#General Thread

1 messages · Page 8 of 1

vital eagle
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But its TBM HE tho?

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I guess ill need to ban nukes so AI dont use them outside of tactical

warm quiver
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It can be either

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But since piledrivers are supposed to be a late game weapon, even the conventional one is restricted to strategic

frank thicket
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#1451128108663963700 message CHRISTMAS CAME EARLY

elfin galleon
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Its finally here

vital eagle
warm quiver
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It might be so they can saturate with the nuclear ones

astral helm
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yay, its fixed

indigo valley
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@vital eagle

warm quiver
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guhhh having to do a surprising amount of testing to get my mission 0.32-ready

frank thicket
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i may be up to no good

astral helm
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I have a lot of questions

peak sequoia
frank thicket
astral helm
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alright then
im quite exited to see what that mission about

frank thicket
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how do we tell him

peak sequoia
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Let the cabal Converse in peace and just not give any context until it's finished

short meadow
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is that the borealis

peak sequoia
frank thicket
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wh

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tfw no multi unit copy paste

dry bramble
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Will all aircraft spawned in the scenario editor just act individually under AI control?

It doesn't look like it's possible to assign them to specific coordinated missions (I.E. Patrol a designated route and jam stuff, or form up and launch a strike at X unit once it is detected, etc.)

sharp flower
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Can I make an AI land and ignore the objective?

sharp flower
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yeah i forgot i asked

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i found a workaround

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give em barely enough fuel to make it back to base

alpine hull
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or empty out their munitions

dry bramble
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Is there any way to stop AI ships from dumping their entire magazines into every single MMR/Scythe that is launched in their sight?

astral helm
pulsar turtle
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Hi, I am trying out the mission editor, in particular I would like units to spawn on detection trigger, I see the Spot Unit event in the objectives, but this doesnt seem to work..

I put the faction to enemy faction, set my friendly vehicles as the even targets and the outcomes do not trigger.

smoky anvil
astral helm
pulsar turtle
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ah ok got it, I wasnt initializing it from the mission start

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thanks, is there any way to apply this to non pre-spawned units? like the ones you can spawn in from a base?

astral helm
pulsar turtle
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thanks, alternatively, is there a way to prespawn units and let the player decide which one to take? because it just dumps me into one of them whenever I hit play

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of course aside from putting them into reserve

astral helm
smoky anvil
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I have trouble updating missions, any idea?

short meadow
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do you have
? : < > in your mission name ?

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or do you have -1 bar of wifi

smoky anvil
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nothing like that

smoky anvil
smoky anvil
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I have just deleted the old one and re-uploaded it. kind of odd, but I have no idea why it did not do that..

smoky anvil
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oddly enough, while the re-upload worked, once I try to update the mission, it still fails again.

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I can upload that mission just fine, I do not find any faults.. but it will not update for the life of me.. I only added units from the last patch, I suspect something in them triggers a check

dry bramble
# astral helm sadly no nothing can be really done right now with the AI that regards their tar...

I see. I take it there's no way to influence a landing queue for a single runway airfield either?

In the scenario I'm currently working on, a spawned airstrike wave gets derailed 50% of the time because a few Revokers decide to land on the single-runway airfield with a dozen planes queuing up for takeoff as opposed to on the other, perfectly empty airbase 5 minutes away. They spend so much time landing that the entire strike package gets plastered by AShM-300s, or whatever else is thrown at the airbase during this time.

(The most entertaining such event was when a volley of ARADs locked onto the radar of a Revoker that was awaiting takeoff clearance and knocked out both it and the two planes beside it)

On a related note, is the map grid square a hard boundary? Or is it possible to spawn units outside of it? I've noticed that some AI planes will fly way outside of the marked map boundaries, and if I can spawn the fleet further north, it would alleviate some of their ammo expenditure issues.

astral helm
# dry bramble I see. I take it there's no way to influence a landing queue for a single runway...

Airfield landing is quite a deep hole, I myself tried to make AI to use one half to land, one to takeoff but it was working quite unreliably
what I get is that if end or start points are quite close to each other, that will mess up with takeoff behavior, but if they are quite some distance away that is okay, in the end I have done + shape airfield where AI tho dangerously but manage to fly

What about map boundaries, well you can try to drag units away or write their cords if that wont work you can try edit .json file of the mission, its pretty handy and not hard to do
Basically you need to "open folder" with the missions that you are doing and that can be done on the selection screen of the mission

dry bramble
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I see

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I've had some rather entertaining moments result from planes attempting to land in both directions at once and colliding as a result. Usually non-fatally

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This dumbass did manage to taxi all the way to resupply, and in the process held up a dozen Compasses for 10 whole minutes

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Overall though, I'm actually quite impressed by the AI in this game.

It feels like their automatic loadout selection is context-based, and they will generally select decent-ish weapons for the situation

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I just wish that there were ways to control it a bit, so that it didn't always default to aggressive attack.

The ability to create areas of operation and patrol routes, order aircraft to sit back and jam, or have planes form up into concentrated strike packages before attacking all at once would all greatly improve the game. Even the ability to have units move at the same speed would be a good improvement, as that would mean that naval formations don't drift apart over time

astral helm
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yeah, something like direct order to a unit or "unit type" is such an awaited thing by me

gusty goblet
frank thicket
lime cairn
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Has anyone tried to make a wall of defence mission where players have to work together to break through? I am talking launchers with unlimited ammo, where to defeat players have to strike at the same time

warm quiver
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Many missions do this

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Usually not as the whole mission though, since getting players to work together, much less conduct a synchronised strike, is VERY difficult

lime cairn
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I just tried it, with both strato launchers and CRAMs for close defense

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lets just say that CRAMs dont care about friendly fire 😭

astral helm
lime cairn
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was thinking of making elevated platforms for crams

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so there is a less of a chance for them hitting down and hitting friendlies

lime cairn
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if only the editor was friendlier 😭

lime cairn
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Beautiful

sick olive
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Spawnable munitions gives me a really funny idea that involves a giant gun and demo bombs spawned at mach 3

lime cairn
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interesting that AI planes try to flank this hellhole of defense I made

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they actually get like 5km close to it hiding behind terrain, pop up and toss the bombs then try to survive lol

sick olive
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Yep, that'll fly a good 60km

lime cairn
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is there a way to get damage logs? So I can see what destroyed what, cuz I think I still might have some friendly fire but unsure

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and then one bad cram and this happens

lime cairn
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after some testing with letting AI suicide
You can really do a lot with the defenses and unlimited ammo

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it seems that Revoker is the best for AI, it carries the ARAD missiles and is actually able to get up close and fast, which seems to be the winning strategy

astral helm
lime cairn
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Thats what I meant sorry

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No drag multi select is painful

astral helm
lime cairn
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how do I toggle that?

astral helm
astral helm
lime cairn
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Let me try it out

astral helm
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tho you need to restart mission so it properly toggled on

lime cairn
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Whats the range on munitions containers?

astral helm
lime cairn
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What are good missile defense units apart from strato launcher?

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CRAM works, but need something fire and forget

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and strato fires too slow if you overwhelm it 😄

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also want something that is good for close range

astral helm
lime cairn
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wai t lasers?

astral helm
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Yeah, HLT-HEL and MSV LADS

lime cairn
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say less

astral helm
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Also Spearhead have them, but its much weaker one and used more as self defence thingy

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and lasers could be quite oppressive even in small numbers

lime cairn
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whats the difference between HLT units and MSV?

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or just different design

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yeah damn, Laser did protect from suicide ARAD rush, crazy

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and I am assuming there is no way to toggle AI yet? To let LADS only target projectiles instead of planes?

astral helm
lime cairn
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Hmmmmmm, we sure about that?

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I see lots of planes being destroyed by lasers

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maybe by destroying the bombs?

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I guess not, hmmm. I am pretty sure I saw LADS killing planes

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Okay, another question. Is there any simple way to quickly copy many units? Like, if I make myself a template, select them and copy them?

astral helm
dry bramble
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Or shift+click to place multiple units without said toggle

steep dagger
median slate
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is there any way to force a unit to do something, like an annex to send their landers or a dynamo to fire their cruise missiles ?

dry bramble
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Yeah, that needs to be done manually

Sadge

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No, I don't think so, outside of a global weapon use restriction

astral helm
median slate
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oh man

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i hope they do expand on the potential of mission editor

near shard
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Is there an easier way to restrict weapons across both factions? Like a multiselect or something? Reopening and scrolling for every weapon for both factions gets a little tedious

rocky gorge
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does fire control skill affect anything?

near shard
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How does the road editor work? I can click to place the roads but I'm not able to like confirm it or anything

astral helm
elfin galleon
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and give me a modify restrictions outcome while were here

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god that would be so nice

smoky anvil
topaz flicker
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Does assigning buildings to airbases do anything yet? The AAA, IRSM, and Vehicle Depots can't seem to be captured/repaired when they're assigned to an airbase and the airbase itself gets captured.

