give score outcome
wait, then its impossible to get nukes in normal gameplay
thats the problem
thats why this mission has been delayed so long
give score doesnt work
the score doesnt apply to factions
you can hand out as many points as you want with it and itll never take you over the threshold
and this is a benefit to what im doing
i actively want this
its a story based mission where the only way youll ever get nukes is if things go very badly
if youre curious i posted the mission file in the greg server earlier while pinging squeegy with it
i named it like “not a zip bomb” or something similar
thought of another workaround, what if you ignore the thresholds and instead control warhead availability? spawn in an enrichment plant for a second to generate warheads whenever you want nukes in play.
this cant distinguish between tactical or strategic tho
thats what i did for geopolitics, and im aware of that
while distinguishing isnt a problem since the mission only ever had tactical nukes, the problem is i wanted to add to the impact of the moment by actually having the music playing once theyre authorized
oh right, nuke music is a thing too
yeah
i could in theory have the gameplay be completely fine but if i spent 6 months making a mission then i want them to count
the whole point of spring in boscali is pushing the limits of what nuclear option missions can be
and the game having to be updated to make them physically possible is definitely in line with that
sib is just a ploy to force devs to look at the editor
also, im just a perfectionist and id never be able to get over it if i couldnt have everything working exactly as i want it to
…shit he actually figured it out
not even as a joke like
thats how the idea started 💀
lmao
i got into an argument with someone saying that i could never make anything actually good in the mission editor and that all the developers just use json editing to make the missions or whatever
WHOS LAUGHING NOW
NOW THE DEVS UPDATE THE GAME AROUND MY MISSIONS
ye ive been trying to make stuff in the editor too
cue evil laugh
but instead of well thought out missions, i create hellspawn
i noticed
thinking out missions nah i go off vibes
i also made a pvp "mission" for the ibis
havent uploaded or even tested it yet
first time making a thumbnail btw
ibis gang warfare
fk it i can host it for a bit if yall want
YES
prayer and suffering
ye
and if so how do you guarantee a derotoring on every spawn
just a carefully placed prop above a helipad
ah
streets of feldspar lobby up
will be on in like 5 mins
Me in 2 or 3
kk
i just realized
give me like 15-30
shit now i want to make an actual gamified version of this
like you have to control and capture various points of feldpsar by driving infantry there
this is the result of a couple hours because an idea got stuck in my head, as usual
You did. It's called primevan spring
I did that to capture Parliament
you're not gonna believe what im gonna tell you
but that was with flying
also everyone else wasnt in ibises
And then popped up on top the building
oh ok
bruh
Making my way downtown, walking fast faces pass and I'm homebound
CRAM firing noises
free primeva stole the country after pulling up in a propeller powered minivan
this is canon now
I'm making that a livery by the way. 2066 Chrysler Pacifica
and doing drive-bys in it
@pliant gate
wtf why is your boscali objective set as no faction
huh well frick
noo
2/3 clients can see the objectives, phoenix is just cursed
ok test was surprisingly successful
cant wait for streets of feldspar full release
i got no idea what to add 😭
besides me being cursed 😭
decor i guess
i wonder how well hulldowns would work for the ibis
maybe some extra objectives or some dialog
no worries happy to help
@indigo valley holy shit 😭
Based
Compass is refusing to use its Scythes in my BVR mission even when I have both a ground radar right under you. This only started happening when I was almost done designing my mission for some raisin
Maybe too long range to target
Or compass not see target
Its like this in some of the default single player missions
Anyone made a mission yet where everything is destroyed and you start with only one helicopter spawn so you can build it all up?
Dude got endorsed by god
BRB while I replace the civilians in AE with platforms 😉
You would need a way to destroy everything at the very start of the mission first, since we can't directly command the state of structures
(In reply to this)
can someone make me a mission?
dm me if intrested. we can talk about more important things there
For future.
If you stay close to base which must be captured hostile or neutral ship, tarantulas will reject to land right on base.
I installed neutral base and neutral ships and i hoping my tara will capture it... Tara dont wanna land on neutral base and cap(there is was capture objective).
I'm working on a defensive mod for Escalation on the Pala side.
Adding what I see as proper defenses to the front line refinery and island bases mainly.
Can't wait for RNG to endorse operation rising toilet water 3
The idea a nuclear refinery has no walls or proper defenses on a main border with enemy has finally broken me.
My inner iron warrior
That thing needs to be purged from Steam 
I mean droopy made it what do you expect
Unironically a pretty good mission
Yeah it was pretty fun. I think it's really hard to make serious missions cause the flaws all detract from it. When your missions a bit jokey to begin with you have cart blanche.
:(
In fairness, I've judged it purely by its title, which may be unfair 😅
ok so his second mission does this
im having trouble with this mission but only in multiplayer. it plays normally for the host but does not allow any other players to join
always due to 2 errors
error number one and number 2
its part of the experience
dosent work when I host either, same errors?
We're currently investigating potential networking issues. Which may mean it's not purely mission related.
it probably is, everyone who hosts it cant get multiplayer
It worked once and then never again
4 this time
This was after simply renaming
im going to nuke port maris again
Just a heads up, it seems like the Dynamo Destroy will spin itself around its central axis when firing its railgun while holding a position.
may need to add heading to its AI
yes but unreleased 💔
an internal discussion about railguns lead me to add the recoil to the dynamo just to see what would happen (it turns out ultimately not much) but sustained fire in one position will slowly rotate the ship
aha i was wondering why the dynamo out of all things had recoil impulse
Are custom runways giving anyone else problems? Im noticing the Ai is overcorrecting itself to death way more than before. They have an inclination to turn left
ok time i reveal what that dam in #screenshots-and-videos was for
making a mission where you sneak an ibis behind the frontline to deliver a nuclear ugv to the dam to demolish it and get out undetected
i keep making missions that physically cant be made until updates come out
how
Nice!
