Guest Eject Posted October 16, 2009 Posted October 16, 2009 :salute:To Wrench and/or Dave; Hope you are still awake guys. How do I ADD Primary Targets in Single Mission in WOI or WOE? I use only WOE now with Terrains of IsraelME and IsraelME2, GermanCE, Libya, Timor, ans Modern Darwin, Greece just deleted since it has same strangeness with Libya which is not resolved yet *jagged squaaare lines at SEA when viewed from a long distance. Suez also had been dumped due to worse things, i.i., lots of WHITE space far in front of me when piloting my planes. Only when I used Israel Terrain did I got more and more only Telecom and Generator Buildings aas Primary Targets. They were so boring, flying an Su-27 just to strike such targets. How can I have more larger-scale targets such as Runways, Ammo Bunkers and Armed vehicle Primary Targets that just poopeed in -- to my pleasent surprise -- Libya??? Thank you guys. Quote
+comrpnt Posted October 16, 2009 Posted October 16, 2009 :salute:To Wrench and/or Dave; Hope you are still awake guys. How do I ADD Primary Targets in Single Mission in WOI or WOE? I use only WOE now with Terrains of IsraelME and IsraelME2, GermanCE, Libya, Timor, ans Modern Darwin, Greece just deleted since it has same strangeness with Libya which is not resolved yet *jagged squaaare lines at SEA when viewed from a long distance. Suez also had been dumped due to worse things, i.i., lots of WHITE space far in front of me when piloting my planes. Only when I used Israel Terrain did I got more and more only Telecom and Generator Buildings aas Primary Targets. They were so boring, flying an Su-27 just to strike such targets. How can I have more larger-scale targets such as Runways, Ammo Bunkers and Armed vehicle Primary Targets that just poopeed in -- to my pleasent surprise -- Libya??? Thank you guys. Hi Eject, you will need to extract the _targets.ini file and add to it to define your own target areas and target objects. For example, in WOE go to Terrain/GermanyCE and edit file GermanyCE_targets.ini (you may need to use the CAT extractor first to get the stock file from the ObjectData.CAT file). Looking through GermanyCE_targets.ini you'll see friendly and enemy target locations defined. A simple one would be to add something like the following: [TargetAreaXXX] Name=SAM site reported at gridRef(58,77) Position=580000,770000 Radius=7000 ActiveDate=04/20/1979 InactiveDate=04/30/1979 Location=2 Alignment=ENEMY Target[001].Type=SAMRadar Target[001].Offset=0.00,0.00 Target[001].Heading=270 Target[002].Type=SAMLauncher Target[002].Offset=0.00,1000.00 Target[002].Heading=315 Target[003].Type=SAMLauncher Target[003].Offset=1000.00,0.00 Target[003].Heading=270 Target[004].Type=SAMLauncher Target[004].Offset=0.00,-1000.00 Target[004].Heading=225 Target[005].Type=SAMLauncher Target[005].Offset=-1000.00,0.00 Target[005].Heading=270 This will place a cross-shaped SAM site (1 x SAM radar and 4 x SAM launchers) on the map at x/y coords 580000,770000 with the radar in the centre of the cross. The name of the target is important if you want to make it read sensibly during the mission briefing when you load the mission during the game. For example, see the attached mission file. Active and inactive dates effectively turn on and turn off the target so that they appear and disappear from the game map, depending on the date of the mission, set in the mission file on line "StartDate=04/22/1979" Offsets are calculated as x (left/right) and y(up/down) from the "Position=" value. For example, Offset=0.00,0.00 is the same as the "Position=" value (580000,770000). Offset=1000.00,0.00 real location is, in this example, 581000,770000. Offset=0.00,1000.00 real location is, in this example, 580000,771000. Offset=-1000.00,0.00 real location is, in this example, 579000,771000. Offset=0.00,-500.00 real location is, in this example, 580000,769500. Offset=-500.00,-500.00 real location is, in this example, 579500,769500. ...and so on. You get I idea. The heading value is simply the compass heading on the game map, so 0(zero)=North(up), 90=East(right), 180=South(down), 270=West(left). ***Important: The names of the objects in the target location MUST be exactly the same as those defined in the GermanyCE_types.ini file (the "Name=" field for each 'type' entry). For example, from the WOE GermanyCE_types.ini file... [TargetType061] Name=SAMRadar FullName=SAM Site TargetType=SAM_RADAR UseGroundObject=TRUE ActiveYear=1965 TargetValue=200 RepairRate=0.555 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 [TargetType062] Name=SAMLauncher FullName=SAM Site TargetType=SAM_LAUNCHER UseGroundObject=TRUE ActiveYear=1965 TargetValue=100 RepairRate=0.555 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=50 Hope this helps, regards, comrpnt. WOE_SAM_test_mission.zip Quote
Guest Eject Posted October 16, 2009 Posted October 16, 2009 :salute:Com, God bless you mate. Sorry I did not return to you soon, there, AGAIN, was a big TREMOR in Jakarta and West Java. 6.4 in the Richter Scale, center (of the quake) in Ujung Kulon West Java where KRAKATOA is located! It did not affect my connection tho. Still, it was a bit scarry after the West Sumatera and Padang (7.6 RS) and left more than 1K people dead. Again, thanks a lot for you help. Regard to Wrench and Dave. I just copied your reply in my HDD:good: Quote
+Wrench Posted October 16, 2009 Posted October 16, 2009 Go download the "shipwreck" object from the D/L section (iirc, it's under object mods). There's a illustrated tutorial in the zip on how to place targets. wrench kevin stein Quote
+baffmeister Posted October 17, 2009 Posted October 17, 2009 (edited) Another factor to keep in mind is the target value of the target. For game generated quick missions the minimum target value for the game to generate a strike on a target is 100 points. I suspect this is true for campaigns as well but I'm not 100% sure. The ini that contains this data is the SINGLEMISSION.INI. Here is the singlemission.ini from SFP1: [TargetValues] MinStrikeTargetValue=100 HeavyStrikeValue=1000 NormalStrikeValue=200 Not sure how the game decides when to do a minimum, heavy or normal strike mission but the heavy strike missions [like runways, 1000 points] seem somewhat rare. The singlemission.ini can be extracted from the Flight Folder, MissionData.cat. Knowing the point values, it is probably simpler to just modify the target values in the particular terrains TYPES.INI. As an example, SFP1 has 4 city buildings that don't ever seem to come up as targets. From Desert_Types.ini: [TargetType043] Name=CityBuilding1 FullName=City Building ModelName=citybldg1.lod TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 To generate some strikes on this target you could modify it to something like this: [TargetType047] Name=CityBuilding1 FullName=Radio Station...................Name that will be used in game ModelName=citybldg1.lod TargetType=COMM_BUILDING.................Target Type ActiveYear=0 TargetValue=200............................Normal Strike Value [see above] UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=80............... Not sure how these work but now they are the same as StartIdentifiedChance=10............ the Comm Building. IncreaseDetectChanceKey=10............. MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 Now, instead of getting a strike mission against the dreaded comm building, you may get to blow up a radio station instead. For add-on terrains, the types.ini will probably be in the terrains folder, for the stock terrains, it can be extracted from the terrain.cat. Hope this helps, Cheers. Edited October 17, 2009 by baffmeister Quote
Guest Eject Posted October 25, 2009 Posted October 25, 2009 Hi to all replied to me above. Thank you all gurus! Saving ur replies all. Say hello to Dave. Quote
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