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Whether the building has the Capture Power, Capture Defense, or Allow Capture options enabled doesn't seem to change anything either.

astral helm
topaz flicker
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Ah, that's a shame.....

keen hamlet
alpine hull
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folks I lost my sense of direction again for the oil rig pipeline mission, would you people rather play as the offending or defensive side?

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PALA will have hogshead(?) and a couple dozen offshore platforms for airbases.
BDF will only possess cliffline as a main base and a couple fleets for offensive.
the involvement of the DR is tbd

topaz flicker
astral helm
keen hamlet
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I think it's funny how when he started making the game Mitch envisioned very short matches. Now people are pushing for mechanics to make them last forever. It already takes 2 hours to Finish Ignus without repair.

astral helm
frank thicket
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id really like a toggle on buildings to make them able to be repaired on airbase capture or not

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in missions ive made like primevan spring, factories not getting repaired upon capture is a profound pain in the ass to work around

astral helm
maiden plover
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Hello can someone assist me in making a mission

peak sequoia
maiden plover
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Im trying to get my waypoints to work when I fly through them but I keep going through with nothing happen

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The next one doesnt show the last one is the only one still there

peak sequoia
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Show the node setup

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What starts it and what it leads into

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Also the setting of the first reach waypoints node

maiden plover
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hello?

maiden plover
peak sequoia
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Is it started from the mission start node

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Oh I'm stupid it is

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I assume the player in this mission is boscali

maiden plover
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yes

peak sequoia
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Maybe reach waypoints is broken with the in order mode

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I have literally never had the need to use it so

warm quiver
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I have waypoints in my mission but as two separate objectives with one activating the next

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(So i can trigger events on each one instead of only the last)

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Which would probably be impractical for you but just so you know i guess

peak sequoia
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If need be I'll link one to another

maiden plover
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I tried with ocmplete all and it still does not say I went through each despite me doing so

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would it help if I screen shared in a call>

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?

alpine hull
# alpine hull
poll_question_text

oil rig crisis mission thing

victor_answer_votes

3

total_votes

4

victor_answer_id

2

victor_answer_text

Offensive (BDF)

smoky anvil
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also: I found the source of the lag from our flight on the de-tarantulator

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it was that neutral ships with capturable airbase components spawn infinite neutral planes now

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before you could use carriers as spawns by setting them to neutral and the airbase component to capturable and then just placing a truck of a side there.. but now they just blurt out neutral airplanes that don´t take off but also dont despawn and for which the AI side limitations don´t apply (because they are for sides and not neutral) until everything lags out

hard zodiac
smoky anvil
near shard
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How can I make this marker in a mission?

astral helm
topaz flicker
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Anyone know if hidden objectives are hidden from the AI too? Like if I have a hidden "capture airbase" objective, will the AI attempt to capture the airbase or ignore it (presumably in favor of some other "visible" objective)?

indigo valley
topaz flicker
frank anvil
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Not sure if anyone has mentioned it, but I definitely wish we had mirrored versions of some structures, like the vehicle depot

topaz flicker
near shard
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Anyone know why the box doesn't show up on mission start?

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Everything else works fine but that

peak sequoia
rocky gorge
warm quiver
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Mission start > waitseconds: 1 > message box

steep dagger
astral helm
astral helm
topaz flicker
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Just found out that with the new update you cannot have capture airbase objectives faction set to "none" anymore and have the objective complete. So.....anyone know of a way to prevent the AI from pursuing an objective (leaving it for only the player to complete)? Cause without that workaround it goes back to attempting to scale mountains or otherwise going cross country to in an attempt to capture my off-the-beaten-trail airbases....

astral helm
astral helm
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Does someone have a clue, how you can track rescued pilots being delivered to any airbase ?
I want to make something like a side-objective where players could try and rescue pilots in the enemy territory

Problem is, you can track that pilots are picked up but what to do next, there is "Successful sortie" thing but it will apply for all players in team with is not optimal for me and I cant think of anything other than that

dry bramble
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Since you can't order bombers to just unload their bombs over a target area without targets to drop them on, is there a good way to create a bunch of aim points for them that won't also clutter a player's UI? Trying to see how well I can carpet bomb a city

warm quiver
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Make a hidden destroy units objective

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That way markers wont show but the ai will still go after them

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This is how I get darkreaches to do a massive cruise missile strike + bomb run attempt in one of my custom missions

real pagoda
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if i uninstall nuclear option and re install it on a local disk c instead will that mess with my mission editor files?

short meadow
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editor missions are in %localappdata%low/shockfront/nuclearoption

modest cedar
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Hello, I'm currently learning to make bepinex mods for NO and I wanted to ask some questions regarding the architecture of the game. Is this an appropriate channel to ask such questions?

astral helm
modest cedar
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Alright, thanks!

keen hamlet
real pagoda
vital eagle
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Thank you mann co. for gatekeeping it

astral helm
short meadow
devout crane
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hey folks, just confirming, now that multi-select move and rotate are in place, is there a way to copy and paste the multi-part structure? it'd make my life so much easier right now lol

frank thicket
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life is pain

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good luck doing everything 1 by 1 buster

cloud atlas
#

what happed to the sound mod that added alerts like pixi to the game

rocky gorge
cloud atlas
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i tought it was deleted or sum DespairGe

vital eagle
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what is the technically difference between the ammo container and pallet?

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is one temporary while another is functionally a ammo truck (infinite source until destroyed)

peak sequoia
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Range

toxic walrus
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No idea if I will ever finish the dustbowl super airstrip

smoky anvil
stable dagger
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Might be stupid but is there a way to move the camera quickly

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Shift+wasd is painfully slow

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Nvm it's MMB on the map lol

stable dagger
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How long does a unit have to be dead for before I can spawn in a replacement? I'm trying to make a repeatable training map.

gusty goblet
stable dagger
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Unfortunate
So I have to make a loop of, say, two spawn objectives, and have it alternate between the pair?

gusty goblet
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once an objective is completed it cannot be called again, so there is no way to make infinite spawns that way

stable dagger
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.....very unfortunate

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So my only option is either a bajillion spawns and chained objectives or a map restart?

gusty goblet
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you could also have factories produce the units you want to have, and then have a road where they drive past the training area before encountering a trillion mbts

stable dagger
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Ships

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The friends I'm making this map for are struggling with sea-skimming/ASuW so I'm trying to make a map where they can hone their skills against a variety of task/strike groups

gusty goblet
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sorry, that't not possible at the moment

stable dagger
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's all right
The ten thousand Shards of the BDFN will rise against the tyranny of unrepeatable objectives

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(I'll just duplicate the objective a bunch)

warm quiver
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If there were pre-game lobbies it would at least make mission restarts with the same group extremely simple

warm quiver
safe trench
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how does one make landing crafts deploy units?

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and preferably not go up mountains despite giving a "waypoint" on the beach

astral helm
safe trench
stable dagger
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Is there a way to delay an objective start? Like "Once this unit is destroyed, wait 30s and then activate this objective"?

astral helm
stable dagger
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How do I force ships to take a specific sea lane?

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Better question
How do I make sea lanes that persist and loop

astral helm
stable dagger
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Awesome

safe trench
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is there a way to mass add units to an objective? or is it just atm painstakingly adding each one by one

dusk wadi
#

Hey, I'm trying to use the mission editor to restrict certain aircraft in the Terminal Control map. I load the map, restrict the aircraft for both sides, edit the name then hit save. 5 minutes into the mission and I see the ai on both sides using the planes I tried to restrict. Am I doing something wrong, or is the editor bugged?

frank thicket
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hm

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did you delete the prespawned aircraft?

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some of the missions (terminal control included) have aircraft already in the air when the mission starts, placed as premade units

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units already in the air arent affected by restrictions

dusk wadi
frank thicket
dusk wadi
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Also found the restrictions are only affecting me. I can't use the restricted craft, but the ai can lol

dusk wadi
frank thicket
dusk wadi
astral helm
astral helm
dusk wadi
frank thicket
dusk wadi
warm quiver
stable dagger
#

Is it possible to make "empty" or "clean" enemy airframes spawn

astral helm
stable dagger
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Maybe guns only then
I want to make a dogfight/gunnery practice scenario

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But one where you aren't dodging Scythes the moment the other guy spawns

real pagoda
#

anyone know why only the link gets posted but the image dosen apear under the link?

astral helm
smoky anvil
warm quiver
real pagoda
frank thicket
#

for the 3 people who care next spring in boscali mission is in active development along with some other stuff that doesnt take place in that universe

warm quiver
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Does that other stuff perhaps include mau makan apa things by any chance

warm quiver
frank thicket
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im desperately trying to make the ks bunker without it taking 3 days of manually placing things

warm quiver
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Instead it will take 3 weeks of trying to automate it

frank thicket
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it will take infinite time because the editor is so user unfriendly that i cant even attempt to automate it 🥀

real pagoda
#

how's it going with the stingray area your building from just cause 3?