Yeah true
Though theoretically for now you can just have a 1.5 regular bomb
the mission is built around the ibis
dosent matter re balance the whole thing /j
One really hacky and inelegant method you could use to make a "big bomb go off" event is to spawn a tarantula loaded with munitions crates going max speed right next to the thing you want exploded
already did this for a different mission, it doesnt work here
the point is its specifically a nuclear ugv
Need a bit of help figuring out the AI. I'm making a mission that has an interception spawn midair after the player completes an objective. Getting the enemy aircraft (2 compasses) to spawn is no problem, but they don't target the player (even though I have an objective for them to destroy the player), and they always crash/despawn 10ish seconds after they spawn, sometimes after shooting missiles sometimes not.
they might need a separate always active waypoint with a radius of 0 or something so it can never be activated, theyre weird like that
what theyll do is if they arent pursuing you, theyll try to head towards the waypoint
in my experience if they find an enemy aircraft (in this case you) theyll drop whatever theyre doing to come kill you
Sounds good, I’ll give that a go when I can!
I feel like you could instead drop the engineering vehicle and then cause it to trigger a landing ship spawn that deploys a nuke?
landing ships are so unreliable and i dont know a way an engineering vehicle would be able to trigger an objective
also im happy to wait for the update anyways, its not really that big of a deal
id prefer to use the actual ugv if i can
Oh well, just trying to be creative
has anyone encountered a problem of mission timer completely stopping ?
that results in mission to completely break because objective that is set to "wait seconds" never executes ?
Like yeah... few days ago this mission worked fine but now it is not
alright I found the problem
move waypoint objective for neutrals breaks it, so yeah
Worked like a charm, thank you 🤝
yw
if you need anything else let me know
i have been trapped in the mission editor for a literal year
can you set a destroy unit objective to like 60% of the units selected ?
no
its either all or any, or in order if youre doing something really weird and niche
I swear I boot up the editor and something new breaks everyday 💀
I know your pain..
working on some driving sim stuff: https://www.youtube.com/watch?v=knGJ5qoO_q8
mission test for some stuff
He wants to do what you want to do 😭
this goes hard
The messed up part is that the scientific process is not working. You change one parameter and its like it follows completely new rules
there is often like a 3rd variable thing going: because of different loadouts ai tries to do different stuff... if you want it to work "EVERY" time you only make your own life hard, I had to accept that NO is a loss-positive game and you need to account for the ai breaking some planes, which is fine, if the key use cases work and the resources allow for some breakage in between
So I moved the node 90 degrees clockwise, now they go straight for it and suddenly they also dont even care if somethings on the runway?
Yeah im content with them blitzing for the nearest wall after they take off. The revoker for example with the new flight model just wants to stall no matter what. Im just confused why it would actively aim for things that arent the end node.
I think the runway behaviour has 2 main influencers: one is the surface the end markers are on and there is some quasi-optical detection it seems, if the AI can not see both markers, it acts weird
Im noticing it does care about having sight of the nodes like you say, but it also cares about nearby clearances and collision detection/other vehicles. None of this but the nodes matters on landing funny enough.
I often try to leave out the "road" part and position the spawns in such a way, that they can see the the start and end marker of the runway, that works reasonably good, as long as the runway is unsloped and and small or large plattform surfaces
Yeah I have quite a few on this mission already. And some are far more understandable why it'd be having issues. This is arguably one of the easier take offs it can do.
I think it goes for another node nearby instead of the runway
The hard left reminds me of what happens when the ai cant see it at all, because I checked for some forgotten runway or path before and found nothing
Sometimes you need a road from the revetment to the runway, sometimes you don't. I've had the best luck by having the runway and the revetment being close together
anyone been able to get landing working? my LCs always "avoid" the platforms for some reason
road setup
Another mystery to me. Maybe I need to turn on dev tools or something because I cant really tell how they decide on a landing point.
it's something to do with roads and sea lanes
new ground pathfinding ai seems lobotimized
oh, what does bridge mean in the road creator?
one morbillion dollars for whoever can get this to work
What prefixes do you guys usually use for ships? Like HMS or whatever
But for primeva and boscali
PLN and BMDF mainly
or just BDF
for bluewater
Sounds good, thanks!
I kinda want to make a carrier-based chicane or ibis mission :)
Cant believe Mitch actually added subs
Yeah trying to work out there quirks is hair-tearing. One little trick I found to make AI patrol an area is to give them a piece of scenery to destroy as an objective. They cant lock onto and wont shoot, but they wont just go and land either
Would this work if I wanted to spawn a friendly Medusa above for radar coverage? Cause it kept CRASHING after like 5 seconds so I gave up on it
Also the mission it’s in is going to make some people upset, you have to land on a shard not once, but twice with a chicane
if im gonna add air defence to my custom mountain base what are the best combo of wehicels to place down?
You'll want to layer it and not have it all stacked directly on the airbase
?
its a r9 launch station
Have some groups be some distance away so there's buffer space, and they'll be covered by long range aa placed directly on the base
placed 2 crams one on each side is that good also what wheicels are the best to use sam spag anvil?
Each copy of mission editor is personalized
is there any way to copy paste or draw lines of the same prop? i wanna make a long barrier but i don't want to spend the next 5 hours placing every single one of them and rotate them
not really atm, the editor is quite barebones
alright then i won't build the barrier
the only way I made it work was testing which coastline spots they would land on with no issues first and then building the mission around there.. as they are veeery picky
?
