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Author Topic: A dynamic mission  (Read 385 times)

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Dr Strangelove

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A dynamic mission
« on: November 25, 2019, 06:18:08 PM »

I want to create an anti-shipping mission that would be playable like a train timetable in a simulator - pick an hour and the setting (positioning of AI objects) will be different. I have several questions:
 
1) Will changing the time in the mission menu (e.g. from 7 to 10) affect where objects are on the map? As in, objects whose waypoints are at 10:10 would spawn there instead?
2) How does “wait” option in the object menu work? Is it a delay in spawning? Would it work with changing the mission starting hour?
3) Is there a way to add a probability to a flight/object, so that it won’t spawn every time?
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Mick

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Re: A dynamic mission
« Reply #1 on: November 26, 2019, 02:04:41 AM »

... if this, below, is what you're looking for, then CY6's Command & Control mod is what you need ...

https://www.sas1946.com/main/index.php?topic=26654.0

Beware, there are different versions, according to your game version ...  ;)

https://www.sas1946.com/main/index.php?action=search2

"Randomizers

These objects introduce an element of randomization into missions. They activate as the mission begins, and if placed correctly can have a large effect on certain mission elements. A mission set up using these objects may play out quite differently each time it is run.

RandomPlanes and RandomPlanes2

These objects will randomly reduce the number of planes in a flight starting within 1km of the object (at any altitude). RandomPlanes has a 50% chance of removing each plane, while RandomPlanes2 has a 50% chance of removing ALL planes within 1km. Times out after one minute. Will only affect planes of the same side as the object.

RADelay (time in minutes before the object begins working. Allows Mission Designers to coordinate late aircraft starts.)

RandomGround and RandomGround2

These objects work just like RandomPlanes, but affect tanks, cars, and artillery.

RandomTrains

This object has a 50% chance of removing all train cars within 1km.

RandomShips and RandomShips2

As above, but limited to a 500m radius. Useful for randomizing single ships in a carrier group without risking the carrier itself.

RandomTime

Resets the time of day to within +/- 3 hours of the set start time.

RandomSkill

Resets the skill of all AI "Average" fighter planes of the same color as the object. It will create a mix of Ace, Veteran, Rookie, and Average pilots. Aces and Rookies will be relatively rare, while Average and Veteran will be more common.

Spawn

This object will randomly redistribute ground vehicles and ships from a "pool" to various points on the map. To use, surround the object with the ground vehicles you wish to "deploy", no farther than 100m from the object.  Set up motorcycle units to act as markers around the map in the places you want the objects distributed.

At the top of a mission, the objects from the pool will be randomly placed around the motorcycle objects. The motorcycles will then be deleted. This allows you to set up ground targets in different places every time you run a mission. You can have two "pools" and two sets of "markers", one for each side.

The Spawn object will also deploy ships if motorcycle markers are set up on water. It will not deploy vehicles or tanks to water markers, but they can all come from the same pool.

Each Spawn object can deploy up to 100 ground units. There is no limit to the number of Spawn objects you can use in a mission.

Ambush

Works like the Spawn object, but only triggers when enemy ground units come near, to simulate ambushes and hidden units.
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SAS~vampire_pilot

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Re: A dynamic mission
« Reply #2 on: November 26, 2019, 02:26:14 AM »

C&C is already in BAT....

Please keep this relevant to BAT or or it has to move to avoid confusion.
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Mick

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Re: A dynamic mission
« Reply #3 on: November 26, 2019, 02:44:38 AM »

... sorry, I didn't know about C&C already in BAT, and since Dr Strangelove didn't say which game version he was using, I added a warning about it  ...  ;)
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Dr Strangelove

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Re: A dynamic mission
« Reply #4 on: November 26, 2019, 02:58:54 AM »

Yes, I’m using BAT indeed and was looking for help within BAT, thanks!
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cbradbury

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Re: A dynamic mission
« Reply #5 on: November 26, 2019, 03:21:15 AM »

If I understand you correctly, what you wish to do is load a mission in FMB, change the start time, expecting the ships to be at their relevant position in a time relative sense when you play that mission.

That will not work - if you change the start time all the waypoints will reset to the new time. There is a way to 'almost' do what you want.

Create a set of mission files with the objects in the correct positions at certain times of day e.g. mymission0600, mymission0700, mymission0800, and so on. Then create a single mission campaign, and place all the mission file names on the first line of the 'campaign.ini' file with a space between each file name.

When you then run the campaign (but actually your single mission) the program will select one of those files at random. That way you will get the ships in the correct position for the particular time of day. However it is il2 that is effectively choosing the time in the mission, not you. But that is as close as you are going to get to your aim.

Use of the CinC would also allow you to randomise additional elements of the individual missions as detailed above. Note  that at least one of the ships (schooner) appears to be immune to Randomships - it will always spawn.
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SAS~vampire_pilot

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Re: A dynamic mission
« Reply #6 on: November 26, 2019, 06:05:14 AM »

... sorry, I didn't know about C&C already in BAT, and since Dr Strangelove didn't say which game version he was using, I added a warning about it  ...  ;)

This is the BAT Tech Help subforum...
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Dr Strangelove

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Re: A dynamic mission
« Reply #7 on: November 26, 2019, 06:06:20 AM »

@cbradbury - that’s a great idea, thanks!
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