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@peak dirge

peak dirge
real pagoda
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any ide of when it might be finished if you dont mind me asking?

violet vine
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anyone know any good wave based defense missions on the workshop? I played one called "wave defense" and it was fun but I want to try some more

peak dirge
real pagoda
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ok looks wery good so far cant wait to play it when it releses

toxic walrus
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I know that there will be an editor update, but OH MY GOD is it evil rn

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Some of the parts/models don't have universally shared XYZ directions(?) The pipe bend is evil compared to the cylinders

alpine hull
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Yeah the bends have slightly offset axis for some reason

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I experienced the pain trying to align them with cylinders

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now I understand

toxic walrus
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I understand cylinders too now, made a little offshore launch complex (making really)

sick olive
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Any clever way I could do a "runway attack" mission? As in, dropping lots of PAB125s along a runways and somehow having the game recognizing this

gusty goblet
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they'll even appear as cratered or damaged when destroyed

sick olive
sick olive
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It works with GPOs but not PABs, not really what I'm looking for. Think ill scrap this idea

frank thicket
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i did it for the nuclear strike detection system in breakthrough, the platforms are pretty weak and so can be destroyed by a lot of ordnance dropped on or near them

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havent tried it with pabs but it might be something you could look at

violet vine
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Is there a way to set up a pve mission so that only the npcs (and the players) have guns only?

frank thicket
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idk its somewhere along the top of the screen i think (havent used the new editor too much)

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just restrict everything that isn't a gun for both factions

short meadow
#

am I misunderstanding how weapon restrictions work?
I set this in my custom mission for both factions and people are still able to equip Tuskos etc

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ah I got it now

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i was doing it wrong indeed

short meadow
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ya its fixed

drifting cliff
#

Does anyone know how to have AI planes return to different runways to land? I find that they can clutter and even crash when a lot of planes converge onto one runway

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Or do they by default just choose the closest one whenever they want to land?

astral helm
drifting cliff
astral helm
violet garnet
#

hey guys, it's the second time the mission editor won't let me save my map (i click save and nothing happens). Anyone has any idea what could cause this?

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it also won't let me play it

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if i exit and reload the map in the editor it works but it's the second time in about 10 minutes so i'm kinda annoyed

pliant gate
violet garnet
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nope, but i seem to have found the reason

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the editor really does not like me modifying the base objective

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the default objective i mean, the one called "mission start" that does nothing

pliant gate
#

how did you modify it? i thought it couldnt even be modified, apart from extra outcomes/objectives

violet garnet
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i changed its name, faction and added an outcome

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i'll try leaving it alone

pliant gate
#

iirc thats the objective thats triggered automatically at the start of the mission, everything starts from it. best not touch it too much then 😅

violet garnet
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ah i see, thanks

pliant gate
#

it probably shouldnt be able to be modified, ill report it

mild hawk
#

Has anyone tried making The Spirit of Motherwill

woven magnet
#

I've been tooling around with the mission editor and I for the life of me can't get the custom airbase I've constructed to keep the control tower assigned to it, nor will the control tower display ATC info for aircraft spawned from a medium hanger nor a hardened plane shelter, but it will display for planes spawned from revetements and helipads

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very odd and I've yet to find the rhyme or reason for this behavior

astral helm
woven magnet
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Runway info and airbase name display on hud

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The tower displays correctly in the owned building list, but for the airbase settings itself the drop down for tower keeps unassigning the tower

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spawning in Cricket vs spawning in Revoker

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Cricket and anything else spawned in a Revetment or a Helipad gets the tower info, but anything spawned in the shelter (or a medium hanger but I don't plan on there being one here) doesn't in spite of the shelter being listed in the airbase's buildings and the tower being re-assigned in the Tower section every time I play test it

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and yes, I'm saving the mission after assigning the tower

astral helm
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hm, damn thats quite weird
tried to see if I got the same problem but my custom airbase with revetment, shelter and even medium hangars works as intended

woven magnet
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I may end up scrapping the mission completely and starting over

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I must have fouled something up as I was stumbling around figuring out how things work

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is there also any way to jump the camera to specific spots on the editor map or am I just going to have to get used to the slow panning speed until I can get somewhere to put a unit down for a quick focus hop?

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nvm, found it

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middle mouse while moused over a spot on the map

astral helm
woven magnet
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it's less of "will people understand that the highway is the runway" and more of it makes me happy to figure it out and get it to display properly

indigo valley
#

Oh wait, I see you found it

woven magnet
#

👍

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while I have someone's attention, is there any way to force units to spawn inside of tunnels?

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Ace Combat 4 has given me a brainworm that can only be satisfied by having a highway tunnel as an airbase and I'd like to have the service point be inside the tunnel

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obviously I could just set it as such and have the munitions and fuel trucks outside because of the fairly generous radius, but I'd really like for them to be visibly inside the tunnel service station if possible

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all previous attempts have resulted in units just popping up on the mountain above the tunnel instead of being inside it

astral helm
#

Currently you probably wont be able to right now
Early there was a mod "Editor plus" that let you activate noclip for units, but after the game was updated it no longer works sadly

astral helm
woven magnet
#

remade the mission from the ground up and after checking that the tower was functioning with the revetments the game still doesn't recognize planes spawned from the hardened bunkers when spawning afterburner jets in the same session

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no tower atc, no runway taxi info, no landing runway info

astral helm
#

weird

woven magnet
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it's the ignus island map if that helps at all

astral helm
#

I saw it, want to try myself if it would be the same for me

woven magnet
#

it's also doing the thing where the airbase unassigns the tower on editor load again

astral helm
woven magnet
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it's in the building list and seems to still be functioning

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but from the airbase tab itself it shows nothing in the tower section

astral helm
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I maybe have a guess why its not displaying

woven magnet
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all airframes spawned from revetments and helipads function

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no airframes spawned from bunkers and hangers function

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could it be because I don't have a radar tower in the building list?

astral helm
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for me, only Ifrit, Revoker and Darkreach has no notification

astral helm
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AI for example struggle to land in revoker at base with short runway

woven magnet
#

even though it absolutely is long enough

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I wonder if marking them as arrestor strips would fix it

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wait, no

astral helm
woven magnet
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that wouldn't help with the "short" takeoff run

#

maybe if the takeoffs are marked as ramps

astral helm
astral helm
woven magnet
#

marking takeoffs as ski ramps and landings as arrestors didn't seem to fix it

astral helm
#

because this one was enough for displaying

#

but that one is "short" for said airframes

woven magnet
#

ones close to the tunnels are for takeoff, ones further are for landing

astral helm
astral helm
# woven magnet

hm, never tried to do runway like that
but yeah, game consider such runways for certain type of airframes quite short

#

altho you can freely land without a problem

woven magnet
#

even though at full afterburner the nose wheel lifts by itself well before the halfway point on the shortest runway

woven magnet
astral helm
astral helm
woven magnet
#

I might be able to cheese it by extending the takeoff roll beyond the limits of the highway since in theory the wheels should be off the ground before they run out of tarmac

#

from there we can address the landing run

#

that was the solution

#

I guess it ending in the sticks would only be a problem for the ai if I mark west 01 as both takeoff and landing and/or if I mark it as reversable forcing them to attempt landing on the "end" in the mountain

#

the other "problem" i'm having is that the a-19 really doesn't like to spawn under a camo net and just prop strikes on spawn

#

but that can be solved by just not allowing them there

#

the wings are too wide to clear the poles anyway

#

also not sure why the landing strip at east 02 is displaying as pencil thin

#

don't see any means of rotating it to align with the geometry of the road

woven magnet
#

regardless it works, so I guess good enough for now

topaz locust
peak sequoia
gusty goblet
woven magnet
frank thicket
#

yeah ive noticed that the max width really isnt that wide

#

i dont even think editing it with text makes it wider

astral helm
peak sequoia
#

It's pretty damn wide imo, one small platform wide but I see why you might want wider

woven magnet
#

is it possible to change the production type for a factory to produce faction specific ground vehicles on capture?

woven magnet
#

trying to string together a mission sort of in the vein of terminal control where the players slowly gain access to more and more infrastructure as they push out from one airfield and take over the rest of the map

#

not well versed enough in objective and outcome triggers in this game yet

topaz locust
#

you could fake this by spawning in new factories

steep dagger
#

Hm... IDK why, but i cannot update missions. Why it could happen?

smoky musk
#

My friends and I have been playing RNG's Primevan Campaign missions; we've only got one left. Any suggestions for similar stuff out there?