@warm quiver sorry for the ping
Wanted to do my ASW mission with pab-250s as "depth charges" but they are so annoying to aim. Guess its going to be Kingpins playing the role of ASROC
Augers definitely work, but they're hard to dumb aim if you are using scenery objects to represent the sub. If you're using something like an underwater storage tank you can target, its great
Im having the weirdest problem. I have a neutral tarantula loaded with munitions to act as "bomb" if you lose an objective. However, it spawns and explodes at the end anyway and blows up your ship even if you win
I LOVE BALANCING MISSIONS ‼️ ‼️
I LOVE CREATING A FAIR AND ENJOYABLE EXPERIENCE FOR ALL PLAYERS ‼️ ‼️ ‼️
3000 Ifrits of PALA go brr
I've found a hard 1 player experience is a easy 4 player experience you know
Does anyone know if unspawned units/structures/props impact performance (compared to when they are spawned)?
Also, does anyone know what things (whether it’s units, munitions, props, buildings, or objectives) impact overall performance the most?
i dont think unspawned objects have any performance impact, unless you have something like 3 million of them which might affect RAM usage lol.
props have almost no performance impact. even with 5k props i saw minimal performance loss
aircraft have the highest impact
The highest lag spikes you tend to get are lots of SPAAG engaging lots of targets at once.
oh, and dont have multiple dynamos, when they all unleash their ashm wave at the same time its lag city
probably the single biggest lag source imo
but 64 is really funny
AAAAND for people who likes logistics i have
Iiiindustrialization!
PALA and BDF recently come to heartland. Both factions try to capture high valuable industrial production.
Like confrontation but now you fight for high valuable production facilities and try to decrese them for hostiles.
You should capture valuable targets to reach advantages like neutral bases, factories and etc.
||War crimes not tolerated... Be careful with nukes||
https://steamcommunity.com/sharedfiles/filedetails/?id=3577151426
is it possible with the mission editor to make a loss condition for running out of airframes in the faction inventory ?
unfortunately not

the crash aircraft objective can count a total number of airframes lost
faction specific too
that could likely work
can a win/loss condition be tied to number of airframes lost ?
well yes, any objective can be tied to the endgame outcome
crash aircraft is no different
i havent used it much myself but from what ive seen it should be possible
i want to make a " 1v1 duel server" kinda thing where if one side either loses all airframe inventory or a specific number of airframes, the game ends
yeah that should be possible
sick
working oil rig blowout for my next mission (MAKE A TOGGLE FOR INDESTRUCTIBLE PLATFORMS I BEG OF YOU)
Mitch please hear our prayers 9️⃣8️⃣🙏
@gloomy prawn what do you mean by that
I think I figured out how to make it work 🍻
yw, let me know if you have any other issues, i can probably help you on em
hm it doesn't quite work because "hard kills" don't get registered as crashes
i wish there was a "reach score limit" objective that could trigger an end game outcome...
Successful sortie seems to be the only one that checks for minimum score, but that doesnt really work for this case
btw does setting an aircraft as "player controlled" only work in SP? havent tested that
ya I really need like a "fraglimit" equivalent for what I want to do
Thought I'd make a cool mission where you have to slide an auger into the tunnel to take out a depot. They just decide to not explode
Each client spawns as the next aircraft, sorted by priority
yeah, i remember @indigo valley made a random teams escalation using that where youd spawn on one team or another based on alternating player controlled aircraft priority
iirc it impacted performance somewhat though
Very early attempt, 0/10 did not work great
Oh. Its fixed now?
Because early it works like, players spawns in aircrafts in back installation priority. (First spawned in last installed aircraft)
I think as the code is right now, it will spawn from highest to lowest
Its still impossible to make annex launch LCACs, right?
roads dont work, cant delete them no matter what I do. Any workarounds?
Annex launching lcac when hostile base closer than 15km
Well... I checked seems it fixed. Nice job!
Anyone has had this bug? Upon setting up airbases that switch sides on objective fullfillment I get a score "+NaM" and afterwards the player money is screwed up which prevents people from spawing?
No it never was
They would always launch at 15 km from shore
Same in my industrialization mission
HUGE new objective outcome for mission makers that WASNT ANNOUNCED FOR SOME REASON
among other things
hang on need to check
might be the wrong thing
no the modify faction thing is super good for mission makers
no i was referring to the possibility of there being on demand nuclear escaltion (there isnt)
i misread the modify faction thing
but you can work around it by setting the threshold low but giving 0 nukes.. and with the modify faction thing you then ad nukes when you want to nuke it out
that works in theory but what im using it for has so many variables attached and so much i need it to do that this solution wouldnt be remotely reliable
Why not just spawn the enrichment plants mid mission?
because part of the gameplay is capturing nukes in specific spots before the actual escalation
spawning them once the escalation happens invalidates that
True, you could maybe logic it out in a clunky way.
IE have multiple spawn units and remove unit commands wait seconded ; Means the enrichment plant only has time to spawn a specific number of nukes before it disappears. You could have the enrichment plant hidden underground out of sight
Like if you tell players to capture a helibase for nukes they aren't gonna notice the nukes are coming from an underground enrichment plant on the other side of the map
still doesnt work since i need a specific distribution of nukes before the escalation happen and for them to appear instantly. its either no nukes before the escalation, or no on command escalation, both of which i cant settle for with what im doing
Tricky, with the new airbase reserves. It's not a tall ask I'm sure we'll see an editor feature for it sooner or later
mainly considering im directly talking to a dev about getting it added
Soon 😇
I in first day check new mission editor funtional and this options is pretty good. In one step behind to making full scale true escalation where high end aircrafts restricted or unnable to spawn them.
I even twice use this new feature for my missions. And probably in future i will create mission which very usually will use it
You able to use helipads. They are still undestructible(not disapearing)
is the multiplayer displacement fixed now?
I not so much played last time in MP. But in MP on Heartland all okay
I think he meant that helipads stay forever even after being destroyed, they just change model and start being unsable
RNG, Squeegy i think you will be interesting new missions type where you able to capture neutral factories(vehicle depots unfortunately cannot for now) by tarantula(not available for drones and ibis infantry for now) to reach advantages in battle, or just like simple logistic mission.
I implemented this into my mission and this is pretty interesting, but unfortunately players dont understand ability to capture neutral factories(and set waypoints for my mission will destroy AI brain and fail battle).
If you interesting mission name is Industrialization(one of trending missions)
Link if you need
||https://steamcommunity.com/sharedfiles/filedetails/?id=3577151426||
I know, but they suffer from coordinate misplacement when destroyed in MP.
Do AI ground units pathfind to destroy units objectives? Do they pathfind to it if it's hidden still too?
Is there an order of prioriti s for the ground units or is it based on objective order? IE do the ground units pathfind to a destroy units or a capture airbase first?
yes
they go for the nearest unit thats part of a destroy units objective
i believe they just do whatever is closest
I'm having this issue where my AI get stuck halfway to an airbase on a road. Now there is a custom road also attaching itself to the main road near this point where they get stuck so I wonder if that's causing it.
I was looking at my hidden objectice, neutral objectives, seeing if this could be causing the freese
they will go to any waypoint
so if theres a waypoint on their faction of any kind at that spot then they will clump around it
ai units cant trigger waypoints btw
so if you put one there they will just go to it and never be able to trigger it
is the custom road attached to a large blue node
or is it 'freestanding'
if its the latter, it won't work, because ground units can only navigate a single network and not move between separate networks
Just finished my airline mission, I will post it sooon
VERY happy with how the intro for a mission I'm working on turned out. This is way better than my first ASW idea
Oh, i played in similar mission.
But there is idk how to find submarine and stuck. But here is cool stuff!
Name of this mission?
Not even close to done, ill post it here when it is. Creating "subs" is actually the easy part. The hard part is trying to get the helicopter just to go from checkpoint to checkpoint lol
I do want a couple of them to shoot back. Might try this design
holy shit what a intro cutscene
“torpedo in the water, torpedo in the water” GET OUT OF MY HEAD
New dialogue for a mission I'm working on; ALCON All units ALCON there has been a failure aboard chaplain 1-1 regarding the pilots mental state
He has been marked as an enemy. Feel free to engage
VAMPIRE VAMPIRE VAMPIRE
using the cooling towers as spars gave me an idea that didn't stop until right meow
Petition to move the Save button AS FAR AWAY FROM THE EXIT BUTTON AS POSSIBLE PLEASE, or add a confirmation on exit to the editor...
😭
Your username says it all 😂
It's accurate.. I'm a mess, lol
i disagree. it builds character
you will cherish every moment of your life that you have when you live in constant fear of losing it all
the inverted shard will "sink" though.. even if you prop it up with hidden tiles
@abstract kraken hey heres that in depth look
first thing is random wind is required
very creative way to get rng in the game lol
hold on im seting up the next part
get some aircraft and platforms close to a side (put farther out for more specific)
make each aircraft a destroy objective and have a backup run timer for a 4th option
set wind and turbulence on the start objective to max
give each randomizer these 3 objectives
remove to clean up the other randomiser units
spawn to spawn the specific air defense units
and modify enviro to fix the wind
Id also for safety's sake have a stop objectives for every other objective but that ads 4 extra outcomes and I haven't seen it cause any trouble
does that make sense?
yeah sounds good
ill try implementing it maybe tomorrow
idk how i didnt think about using the one mechanic that can already be randomised as a randomiser
I used this in ifrit pro skater rev 0 and have just re-implemented it on rev 4
why does the AI keep either immediately turning around and landing or ejecting after takeoff
im well within radar range, so why are they not trying to attack
even if they can see you they need an objective to try going for
otherwise they just give up on life
you can make a reach waypoint objective with a size of zero so it can never be activated, and the ai will try to reach it but give up and come kill you if they can see you
I want a scenario where you have to "save" people by slinging APCs to a safe zone before they get blown up. Would it be possible to have an an "airbase" captured if X number of APCs are on it? Not sure how capture points work
i have no clue how the capture defense system works since nothing in this game is documented 😭
if i had to guess your best bet would be screwing around with the capture defense value
that or parking a certain number of enemy apcs somewhere to balance out your apcs
maybe clip them into a neutral building? idk how or if that would work though
Mitch hates the mission editors :(
unfortunatly, I do!
Each unit has "Capture power" and that dictates if they are able to capture a base or not
I belive an apc has 10?
Capture defense is just how much capture power in an area is required to capture it.
the ibis is Kinda different to this though
I believe each troop rack is an apc, but it has a timer that ground units don't
And thanks to infantry we can capture now
How much does infantry add on capture power though
Cause like it seems instant in missions
Wich i like
bruh
Bruh
Made my dumbest mission yet
Ooooo
Its up
You know its bad when you are activly making ending cinematics for your unfinished mission
all 6 endings
for either side
its only like $200 to get jeremy to make a coustom song right?
I know what I must do
You dead ass?
yes
Holy moly
GOON??????
yes
Does anyone know if it's possible to make maps with custom terrain (even if it means loading a map through a mod loader, idm) if there are any examples I can look at that'd be great
Its supposed to be that, the dialogue does not reflect it.
not yet i think, but i heard rumors that custom maps are coming you also might want to check out https://discord.com/channels/909034158205059082/1337634794040983593 offiry will probably be the first to make a custom map
i really hope we get improved ai heli pathfindings lo
currently making another version of my oil pipeline mission where it's situated off the coast of cliffline
this time I also got the mission flow thought of since the beginning and better platform placements
idk what to do with the original though
Anyone know how I could make an Ibis/Tara drop a munitions crate at the start of a mission?