We've enjoyed the mix of mission types/pacing

frank thicket
#

listen if youre gonna do it at least make it clear that theyre longer missions with more content in each one but less missions overall

peak sequoia
peak sequoia
#

You made good mission

smoky musk
#

Thanks! 😄

sick olive
#

How many ground units can the game handle without crashing mid-level PCs? I had an idea for a "Grey Goo" mission; a PvE mode where the enemy faction has factories and depots with ludicrously short build times, and every airport / city they capture, all the buildings are "liquidated" into more factories, until the entire planet has been converted in Linebackers and MSVs

pliant gate
#

Only one way to find out

#

Idea sounds sick

steep dagger
shrewd vault
#

Chaps who did the Naval Map... Now that the map's been filled out, we've got this lovely things. 😄

warm quiver
#

The factories predate their residences and they have the gall to complain about the noise...

elfin galleon
#

attempting to make this area more industrial feeling

steep dagger
steep dagger
peak dirge
elfin galleon
elfin galleon
#

fun fact you can use the harbor cranes to make a small bridge

astral helm
alpine hull
#

Does the amount of airbases in a mission take a toll on performance

#

like say I have 25 airbases per faction

smoky anvil
smoky anvil
frigid badger
#

Was just made aware of this forum, so I'm gonna ask again.

Has anyone made a moba style mode where you have a few "lanes" that you push up with ground units (creeps) to take different objectives and stuff? I think it would be a pretty neat little mode.

If not, I may start tinkering

smoky anvil
frigid badger
#

Thanks for the tips, I was playing a match of altercation today, and noticed the ground units splitting off and driving though the city on the east. Gave me the idea. I'll see what I can whip up.

foggy sparrow
#

For the love of god, why ReachWaypoints range activates after you start moving away or in center and not upon entry

#

Is there a way to change this?

astral helm
foggy sparrow
golden root
#

Can AI not trigger "Reach Units" or "Reach Waypoint" objectives? I know the AI will try to but it doesnt seem to trigger.

indigo valley
golden root
supple violet
#

i have a problem, primeva has a start mission thing but boscali doesnt, so i cant create objectives for boscali

gusty goblet
supple violet
gusty goblet
#

if you want an initial objective for a faction, create a new one and link it to the outcome

gusty goblet
supple violet
pale root
#

Trying to make a defensive co-op mission around protecting an allied fleet as it moves around. I can st the waypoints in the vehicle tab but I cant seem to find a way to connect it to objectives or outcomes short of deleting the unit and immediately respawning it. am I missing something or is there not a dedicated way to link vehicle waypoints and objectives?

astral helm
pale root
#

Was thinking about doing that. My only concern would be players moving it. Is there a way to disable players ability to control vehicles?

Also how realistic or difficult would it be to make a mod that adds new objectives and outcomes to do these types of things?

astral helm
devout crane
#

heartwarming: local mission editing moron decides that making a 3rd design for an offshore platform is significantly more important than making the... mission

#

thank you DrunkDrivingCompilation#42 your encouragement is appreciated

pale root
frank thicket
#

MAKE IT STOP

pale root
#

or kidnap the devs family and hold them hostage as encourgement?

frank thicket
#

however im too deep into this now

#

i made the horrible mistake of trying to do the mission editor equivalent of what half life did for the gaming industry

#

9 fcking times*

#

bruh

#

formatting bad, there

#

automod is holding me hostage

#

i spent 9 months making a single mission

#

i hate existence

pale root
#

...is this my future?

frank thicket
#

PLAY THE HIT SPRING IN BOSCALI SERIES OF MISSIONS OUT NOW ON THE STEAM WORKSHOP FOR MORE INFO

#

IF I TOUCH ANYTHING IN THE LOGIC SYSTEMS FOR THESE THINGS THEY WILL INSTANTLY BREAK

pale root
#

so making an ace combat inspired series of missions designed to be played as a campaign is a...bad idea?

frank thicket
#

several people have done that

#

if you want to make a pve singleplayer mission, thats relatively easy

#

i did that in only a couple hours

#

the problem is when youre insane like me and try to make a multiplayer pvp campaign with multiple endings and actual game design features

#

thats where the 9 months comes in

#

spring in boscali is probably a lot different from what youre imagininng since each mission is designed to be played multiple times from each team to get the whole experience, if you want an example of an actual singleplayer campaign id recommend rng’s primevan campaign @pale root

pale root
#

its meant to be a multiplayer PvE campaign with branching paths based off of win/fail conditions as well as maybe optional side content.

frank thicket
pale root
#

yeah...

#

it'd have to be a hosted, curated experience where the server owner loads the next map as needed

frank thicket
#

good news: thats literally the whole point of spring in boscali

bad news: it drove me to insanity in the process of getting that to work

#

it is 100% possible and ive done it enough to have a general idea of what needs to be done

#

its just exceedingly complex and paranormal

#

i only do this because one guy told me i couldnt over a year ago

#

i needed to prove that he was wrong and should feel bad

#

@pale root if you want i can send you some of the mission files for spring in boscali and give a detailed breakdown of how the logic system for the branching paths works

#

for you it will be marginally easier since its pve, but not by much

#

alternatively, you can import subscribed missions from the steam workshop into your user mission folder so that you can actually open them in the mission editor, but its a pain in the ass and i dont remember the exact steps

#

all i can really say right now (im on my phone) is that the “complete other objective” objective is the key to making logic systems work

#

im fairly certain you can make any logic gate you want using enough of those objectives

#

its just that an and gate already takes like 6 of them chained together

pale root
#

so is spring in boscali one instance of a map with multiple missions packed in then?

frank thicket
#

each mission has a number of branching paths (except some but for the most part what i said still holds up)

#

each team had their own content and interactions with those paths

#

each one leads to a different ending

#

the most complex mission ive done is primevan spring, 6 different endings, 3 for each faction

#

the way i do it is you have a “default” ending but depending on what happens in the mission you can end up getting put onto a different path, sometimes without realizing it

#

as an example let me explain primevan spring

#

kind of spoilers for how that mission plays out but f*ck it only like 2 people ever played it lmao

#

by default, either pala or bdf can win conventionally, for bdf its by taking all of pala’s bases, and for pala its by taking the primevan parliament from the bdf

#

however, if a set of prerequisite conditions is met, that ending (referred to internally as win condition 1, or wincon1 for short) is cancelled, and at the same time a new ending is stealthily activated, known as wincon 2

#

from this point on, obtaining wincon 1 for the bdf becomes impossible, because if they take pala’s airbases, pala will set off a nuke at the feldspar stadium

#

this then makes wincon 2 visible to the players rather than just something operating under the hood, and now the goal for each faction is to capture every single airbase on the map

#

there is also a wincon 3 but its fairly similar and not too relevant for the discussion

#

each wincon can result in one of two different endings, depending on which team meets said win condition

pale root
#

seems intuitive if complex. There is no way of transfering logic from one instance to another. for example, your on heartland and PALA has a covered retreat objective. the main assest to cover is a carrier. If the carrier survives it will be at the start of the island map, and if it was sunk it wont be there. is that all correct?

frank thicket
#

unless you feel like using hundreds upon hundreds of objectives to manually reset and remake a mission in the same session

#

but that is genuinely insane and i do not see that being practical, ever

pale root
#

yeah, probably easier to have it as two different missions with different start conditions and the host loads the correct one.

frank thicket
#

yeah

pale root
#

like a board game

frank thicket
#

spring in boscali handles it by just saying “f*ck you only one ending is canon”

#

thats why theres only 9 missions and not 90

#

so you can get non canon endings in each mission but those plots wont continue in future ones

#

it always assumes that the canon ending was met

#

for instance primevan spring is a prequel to what im calling the main trilogy, and the canon ending of primevan spring is that pala succeeds with wincon 1

#

every subsequent mission is based around that assumption

#

however that said, each ending does provide a very brief epilogue in the chat just to give people at least some idea of the consequences of their actions

#

i have an example actually, hang on

#

direct excerpt from the end of mission epilogue for bdf getting wincon 1

#

meanwhile heres a direct excerpt from the epilogue for pala getting wincon 1 instead

pale root
#

mmmm I see

#

I appreciate this, given me some ideas for my own setup

frank thicket
#

yw

#

again you can download any of the spring in boscali missions if you want to take a look at them under the hood