Like, just drop it on a spot for me to sling it wherever I want
Spawn AFV6 AT and an enemy HLT tractor
AFV shoots missile, and Tara gets urge to supply it
Just tried that, nope. Maybe ill try with a shard
the economy is no more
how many laser ciws should i put on this big major platform? -- it will be the final objective
6? 10?
i was thinking of making it stupendiously hard but I remembered cracking the first layer of defenses are already difficult
people are going to love this
I kinda want to make a mission where you get to use the insane amount of trigger time you get with the Ifrit's 27mm, but Im not sure what it should be
ground attack? building destruction?
Ah, I bet LCACs and Taras would make good targets. Just have the BDF use them to ferry cargo between two islands, and catch them when a big move is underway
..while avoiding BDF transport escorts
sounds like fun
God we need low RCS fast attack craft, would make naval skirmishes a bit more interesting
Its hard to get escorts to actually just escort other planes, so instead you are on a time limit to waste the transports and run before escorts turn you into a Scythe cushion.
Incredible how much 27mm a tarantula can take, I discovered
You really gotta saw off their engines, even when they lose just one, the asymmetric thrust always gets them killed
or just strafe the top
should just cut the wing block off
In my mission I semi-managed to get Tarantula with the same speed as chicane, giving it 400% of fuel xd
and also a head start for chicanes
i think my solution is a waypoint but that'd be tedious to keep them escorting tara
your solution sounds more solid
Propellors are invulnerable to gunfire. They can act as a shield. Also for cricket.
Does anyone know if the "removeunit" outcome will delete/crash planes that players are currently in?
I've got custom roads underneath the new agrapol airbase and I can't delete them 😭
oh wait yes I can the underside is just invisible
Looks like it does nothing
for AI's its deleting them and counting as "lost" airframe
sadly not
i really wish it could do that and then auto switch you into the next player controlled aircraft
I mostly just want to use it to remove unused pre-placed player controlled aircraft
@warm quiver hey, when you experienced forced aircraft ejection / death on my airborne mission, do you remember if it was at a point where either: sandrift was captured, sandrift was reactivated, enemy aircraft re-appeared, or the mission was completed?
The first instance of the forced death thing that you described was a bug that was patched recently, i want to see if i can replicate this variation of it somehow.
I don't really recall but it may have been when sandrift was reactivated, just after friendly HLT munitions trucks spawned
Mass spawns or lag spikes can cause it
I've experienced this bug before testing
it used to be triggered by an airbase being modified while planes were taxiing on it. Now, clearly, the cause is a bit less reliable.
the hlt spawning is odd timing though, because thats a whole 30s or more after sandriftis modified, and those two trucks appearing are hardly a mass spawn...
ill look into this more later, thanks for the feedback
Gonna try again in singleplayer and see if they happen again
And I'll take better note of when stuff happens, if it does 😄
Okay well, no problems in singleplayer
Actually did you host?
I did
Yeah that's especially odd
Why 
does anyone know if there is a way I can use my mouse as my joystick in 3rd person?
can tower cranes be destroyed?
Yes
good to know, thx
Can someone tell me in depth how and when Annex would deploy its OTB ?
and how could you "control" that process
primevan spring has a confirmed release date (kind of)
same day that 0.32 drops
assuming i dont need to fix anything
u will probably need to fix somthing tbf
fix anything too major*
with enough coffee i can do nearly anything in a day
the entire logic system of breakthrough was made in under an hour
jesus
most of the development time of breakthrough was just playtesting and incremental changes until release
unironically the mission would have been done in 3 days if i did everything perfectly on the first go without needing to fix any bugs
for it to deploy its OTB it has to be at least 15-20km out from its target
do note the annex tend to loiter around the LZ if it's contested
you have to also include OTB's in its inventory
I just got problem that Annex wont want to try and unload them at the nearest base, instead going for the one that is on the opposite side of the island
still didnt work it out
the hovercraft are curesed. dont use them.
lol
I once tried to place one on the shore inside the cap range it was meant to deploy stuff on...
And it was like "Ahh, yes, I know what to do in this situation! Sail 6.7 km away to the nearest boat lane link, then turn around and beach myself on a mountain!"
they're unironically good when you order them to attack
(there mut be a ground vehicle stuck on it for it to wobey you)
For my missions I just set it up so the shards and other boats would capture an a custom airfield by being close enough to the shore and having a large airfield capture radius.
That way if the annex doesn't deploy the hovercrafts or if the hovercrafts don't climb the shore there's fail-safes with the other boats as well as tarantula spawns
how do you guys feel about the idea of locking a faction to just rotorcraft for the first 10 minutes of the game
and the faction locked to it is supported by exquisite airbase defense via radar SAMS and lasers
How would you unlock said faction?
i presume they're thinking score
similarly to nuclear escalation
already rexpressed my concerns earlier, but restricting only to rotorcraft would be damaging to the game since you're limiting a ton of gameplay
it's like removing the gun from an fps
it's time limit
you kind of have to hold on for 5 minutes before the first actual airbase is available
yeah on second thought I might just make a runway
I played around with the heli faction thing vs navy task force
they seem to be able to hold up really well and get the upper hand once the ships are close enough
but it's kinda a war of attrition
so I guess a runway is the way
i have already tried this, it does not work
their idea of timing would be the only way to do it
you cant modify aircraft restrictions after the game starts and so youd just be able to buy then unless you were physically restrained from doing so
also i am working on a helicopter coop mission and from what i have seen so far its actually pretty good
playtesting is gonna start once primevan spring is technically feature complete
I lost my mind trying to make landing craft to drop off units on Vigil cay, they instead were going for the dock trying to beach there, because of cap radios of custom base they were capping it that way and called it a day
I tried few workarounds and all of them didnt gave necessary results, if some at all
I have one more plan before redoing it as a whole
it is what my idea is basically
my idea is that you (PALA) would start off using only rotorcraft and the BDF gets a naval force set out about 50 km from your base
it's a bit of a stretch but bear with me;
the idea was that it would buy PALA some time to reinforce around the baee before the first vortexes/medusas start dropping ordnance
and even then most of them wouldn't come through the defenses, as I've said and teased before - there would be a large array of radar and lasers supporting the rotorcraft start for PALA. After 5 or 10 minutes the PALA Navy would come assist the base with extra defenses and as well as a turning point.