#

they should all have “[SiB]” in the name as a prefix

pale root
#

coolio

devout crane
steep dagger
devout crane
frank thicket
#

oh wow thats actually really good

rustic spear
#

fire

warm quiver
#

Can't wait until they allow for destruction of specific parts triggering collapse of other pieces

frank thicket
#

you already can lmao

#

destroy units objective for one of the support beams that either removes other pieces or spawns a munition that blows them up

devout crane
#

that's... good info to have

tbh i'm considering the destruction of them to be more of a diagetic thing? like the capture objective tells you that you can spawn on and use them, but each team gets 3 patches with [TBD] platforms in each (hence why i have made 3 designs thusfar and am soon to be working on a fourth), but by the time you see the enemy spawning on theirs, i don't wanna tell a player they have to destroy or capture it, that's up to them.

though if i can have hidden objectives that have 3/4 or 6/8 or 1/2 or [TBD]/[TBD] supports destroyed bringing the whole platform down, that'd be sick

cursive trout
#

maybe this feature already exists but seems like not; and not sure if there's a way to edit the json;

in editor, i want to create a mission with more limited ships; ie. disable the advanced weapons they have; is there a way to 1) disable certain weapon systems on ships? or 2) reduce the ammo count of those weapons to zero?

gusty goblet
cursive trout
gusty goblet
#

as for radar missiles, you should use a larger explosive like an AGM-68 or a pab-80

devout crane
#

hey folks, just trying to flesh out some naval assets for my custom mission, and i'm trying to take the faction divide pretty seriously. sadly, the BDF frigate is not in game yet, so i'm working with the assumption that the Dynamo and Hyperion are PALA assets, and the OTB, Shard, and Annex are BDF.

presently the matchup is 13 Dynamos with 2 hyperions (yes this is a very naval focused mission lmao) against 30 Shards escorting 3 Annexes, each annex capable of carrying 2 OTBs

i'm gonna run some tests to see an Annex vs Hyperion Duel, and Shard vs Dynamo to get a rough idea, but testing a full scale naval battle takes a little while, so if ppl who are better at this than me have any advice to keep things entertaining and relatively balanced, it'd be highly appreciated :3

indigo valley
#

Unfortunately, no amount of Shards are going to be able to threaten even a single Dynamo without getting silly, or in very tight quarters. There's just too wide of a gap in performance.

devout crane
#

so short of 3000 black shards of BDF i either gotta wait for the frigate or just take a hit on my faction seperation?

#

(also, with regards to the performance, the hope is that the relative clustering of ships (3 groups of 6 unburdened shards, 3 groups of 4 shards escording an Annex, 3 groups of 3 unburdened dynamos, 2 groups of 2 dynamos escorting a hyperion) means that there probably won't be a massive 13v30 clash, but a series of 3v6 clashes)

devout crane
#

sooooo i did some testing

the only engagement i could get the shards to win (thusfar) was a 14v1

with an extra radar station

i've yet to hack away at shards until the win condition goes away, but uhhhh

i don't think 182 shards vs 13 dynamos is gonna load too well

keen hamlet
# devout crane so short of 3000 black shards of BDF i either gotta wait for the frigate or just...

Yes the Dynamo has unique capabilities which means it's irreplacable. 50km range R9 is just too good against air threats. Railgun which engages carriers at ?30km distance is great, because of the armor penetration of the railgun. It's just a matter of time before the carriers get seriously damaged. Then there's the AShM cruise missiles. They have infinite range and launch based on time (dependent on skill and number of targets that will be engaged in the salvo). So spreading the Dynamo's out in space does not matter [game performance wise] if they have the same skill. Datalink is omnipresent so probably many will fire at the same moment.

The Shard has no answer to any of these weapons. Although they will be able to defend against a lot of AShM. A shard only starts launching a sad trickle of AGM48 at 8 km distance.

https://nuclearoption.wiki.gg/wiki/Dynamo_Class_Destroyer#Armament

Nuclear Option Wiki

This guided missile destroyer is armed with a battery of vertically launched cruise missiles and a 155mm railgun in its forward turret. Its powerful defensive armament of two MMR-S3 batteries, three R9 vertical launchers, and four 30mm CIWS turrets, makes the Dynamo class a powerful warship, able to...

#

Even in thight quarters. The Dynamo can tank a lot of gunfire most of the time, and can probably defend against all AGM48's. But its railgun is devastating at close range

devout crane
#

great mitch down under give me a frigate to explode these foul PALA demons 🙏

keen hamlet
#

Frigate seems to be much more on par I think. Mitch said on stream today the 127mm cannon of the Frigate has a range of 40km. And those are guided shells. This means they could be intercepted, so we'll see if the Dynamo CIWS can intercept infinite of them or not. At least its stratolance will quickly run out defending against that. And the Frigate will spam AGM99 almost like the Dynamo spams AShM.

The Frigate has a mass of 4,500 ton vs the Dynamo 12,000 ton. Maybe it could really be 2 or 3 Frigates vs 1 Dynamo for a fair fight.

real pagoda
elfin galleon
#

i think it was one of the patches

real pagoda
#

was more stuff added?

alpine hull
frank thicket
#

naval skirmish, a mission i made with a heavy naval focus, used only 2 dyanmos per team, and early versions of it would drop to below 15 fps for me once they started firing

#

the only solution is staggering their fire. ai skill affects how long it takes for a dynamo to lock onto targets and fire its ashms. specifically its a multiplier to a base time it takes for a dynamo to lock onto each additional target. so by having one dynamo at a high skill level, and one at a low skill level, you can have them stagger their fire which really helps performance

idk if youd be able to stagger 13 of them though

#

on the subject of that, naval skirmish only has 2 annexes, 1 hyperion, and 2 dynamos along with about a dozen shards per team, and it still takes nearly an hour for unprepared players to beat. i do not want to think about how long a mission with 13 dynamos would take, especially if theyre all spawned in at the same time hollow

#

if you want my opinion, faction locking things completely is a waste of effort in the game’s current state, like seriously just don’t bother trying to go all out, its not worth the risk

#

you can give factions more of certain units, just dont completely lock them out of the other side’s stuff

#

theres a reason spring in boscali very rarely has faction specific shit

peak sequoia
#

spawn them in at diffrent times with different skill levels

#

1-2 firing at once is okay, 3 and over and it becomes a problem

devout crane
devout crane
#

so some very painful frames later, i had 60ish left after the fact and one trapped dynamo, gonna try 78v13 next

mellow flint
#

Any ideas why the r9s on my mission arent firing? They have fire control, and radars are plentiful, havent seen them fire once.

rocky gorge
#

+they will work regardless of having a fire control truck

mellow flint
#

some do, but do they need a rdr truck in proximity?

rocky gorge
#

yes

#

they will only work with a radar truck in proximity

mellow flint
#

I figure its the fire control being goofy tbh

rocky gorge
#

i don't know the exact radius

mellow flint
#

Some are like, this close and theres a radar tower behind them(off screen)

#

Ill probably just hide all the fire controls and a/b test that way, appreicate it 👍

astral helm
mellow flint
#

ahh, gotcha, thanks guys 🫡

devout crane
#

WIP harmony sands shipyards

there's 212 hand aligned parts in this image, and it took me almost all day lmao

keen hamlet
devout crane
#

I would have loved to, but the bay in harmony sands is at a 45 degree angle

No such positional copy paste luck for me

manic minnow
#

the things we do for NO nikopensive

devout crane
#

hey folks, i roughed out a map of the major capture objectives for my custom map, and i had a question: what would the best way to organize the capture "Chain" starting at each corner? ideally i would like 3 objectives visible to each team at any given time, so any theoretical player isn't completely lost as to something they should be doing

afaik i can set objectives to turn visible after another objective has been completed, meaning any one of them at any point is capturable, but so far as chaining off of islands 1st or line of sight or whatever have you, what method of displaying the 4 in each diagonal half would make the most sense to yall?

some notes about the map: XL indicators next to the helibase marker indicate... an extra large base. usually 5 helipads, where the smaller ones have 1-3. the indicators leading with an asterix are the amount of bases in that rough area, forming a "Patch". each patch will be multiple airbases under one capture objective, rather than a single large base (subject to change if this idea turns out to be shit)

astral helm
#

Maybe something like that ?
A) for PALA
B) for BDF
if I did get you correct

devout crane
#

in hindsight i should have mentioned that the islands are also capture targets, but the stubs in both of these paths mean that the center island could form a connecting chain between the 2... thanks for the idea

steep dagger
steep dagger
dense stone
#

Does anyone know of any multiplayer death match missions? something where players can spawn and just immediately get into a fight kind of like mission 05 furball

astral helm
astral helm
#

Does somebody know a reliable/easier way to place units beyond height limit ?
for example somewhere at 20-40km up

frank thicket
#

idk its weird and i dont remember which method works but it is one of them

astral helm
frank thicket
#

idk it definitely takes messing around

#

id try editing the position text in editor

#

i know you can clip things into the ground with it, i dont remember if it also lets you go above the height limit

astral helm
frank thicket
#

i think you just need to edit the json then

#

welcome to the editor: nothing works ever and life is pain

keen hamlet
astral helm
keen hamlet
#

Weird

frank thicket
#

GOOD NEWS GUYS I FIGURED OUT HOW TO SIMULATE ENEMY UNITS BEING TRAUMATIZED BY THE HORRORS OF WARFARE IN A DYNAMIC MISSION