To further support this, PALA would have a reasonable abundance of rotorcraft at the start, while BDF would have to try and locate cargo ships(which are factories) supplying PALA with them.
at first at least, thought this was interesting because the mission takes place in the middle of the ocean
with fixed wing aircraft having "unlocked" since the very beginning, the mission would end very quickly (I guess that's an issue on my end for making such short missions)
on second thought, it's a lot safer to make two versions of this mission and see which one would be most pleasing to co-op.
one would be a strictly rotorcraft start and the other with fixed wings "unlocked" since the very beginning
i can attest that this works
this is basically the premise of the mission i was foing
oh what coincidence
the reason being is that I don't want to ruin my ocean drilling complex with a few overly long platforms for normal planes
I could use the hyperion but that would be slightly unfair
still there's a lot I could do regarding this but I think I'll continue and tweak my initial idea
slightly annoying lcac defense fleet
qol mod when it comes to making your life slightly harder
Can someone tell me whats wrong ?
Is it because AI from Left hangers want to go for 1st takeoff lane that is right most point ?
Given the width of the darkreach wouldn't it be better to make one road anyway? I haven't made much runways but maybe this works better? With a node in front of every hangar, then the closest node for every spawn will be in front of the spawn as well. idk why they behave like in your picture though
AI goes straight to the node then follows the line.
The node right Infront of the hangar means they hit it then immediately begin to turn
Remove the ones directly Infront of the hangar and keep the ones on the main line
They should then go straight out from the hangar to the node then turn
I wanted to make two runways using one half of that platform
And I semi-fix it by making second runway start closer to left pair of hangers, but it still kinda crappy because bottom left hanger is still having that issue
AI is going for the closest runway... I wish you could tweak with hangers would be either tied up to with runway or that AI will "get in line" for the runway if they are only taxing
Yeah. Exactly. If runway too tight AI reject take off and landings on it
you can combine the taxiways into one
no point in having 2
I wanted to avoid long queue of aircrafts, but in the end AI just cant use more than one runway sadly
so yeah, no point in it
imo it'd be best to make 2 runways with 2 completely seperate road networks
with distance apart
I wish I know that exact distance, because you cant tell AI to use other runway if someone is already taxing on 1st
only way to make them use other one, if if their spawn is close to the second one
i definitely wouldn't put them as close as they are in this pic
Its fine tho, darkreach has no problem fitting there on each road
and they can successfully takeoff from there, only problem is when there is a lot of AI and its getting quite clumped up then they are kinda endlessly "waiting at runway crossing"
bruh i cant, whole takeoff process is stalls because AI Compass that is not meant to takeoff somehow first, while Cricket that should takeoff is second
I swear, the more AI is trying to takeoff, the more messed up priorities are getting
If only AI that was taxing was able to "occupy" runway line, so others would wait till taxing aircraft are there and is taking off before going for their spot
its sooo inconsistent, earlier this setup succeded with aprox 12 AI taking off
aaand now they are just stuck for whatever reason
Also, does someone know why Darkreach sometimes wiggles on the runway ?
https://youtu.be/YJs95T-Sits
force with DR is going from side to side is inconsistent and sometimes can get it off the runway where it crashes
is the runway long enough?
If the AI cannot use two runways, maybe it's a solution to make it two seperate airfields?
yes, or should I make it even longer ?
for fighters enough 150-250m to take off.
For darkreach more. Somewhere 500M
its already more than enough, but I guess I will make it more longer
long runways are never wrong.. especially as platforms in the middle get taken out
quantity of life
nah, sadly it did not fixed the problem
Has anyone encountered an issue where AI planes spawning on an Annex will just drive over the edge and into the water?
Yes
Make sure it's captured first
It's a BDF controlled ship spawning AI aircraft. Thinking maybe it's because that BDF Annex exists within the airbase radius of another BDF land base (though that base only has helo spawns and no airfield roads/taxi-lanes).
yes, overlapping airbase radii break atc messages and ai base operation
When using the "Add Waypoint" feature within a specific unit's (properties) menu and you link it to an objective via the drop down menu, will the unit travel to the waypoint after the objective has been updated as "completed"?
waypoints will only be activated by players
ai will still follow
Roger. And just to clarify, I'm specifically talking about this menu, within a unit (not the waypoints that are set in the "Objectives" menu/tab).
oh, yeah they'll travel to those waypoints
objectives will activate them as yo usaid
Sweet, appreciate the clarification
On a side note, I cannot wait for the day when we have a manual/guide/tooltips for the editor 😭
To be specific, for those ones it is when the selected objective is started.
It's a hangover from the old objective system
Point blank has an example of using that to make vehicles flee a location when it comes under attack
Huh, interesting. Always assumed it was upon the selected objectives completion
I'll have a look inside that mission then and see how RNG(?) did it
(I made point blank)
Oh, lol whoops
Yeah, just looked up the mission now to download it
you can just make it so that when one objective completes, it starts a new empty objective, and then link unit waypoints to that second one
Ah, good idea!
oh shit fr? i didnt actually know that was possible, im gonna have to try that out
expedition does it too
I love it, tho would be cool if there could be more specific to it, like upon completion or upon start
if anyone has a mission with a good and proper landing craft sequence that actually spawns from an annex and encounters shoreside defenses, please let me know
trying to find some more varied test cases for a mod i'm tinkering with to improve landing craft behavior
i might just go with operation integral based on search results
damn, if only you said that few weeks ago
I was trying to pull it off and was somewhat successful, but its part of whole escalation game
Only issue was that first few landing crafts were at holding state, while other trying to avoid first two manages to drop off units
But its still was working quite janky, sometimes more crafts were stuck in holding state sometimes less
Something like that worked like a charm, altho if the node was on beach lcac's would go for quite a long way using sea lines, but if it was in water then they would try to go straight for it
I send you in PM early abandoned build mission which created almost around LCAC invasions on island
Anyone know if there are any consequences to not "completing" or "stopping" an active objective once it's conditions are met?
if an objective's conditions are met it completes itself, complete is also a stop
so you don't need to do that manually
if you manually complete an objective it triggers its outcomes as if it were completed naturally, if you manually stop an objective it doesn't trigger anything as it wasn't completed
Ahhhh, okay
And here I've been adding a "complete" objective within each objective I've made 😑 .............
how to make a mod 101
there are mods for this game? 
no way
Way no?
has anyone solved the issue with IBIS helos not taking off propperly? The solution in the bug report thread (ie: that it was the flexguns and allowing them would solve it) is not true.. with or without flex guns, my ibis pilots eject 2sec after takeoff
does it have an objective or an airbase to land at? It sounds like because it has no objective or valid targets its deciding to land, but then can't land, so it ejects.
I know, but that is not the issue.. there is plenty of airbases with all vert landing points and runways as well as a valid objective to which the crickets stick (which would otherwise eject, too). Tarantulas don´t show that behaviour, too
link me the thread
ibis bug report thread saying it is flexguns.. but it isn´t https://discord.com/channels/909034158205059082/1125322697317040160/threads/1418731944488992799
ok.. I found a temp fix: front troops only makes the IBIS takeoff
I still dont know how to fix it, looks like all custom airbases can have this issue
and all AI aircrafts are prone to it, only on DR its more noticeable because it wants to be in the middle of runway when taking off, but overshoots it
And im not certain what causes it to make a bug report on it but it really breaks custom airbases, because AI just has that chance of crashing on takeoff
@smoky anvil I've been having the same issue too. Wound up restricting all the UH-90's air-transportable objects to make it so the AI could take off in one. The would just eject on takeoff otherwise or sometimes try and drop off hexhounds with no landing gear deployed.
both the links just take me to the respective forums 💔
but: that does sound like the issue. The Ibis AI can't make use of infantry yet. Its behaviour is undefined
What else where you asking?
I see the AI sometimes land and open the backdoor with infantry, but it seems vehicles are the way to do basecapturing with AI.. however that does not fully explain to me how it only takes off with just one squad of soldiers but never with two
it is probably a discord issue. Both links have thread IDs but it just takes me to the top of the forum and not to a thread. The Ibis AI can't really do capture at the moment except by accident, this needs to be communicated better
and fixed*
oh, ok. The ibis bug threat is also easily found with searching for IBIS and TAKE (for takeoff)
and yeah, it would be really cool if the AI would be a bit less choosy and easier to task
I'll ping you in the bug post
Is there a way to force AI with nukes to land on airbases ?
and not try to attack "closest" target ?
I think not.. AI throwing away nukes is hard to counter, but you can set some nukes as reserved for players in the factions tab
yeah I know about reserve, but that wont fix my issue
I have an Idea where there would be a base that when one team captures, would get some nukes from it
I wanted it to make so when team 1 is capturing it, there would spawn few Ibis with nukes, in my testing it was work perfrectly when there no enemy on the map, but when there are they would try to engage them with nukes
Would anyone happen to know what the most CPU and GPU intensive objects are? Recall someone here telling me that "Scenery" has no or minimal impact and that ground units have the third most behind Aircraft and munitions
Feel like I'm remembering that totally wrong though
Aircraft, ships, vehicles, munitions, scenery, in that order.
TY very much!
I confirm.
Also you can use aircraft carriers to optimise ground sams. You need remove several SAMS and AAA and place there is Hyperion and it will be more optimised than somewhere 8-15 AD ground vehicles
Oh, interesting. That's good stuff. Was just wondering about the ratio across units/objects in terms of resource intensiveness.
the fuel and amunition trucks that's next to Weichel deports are they just there to resupply bypassing units?
yes
ok so can i just replace som of them with amunition bunkers?
yeah I guess
i know it was probably autocorrect but Weichel deports just sounds wrong
they do deport tho
working on a new mission
Oh that's clever
how did you do the concrete base?
im not him but it seems to be collumns and gabion walls?
or pillboxes
upside down factory
what dos the active aircraft setting do in custom airbases?
It determine how much AI aircraft can be on the field at the same time iirc
Inverted helipads.. they have the advantage that they can be used for non-destructible tunnels, bases, bunkers etc.. but they do suffer from a multiplayer bug where if a player joins after their destruction, the destroyed pad is then spawned at wrong coordinates for these players (who joined after the destruction) while it is still in place for all others.
but for singleplayer it works really good to build runways that don´t evaporate on accident
mission is ready for testing now: https://steamcommunity.com/sharedfiles/filedetails/?id=3623220808
I thought the helipads didn’t have textures on the bottom, but here it seems like youve got a big slab of concrete
That looks so good.
Thanks.. I built them as "firebases" along the ground-advance axis for helicopter support
might become a more large-scale mission one day
param($Path)
$parsed = $null
try {
$parsed = get-content $Path | ConvertFrom-Json
} catch {
Write-Error "PARSING ERROR! Verify file PATH exists and you have access."