#

THIS IS A GAMEPLAY MECHANIC WITH REAL APPLICATIONS

#

i’ll explain later but anyways the next spring in boscali mission is going to be unhinged

#

essentially what this means (briefly) is:

enemy units can run away if they panic

different weapons are more psychologically scarring than others (nukes being among the most effective)

i can add unique dialogue for what shell shock does to people in my funny plane game mission, im sure people will have so much fun with that one

if you traumatize enemy units theyre going to be screaming into your enemy’s chat, which leads to the awesome moment of you having to deal with the consequences of failing to protect your allies and seeing them begging for help in the chat

the best part? this is encouraged by gameplay. if you come up against a heavily defended point you can just psychologically scar them and have them run away.

you are encouraged to be as cruel as possible for a gameplay advantage

#

this is what ive always wanted in sib

#

the current missions dont seem like it too much but it was always about the actual horrors of war and humanizing enemy combatants

#

good luck!

topaz locust
devout crane
#

WAIT WHAT

#

THATS A THING???

elfin galleon
#

building tip for you all
an inverted cooling tower can make a pretty good helipad

#
  • cylinders and cones make good castles
vital eagle
#

SIRE, THE ENEMY HAS FIELDED THE METAL DRAGON

elfin galleon
#

Not to worry my subjects for the blacksmiths have made a special metal dragon slaying ballista!

#

carried upon these horseless carriages

alpine hull
indigo valley
elfin galleon
#

Thanks <3

peak sequoia
#

Still working on ship designs

#

Turns out that when you throw something in geosynchronous orbit it doesn't really need to look good, but I don't care

manic minnow
#

Because that doesn't sound anywhere near possible with the mission editor as it is

#

Unless there was mission scripting support added at some point and I missed it?

frank thicket
#

you can have a destroy units objective wired to several key objects, they can be whatever you want. important units in an area, or alternatively, a platform underground that can be used as a destruction sensor like i did in breakthrough. once you have that, you can wire each one to a waitseconds objective that can, if used right, measure how many of those key objects are destroyed in a given period. depending on how many, you can use an objective to either remove a given amount of the units present and respawn them in the same position but with new orders to run away with waypoints, or alternatively i (think) you can keep the same units and change their waypoints depending on objective statuses

#

havent done it in practice yet but it does theoretically work and i have done similar things in the past

#

this isnt much more unhinged than that

manic minnow
#

this, is...oh my god

frank thicket
#

THEY TOLD ME THAT THIS WOULD NEVER WORK

manic minnow
#

This is insanity, I don't even know how you initially figured this out

frank thicket
#

IVE BEEN DOING THIS FOR 2 YEARS TO SPITE THAT ONE GUY

#

NOBODY PLAYS SPRING IN BOSCALI AND GETS TO SEE THIS INSANE SHIT I DO BUT ITS WORTH IT BECAUSE THAT ONE GUY IS WRONG

#

ONE MILLION LIVES

manic minnow
#

I wanna play your missions but they're almost all MP focused and I have no friends to play with ;w;

frank thicket
manic minnow
#

Oh

frank thicket
#

vanguard is the only one that needs multiplayer although you could just allow ai aircraft in the customize mission menu before launching it

manic minnow
#

That seems to be the default for most missions nowdays, a focus on like 4 or so players at least, co-op

frank thicket
#

so technically vanguard doesnt even need to be multiplayer lol

manic minnow
frank thicket
frank thicket
#

they die a lot but thats just how NO ai is

#

i did playtesting in singleplayer in one afternoon and it seemed to work so idk

#

hey while were on the subject of my descent into madness, check out this preliminary schizophrenic diagram of the layout of the next spring in boscali mission

frank thicket
frank thicket
manic minnow
frank thicket
#

i will speak with the goons about arranging a date for kidnapping

manic minnow
frank thicket
#

anyways before i go here is an excerpt from the spring in boscali dev channel on the day i found out i could do this

topaz locust
#

@frank thicket given what look like your attempts to essentially make the objectives turing complete, what are your thoughts on using scripts to run missions

steep dagger
# frank thicket anyways before i go here is an excerpt from the spring in boscali dev channel on...

BTW. I think good idea implement ability setting objectives which AI ignore. Just as info objectives.
This will be very useful because it will allow us place SAR zone and AI will just ignore it because it work not for them. And also it will be very cool for defense objective, when you will install target at friendly unit and AI will ignore it. Will be cool or even better if devs implement special objectives for it, i feel it will works better and not so buggy.

dense yew
#

İ cant make roads

#

What am i doing wrong

steep dagger
# dense yew İ cant make roads

Placing road to intersection. After that press enter. This making roads understanding where intersection for normal pathfinding and avoiding unit stuck

frank thicket
frank thicket
dense yew
#

For some reason custom sea lanes dont save and dont work

frank thicket
#

they havent for years sadly

dense yew
#

Damn

dense yew
#

Wtf mitch

#

Come onn

steep dagger
dense yew
#

Something made cant be hard to to fix

halcyon solstice
#

Any recommendations for low level coop missions for training/practice (teaching newer players) From what I’ve found, most custom coop mods here are designed to scale up the intensity for the increased player count.

#

Is simply free flying (with enemy modifiers active) or building a custom mission from scratch the better alternative?

halcyon solstice
#

Regardless, thank you for the recommendations for your work! I’m looking forward to trying them out!

steep dagger
halcyon solstice
#

Thanks again @steep dagger, coop with replay-ability is the primary intent, because even a harder mission would allow players to reevaluate their strategies in a controlled environment

steep dagger
halcyon solstice
steep dagger
#

Who newbie here?😅

halcyon solstice
#

I was spoiled by practicing Vtol landings in VR. I’m not used to the automatic Vtol angle controls though, as I tend to rely on pitching and throttle for fine adjustments

halcyon solstice
# steep dagger HOTAS? Gamepad?

Just desktop for now. Going from VR to Desktop isn’t so bad, but the free-look controls requiring a button press to unlock panning (cockpit view only) is taking time to figure out.

steep dagger
#

You mean desktop is just mouse and keyboard. Right?

halcyon solstice
steep dagger
halcyon solstice
#

Make a mission where we have to insert an infantry team on the tower for an HVT mission!!! RAHHHHH

halcyon solstice
#

High value target

#

The ibis is super easy by comparison. Haven’t tried the custom mission editor but if it were possible to designate the landing area as an objective that would be awesome!

steep dagger
halcyon solstice
#

I’ll let you brainstorm on that, but a city mission thats dedicated for the ibis has a lot of potential, there are streets, rooftops, radar stations, ocean for close naval assets, the stadium, time of day, etc.

steep dagger
halcyon solstice
# steep dagger Continue. I long time ago planned create logistic mission on ignus archipelago....

If BDF is the playable faction:
PALA siezed the international airport, and have it hastily defended with mobile ground assets. A high value target in the city needs to be extracted, or the (building captured as an objective if possible). A BDF naval group is right off the coast as a show of force. Air and naval assets are present to cover the airspace.

The player is tasked with flying an ibis to the tower and landing on the helipad (made more cinematic if there is a light enemy unit or two that the gunners can automatically target). Once the objective is seized, the player must fly back to the destroyer/carrier, or to the nearby stadium to land. Ground vehicles can be unloaded in the stadium so that could be a second phase of the mission.

#

Not sure how in-depth the AI can be, but it would be awesome if a few stray enemy MRAPS or IFVs could be present on the streets, ensuring that the surrounding area is hot but not overly lethal, and they may be targeted by friendly air or ground assets.

#

I doubt it would be made as cinematic as tracer fire lighting up the sky everywhere without the player being targeted immediately, but conceptually it could be a great mission in a small area.

steep dagger
halcyon solstice
warm quiver
#

Even if the air defence gets quite tough

#

But its tough in the way that makes it hard to land hits, not tough that it keeps shooting you down (uneless you over extend)

frank thicket
#

all i can offer on this front is [sib] vanguard but calling it “low intensity” is questionable

halcyon solstice
halcyon solstice
#

Got a few more ideas for that mission @steep dagger

1.) The south of the island has a river valley that obscures feldspar international, thus the mission could begin with a northbound infiltration to reach the city limits safely.

2.) additional targets could be arranged on key rooftops, especially if the ibis is outfitted with heavy armaments. A second player or NPC in a Chicane could provide far more firepower

3.) A naval group to the north of the city could serve as a mission landing point, but the stadium itself could become an improvised FOB if the soccer field could be made into a designated refit point.

4.) Feldspar international itself could serve as a final base to assault and liberate, assuming NPCs can reliably destroy the heavier defenses at coordinated point in time.

5.) Should there be a reliable way to introduce a 250mt bomb drop once the final logi/support objective is completed, it would be cool as hell if the final minutes provided the opportunity to land back at the stadium or other points in the city to evac (rescue downed pilots?) whoever the player can before heading north to reach the carrier group in time to outrun the detonation range.

halcyon solstice
#

Again, I’m very new to the game so I have no idea what can or can’t be scripted in the mission editor.

foggy sparrow
# halcyon solstice Again, I’m very new to the game so I have no idea what can or can’t be scripted ...

The main limitation for what you described is inability to script units to do exact things, and limit their armament.
So a friendly Chicane will try to complete main objective unless it has custom waypoints, and a naval group will start wiping the map clear with their weapons.
It's a good scenario otherwise. I'm working on an Ibis logi mission around Feldspar, it's enjoyable to fly around there in a helo.

halcyon solstice
# foggy sparrow The main limitation for what you described is inability to script units to do ex...

Thanks for the feedback. Looks like the best approach would be low level land assets for the player to contend with, followed by a few friendly air assets to deal with defeating the Feldspar defenses and mopping up remaining/approaching enemies mid-mission. The carrier group could be far enough away to be at the edge of its 15km range, but the real challenge would be timing the pre-determined approach of a bomber that can put a nuclear payload on an existing target in the city.

A few 20kt piledrivers would have the flight time for a short mission and be difficult to defeat, but the 120kt would be ideal with a yield high enough to warrant evacuating the entire the city.

halcyon solstice
#

I’ll be sure to do my due diligence once I have time to test out the mission editor and make my own attempt at the ibis logi mission.

steep dagger
halcyon solstice
# steep dagger Oh... You wanna coop... It make it slightly more complicated, but maybe i can ma...

I think singleplayer is the best avenue given how basic the mission can be. I managed to test the behavior of assets on my own.

The southern river valley obscures feldspar international so well that more advanced radar/SAMs could be mounted in ideal locations, but they will have the range to harass anything that gets close to the helipad tower. Threading the needle like its own notch angle does work, but difficult under fire.

#

Hexhounds are ideal opponents on the tower itself, even HEX SAMs on low difficulty rarely score a hit at close range.

#

Ground MRAPs are also easy targets, but if they aren’t prioritized by the gunners they will mess up a hovering ibis fast. Even minor damage hinders thrust to weight rapidly.

#

Lastly, a 23mm AA position on the upper balcony obviously shreds anything at point-blank range PepoWheeze

could make for a great threat ceiling to avoid, but its overkill, and the mental image of an AA team hauling all that ordinance up a skyscraper elevator is hilarious.

steep dagger
# halcyon solstice I think singleplayer is the best avenue given how basic the mission can be. I ma...

BTW i have two missions about logistic work. One of them quite short. But another have some part of logistic work. And also know another one logistics mission. I place it here if you wanna check what now already done in this side.

https://steamcommunity.com/sharedfiles/filedetails/?id=3643418212
https://steamcommunity.com/sharedfiles/filedetails/?id=3572829929
https://steamcommunity.com/sharedfiles/filedetails/?id=3573244679&searchtext=some+assembly

halcyon solstice
steep dagger
# halcyon solstice Thanks, I noticed you had a stream going the other day too. Would it be better t...

I have some difficulties with english when trying to speak. But i sure very good idea make list of features, situations and logistical stuff for same logistical mission. I right now create... The most unique mission(again, yeah?). And i need end this mission at first, and after that begin logistical mission.
I planning create logistical mission quite big, with good amount of unique decorations, delivery zones, and maybe situations(still not think about scenery of mission)

halcyon solstice
steep dagger
oak oriole
#

Does anyone have a mission with lots of custom messages for example naval reinforcements in 5 minutes etc?

frank thicket
#

jokes aside i need you to be more specific about what youre looking for

oak oriole
jaunty cosmos
#

can anyone here help me figure out how to mess around with the spawn timing thingy?

jaunty cosmos
#

when you select a vehicle in the mission editor

astral helm
jaunty cosmos
halcyon solstice
#

Its possible to look into the objectives list of the preset missions right? Because that would make learning its functions way easier to build similar outcomes (i.e. start/complete, visible waypoints, messages, capture/destroy, etc).

astral helm
halcyon solstice
frank thicket
warm quiver
oak oriole
pliant gate
oak oriole
jaunty cosmos
#

i tried messing around with the spawn timing using seconds,but for some reason they wont spawn at the duration,can someone help me?

halcyon solstice
oak oriole
keen hamlet
jaunty cosmos
pliant gate
#

wait wrong forum lol

oak oriole
oak oriole
halcyon solstice
halcyon solstice
# oak oriole fingers crossed

I’m holding my expectations in check, but I’m impressed with the work you guys are doing here! pepethumbsup

It’s already ambitious to try mission editing less than a week after buying Nuclear Option, but it’s too tempting to not pass up.

halcyon solstice
jaunty cosmos
#

do someone know a way to make a spawned in missile select a target?,or does that not exist?

pliant gate
#

Nope, not possible currently

jaunty cosmos
#

ah,okay thank you

halcyon solstice
# jaunty cosmos do someone know a way to make a spawned in missile select a target?,or does that...

I tested a missile’s airspeed and went through all the trouble to calculate its possible trajectory, only to find out that it didn’t apply velocity at all.

So my best solution was simply put ordinance at a set height above a target, and use a trigger that starts a time delay before it spawns. A lot simpler than if I had to rely on enemy AI to try and follow through a scripted ordinance deployment (even if thats more realistic).

jaunty cosmos
steep dagger
# halcyon solstice

Wow. Nuke in the end 🙂
I like same mission. Continue 🙂
Which duration?

foggy sparrow
halcyon solstice
astral helm
#

Dunno why or how, but somehow got this sick looking explosion in my mission editor

halcyon solstice
astral helm
violet vine
#

does anyone know of any good and very challenging large lobby pve missions that are NOT ultra lag fests that take 5 hours?

topaz locust
#

@frank thicket that missing feature that's been missing might not be missing in the future

peak sequoia
#

<3

topaz locust
#

dont thank me it was pat

oak oriole
peak sequoia
#

well than thanks pat o7

elfin galleon
#

LETS GO

elfin galleon
#

just need OTBs to be fixed

halcyon solstice
#

Question regarding ground and sea vehicles. When you set a waypoint position it goes to the relative position the camera is stationed at?

Furthermore I assume they’re intended to follow existing roads and sea lanes unless custom ones are drawn?

frank thicket
#

that said custom sea lanes currently dont work

#

like, they dont save their data

#

so theres no point in making them

#

custom roads do work however, that said the in game road networks are kind of sparse in some areas so for things like cities youll probably want to add your own to make sure the ai can use most of the roads instead of bunching up on one highway

halcyon solstice
#

We’re going to see how easy or difficult it is for a combined arms invasion is for the AI to pull off with existing city roads

frank thicket
#

like, nothing is worth the risk

#

allow me to demonstrate

halcyon solstice
#

Feldspar in particular is extensive, in fact I only want convoys to make a break for the airport if possible

frank thicket
#

every single green line in these images is a road i had to add myself

#

if they dont have roads, theyll ram their face into buildings if they think its the shortest path

halcyon solstice
#

Why redraw the entire network? Wouldn’t simply drawing desired routes for certain units be suitable?

frank thicket
#

it works if youre not using that many though

halcyon solstice
#

I’d like to use more, but it would be more impressive to have the same amount of units distributed into separate convoys to reach a similar target, rather than a massive buildup.