Exit 1
}
if ($parsed)
{
foreach ($item in $parsed.scenery)
{
$item | Add-Member -MemberType NoteProperty -Name "indestructible" -Value $true -Force
}
$parsed | ConvertTo-Json -Depth 20 | Set-Content $Path -Force
}
Exit 0
for those who are about to get RSI from fixing the custom scenery constructions in their old missions to make em indestructible
this powershell script can make all sceneryobjects invincible for the mission .json supplied in Path parameter
slightly edited it so it won't result in nuking your json content if the path was somehow still wrong after error check... 😄
Is there a way to somehow "update" mission that was on base of old escalation with new escalation ?
I have a mission that in works, but after the update current escalation now has new stuff
you would have to deserialize the json of both old and new, craft some logic on what to keep and what to reject, then merge them together and serialize it back to json
not sure how clean that would be
the answer lies, in the heart of battle
erh, worth a try
thanks for the info, I looked it up a little bit before how I can add new things, so yeah
oh dear.. I built over 1000hrs for 50+ missions placing helipads as indestrutable internal structure.. and now we finally get a "indestructable" checkbox on plattforms! Guys, update your missions ;=P
also: we have lighthouse now:
you have 2 options to quickly update old mission files:
-
use my script #1131013817011294249 message
-
open the mission in editor, don't change anything and save it.
then open the mission json in text editor and replace all:
"indestructible": false
with
"indestructible": true
in the sceneryobjects section
are fire control trucks cosmetic or do they change if placed near a SAM?
I waited for this sooo long
now we need all those wrecks and ruins
They have function, they coordinate attacks so R9 wont overkill
like, they would fire on targets that is not being targeted curently
so you wont have 3 launchers firing on one nuke when there is other nukes
aw, its not placeable
I'll add more... but maybe not all the units, otherwise the list will be huge, but aircraft wrecks will be there
maybe as a popup list for the wreck ?
like how you can change loadout option for aircraft, but same menu for the wreck to select intended model
and in the prop list you would have just series name wreck or one "general" wreck where that list can be changed on the model
The lighthouse is a map building, but I plan on adding red & green navigation buoys or port entrance lights
The list of props is already huge and will keep on getting larger.
We'll split the items in categories with a filter or search field, ideally.
I just feel like wreck list should be full and ideally varied a little (for plane wrecks) or include for example separate parts of aircraft
For plane wrecks, ideally we should have a recognisable crashed airframe and a burnt wreck model 🙂
Would be cool to include separate parts like wing, fuselage, and etc
because then you potentially can craft wrecks yourself and make them unique 👀
is this SAM site spread too far apart for ammo and control?
In the encyclopedia it's now possible to do an explosion on the plane, would it be an option to have this in the mission editor? And then it freezes the parts after some seconds of simulation and that will be what's in the mission without physics.
It would also be super cool to just be able to have an explosion/damage like that as an objective outcome.
The mission file uses reference to unit prefab, at a defined location and orientation.
It will not be possible to have reference to subparts of units, like you propose, otherwise the mission file will have to refer to thousands of unit parts, with their health, location, orientation...
probably not, there is like 300m range (with is quite neatly can be measured by large platform iirc)
I sometimes put an airfield on the radar truck with a radius of 300m to place units at the edge.
looks good. Later on we'll add range indicators for these sorts of things. Leanderrr's airport yardstick is a good interim
hey so you guys know how there hasnt been much spring in boscali stuff in a while
haha yeah
run.
Is it intended for camo net on vanila escalation to be this tilted ?
are map spawn factories bugged? they dont seem to be producing aircraft?
map spawn are those that is already placed on the airbases ?
yea
was hoping to use their existance as a way to reduce placed factories on random highways
because why else would they be there
I run into a problem that those factory cant be changed altho you can edit them
their rotation is determined the same as vehicles
rotate them manually
I know, I was just surprised that its on official escalation
and was wondering if its missinput or intended
<<IT'S TIME>>
(also a bit late but thank you @hot jackal for the banger thumbnail, keep this up and i will let you out of the basement)
most likely a mistake since on uneven terrain they’ll inherit a ridiculous tilt
typically youd go back and manually change their rotation values so that they go straight up or at least better align with terrain
im guessing they just didnt have time, idk
Yeah I noticed but I was like "eh that's not that bad"
can you say pls is it intended that now you cant see production timer of factories ?
might be a bug, not sure
Brawler backline border raid time!
https://steamcommunity.com/sharedfiles/filedetails/?id=3625459760
They never produced anything, you can technically change their properties now but nothing will save except for the fact that they can be included in a target set for a DestroyUnits objective and the like
Fun fact: if you DO change their properties, the next time you load that mission in the editor, those map object factories you changed will reset to default and you'll find duplicate factories with your set properties sitting at the map's worldorigin
?
rly ?
where is that world origin on heartland ?
and its quite buggs me that we can change their properties but they are not applied
At coordinates 0, 0, 0
Generally the exact middle of the map
Either we're not actually meant to be changing their properties yet or they're very bugged
I think its bugged
I have those factories edited in my mission, but there is no duplicates of those factories, at least I cant find them at 0.0.0 cords
Oh interesting
heads up to mission makers, the hangars at at least north boscali and dustbowl are bugged, in that if you try hooking up a destroy units objective to include just them, it will instantly complete itself despite the hangars not actually being destroyed
how do TBM launchers work? do they need a fire control truck and RADAR truck also?
they automatically fire at high value targets when strategic threshold is met
what qualifies as a HVT and what is strategic threshold
They require a live datalink track on a unit with a high monetary value, and will only fire once use of strategic nukes is enabled