We’re not trying to recreate the opening days of the 2022 Ukraine invasion now are we? FacePalm

rocky gorge
steep dagger
steep dagger
steep dagger
halcyon solstice
#

Generally, how intensive are scenery assets when it comes to performance?

frank thicket
steep dagger
frank thicket
#

people have made mission with 5000 of them without noticeable performance cost

#

most performance issues are from aircraft

#

then ground vehicles

#

everything else is basically negligible

pliant gate
#

go nuts with scenery props

halcyon solstice
#

Aircraft will have to be limited, as the UH-1 IS NOT BUILT FOR THIS AIRSPACE SON! Revoker_Nuke RNG_looks_at_chat

steep dagger
astral helm
# pliant gate

well, its quite obviously, not like they are moving or doing anything
while planes for example impact performance very hugely, even neutral that do nothing

steep dagger
halcyon solstice
#

Got another question. I’m trying to find out how to assign a pair of tarantulas to capture an airbase. They are set to spawn once the capture airport objective is started.

astral helm
#

Would love them as scenery object, or at least togleable for airframes to be as "scenery"
so you still could place them for team or for neutral side, but they would be for example "unmanned" and wont have any physics besides destruction

astral helm
#

but its quite unreliable imo
if you would want to make it yourself you would need a lot of test, but maybe bots do try to capture a base when its neutral by dropping of units directly on it

halcyon solstice
#

Eh, they’re more for set pieces once the opposition is likely eliminated.

steep dagger
steep dagger
halcyon solstice
astral helm
dusty pelican
#

WIP

#

gotta finish the front, make the objectives + PALA forces

halcyon solstice
# dusty pelican

Perfect size for shutting down the entire airspace over the Suez Canal.

Update… it’s the perfect size to shut down shipping by blocking the Suez Canal.

peak dirge
halcyon solstice
#

@dusty pelican Instead of merely switching audio, is it possible to add custom audio with the code/plugin/mods necessary to add them as a mission editor tool? That would allow creators to place whatever they wanted to trigger at specific points in a mission, including custom radio chatter to sync with display messages.

oak oriole
#

it does show promise thow the only issue is i cant think of a way to post missions on the workshop with audio files so youd have to download the mission and an audio pack seperatley

halcyon solstice
oak oriole
halcyon solstice
#

Sooooo…. HOW many aircraft units is too many?

#

Currently 28, spawned in waves in a small operational area.

oak oriole
#

jk whats the mission or is it secret for now?

halcyon solstice
#

There are plenty of ground convoys on both sides.

oak oriole
halcyon solstice
#

I’m not familiar with how the AI works in practice, so I disabled enemy funds under the assumption that their airbase would only spawn the units I deploy in waves.

oak oriole
#

or airframes in reserve sorry not inventory lol

halcyon solstice
oak oriole
halcyon solstice
#

Counting ALL aircraft, ships, vehicles, and emplacements: 167. With 28 aircraft, 12 ships, and the vast majority are ground vehicles, SAM sites, and emplacements.

#

NO IDEA how well it's going to work.

oak oriole
halcyon solstice
#

Oh ya only convoys and SAMs would pose the most issues, if its too much in terms of difficulty then their numbers can be reduced substantially.

jaunty cosmos
#

do the dynamo launch it's ashm's completely randomly or if there's like a certain behavior?

alpine hull
#

but recent patches changed something(?), now they kinda fire at will or rarely fire at all.

violet vine
#

are there any "RTS" missions where the goal is to sit on the map and just control the units to win?

dusty pelican
steep dagger
oak oriole
distant echo
#

Is this really fun?

astral helm
violet vine
rocky gorge
#

not available for aircraft

#

and you'd still need to do it for every individual unit

#

and vehicle depot spawned units aren't affected

violet vine
astral helm
violet vine
#

I need to learn how to make the workshop missions

#

But I don't even know where to start

rocky gorge
#

modify existing missions

#

go in escalation and stat messing with shi

astral helm
rocky gorge
#

it's how i started

astral helm
#

yeah

violet vine
#

Ok will try that!

rocky gorge
#

mission editor is honestly really easy

#

but it's tedious

violet vine
halcyon solstice
# violet vine I need to learn how to make the workshop missions

Its easy, barely had the game for a week and its pretty straightforward

Be sure to name different units/groups of aircraft, vehicles,etc. so its easy to identify what you want to work on. You can set their difficulty, when they spawn in objectives, but only land/sea units can be given designated waypoints (also can be assigned to objectives to determine when they move).

violet vine
astral helm
#

from the main menu you can open it yeah

#

and there its quite simple

violet vine
#

I was looking at the "customize mission" thing

#

I might be dumb

halcyon solstice
#

@violet vine it will take a bit of time learning how things work. But your primary tools are going to be the [ + ] button to add any asset, and the [ Objectives ] button to create a list to make anything scripted happen with those assets.

A huge resource is to play a tutorial mission, then load it with the mission editor to see how they made units do certain things.

#

Aircraft fly themselves and are fully autonomous. The only thing you can control is where they start, what weapons they have, and when they’ll spawn (ONLY if you set a specific spawn function IN the Objectives list).

#

Settings > Factions is more about controlling what the player can purchase to fly, and what units a faction will deploy on its own. I currently don’t know how that system works, so I’m placing every unit manually for the most control.

violet vine
#

how do I change the starting plane in furball? Like what if I want to force the player to start in a cricket instead

astral helm
#

that will work for any airframe that is preplaced, if you for example want players respawn you need to togle that in settings and also have suitable base for players to use
not to mention that there should be either money for a player to buy them or some airframes in reserve for them to pick

steep dagger
# distant echo Is this really fun?

Neutral as hostile?
I NEED IT!
WE NEED IT!
TO VANILLA!

Will be perfectly if you have quite good settings for it.
Who hostile for who. Who neutral for who. Who friendly for who(maybe not need)

kind garden
#

im trying to do a bomber escort mission and the darkreaches consitantly bomb their targets but their escorting crickets and intercepting crickets keep ejecting for some reason

#

ive given them objectives ive given them orders

#

but they still keep ejecting

#

🙏

astral helm
#

they dont see each other right away right ?

astral helm
# kind garden wdym

AI aircraft tend to eject when they dont have a base to land and they usually land when dont have any targets to engage
soo, they probably didnt see enemy aircraft and just eject
if you dont want to use radars or anything, you can try to setup waypoints for them

#

"Reach Waypoint" could work, but only player can trigger them
you can time it to stop that objective somewhere around when aircrafts would meet each other

kind garden
#

so i got the intercepting crickets to not eject

#

but the escoring crickets are deadset on dying even though ive given both teams places to land

halcyon solstice
#

Flat column plates combined with flat plates make excellent low-poly parking garages. I'm certain concrete barriers could at least decorate the rooftop.

oak oriole
warm quiver
warm quiver
#

Yeah

oak oriole
#

it would be an incredibley easy mod tbf i might make a little mod for some things ive had a lot of building requests

jaunty cosmos
#

i think i spawned in one too many aas

sick olive
#

Kind of hacky "sea mine" idea.

  1. munition pallets act as mines
  2. held down by piece of scenery
  3. if a ship "captures" the mine by going over it, a bomb spawns next to it and sets it off
  4. if you destroy the pallet with a GPO, there the "airbase" trigger is deleted
jaunty cosmos
sick olive
jaunty cosmos
steep dagger
violet vine
#

I've mostly been doing silly stuff like spawning in piles of boats and watching them fight lmao

#

But I'm going to try to learn more this week

#

Random question: is there a way to mod the mission more heavily such as multiplying ammo capacity or something? For example can I make a mission where the player only has their guns as their weapon, but they've got 10x the standard ammo capacity without a weight penalty?

jaunty cosmos
#

Like putting any munition on any plane,as long as the plane can handle the weight

violet vine
jaunty cosmos
violet vine
#

On an unrelated note, my friend and I are looking for a challenging, engaging PVE co-op mission designed for 2 players. I am a bit bored with the stock missions that seem to always be "easy wins." We enjoy trying missions where we lose the first five attempts until we finally figure it out and win. Sadly most missions I pick up from the workshop are massive bloated lag battles, and if we lose, we lose due to darkreaches spamming missiles from across the map. Does anyone know of any missions like what I described that are tight, clean, and intense?

Ideally no darkreaches (so no large hangars) and no nukes. Just good ol fighters with bombs and missiles.

#

Oh I just found these little missions! Looks promising

frank thicket
#

i learned the trick from @peak sequoia

peak sequoia
#

Use the 50m pillars for corners too

#

Stick up and are thicker

steep dagger
violet vine
#

ty! will take a look

steep dagger
violet vine
steep dagger
violet vine
steep dagger
jaunty cosmos
jaunty cosmos
sick olive
#

I made a custom mission, saved it, the json files are in the user folder, but they dont actually appear on the mission list in-game. What the hell?

halcyon solstice
#

Custom missions both workshop and user are saved separately from the tutorials and standard missions.

sick olive
#

fixed

halcyon solstice
sick olive
jaunty cosmos
peak dirge
sick olive
#

Has anyone tried making AI "wingman" work by setting yourself as the waypoint?

sick olive
#

huh, this is kinda working
fighters just afterburn all the time it seems

steep dagger