Jump to content
Sign in to follow this  
Dave

Basic Mission Template

Recommended Posts

Using stock objects from NA. I made a basic convoy, with one carrier, a few planes and other ships covering the convoy. This hopefully can help get people started on making their own missions without having to start from scratch. Hope this helps.

Share this post


Link to post
Share on other sites

wouldn't this be better uploaded the /Missions Campaigns downloads section, where it can be properly archived and easily found for use???

 

btw, great idea!

Share this post


Link to post
Share on other sites

NA only or usable in other titles? for those of us that are currently cash or computer challenged.

Share this post


Link to post
Share on other sites

wouldn't this be better uploaded the /Missions Campaigns downloads section, where it can be properly archived and easily found for use???

 

btw, great idea!

 

No. because I need feedback first on whether it is working or not before I finalize it and put it for upload.

 

NA only or usable in other titles? for those of us that are currently cash or computer challenged.

 

Using stock objects from NA. I made a basic convoy, with one carrier, a few planes and other ships covering the convoy.

 

:rofl::blink:

Share this post


Link to post
Share on other sites

ummm... what's in the convoy..?:blink::rofl:

Share this post


Link to post
Share on other sites

sorry long day . lets say the brainpan aint just scrambled egg, the plate is scrambled!

Edited by daddyairplanes

Share this post


Link to post
Share on other sites

Do I understand that now the task force is a formation?

and the movement is controlled by the ShipNumber=0?

what about trains then? sort of type mixed formation and movement controlled by train engine?

Monty CZ

Share this post


Link to post
Share on other sites

ummm... what's in the convoy..?:blink::rofl:

 

 

"A thousand screamin' trucks, and eleven long-haired friends of Jesus in a chartreuse microbus...."

 

Sorry, that's waaaay before your time :grin:

Share this post


Link to post
Share on other sites

Sorry, that's waaaay before your time :grin:

sometimes I'm glad I haven't been here at Biohaz... saved some sanity

Share this post


Link to post
Share on other sites

sometimes I'm glad I haven't been here at Biohaz... saved some sanity

 

I'm talking maybe 27 years before Biohaz even existed.....

Share this post


Link to post
Share on other sites

ohhhh ok, not asking

Share this post


Link to post
Share on other sites

That is so much like an SH3 (Silent Hunter) moment, Dave! :grin:

 

post-30257-0-09160400-1331495004.jpg

 

Nice work. :good:

For suggestins, I would think defining the ships (at least all the escorts and carrier) inside a single Carrier (Convoy) group would allow them to have networked air defense.

Edited by PureBlue

Share this post


Link to post
Share on other sites

ummm... what's in the convoy..?:blink::rofl:

Right now just tankers in close formation. Covered by some cruisers and a carriers.

Share this post


Link to post
Share on other sites

BTW, the camera can go a little below the dynamic wave mesh. I wonder if a really flat sub can be modded there.

Share this post


Link to post
Share on other sites

BTW, the camera can go a little below the dynamic wave mesh. I wonder if a really flat sub can be modded there.

 

Really flat? Because it's tried going a bit too deep? :yikes:

Share this post


Link to post
Share on other sites

the dynamic wave mesh is created around camera to a extend, below is solid dead flat main sea level -so technically subs could be possible

Share this post


Link to post
Share on other sites

the dynamic wave mesh is created around camera to a extend, below is solid dead flat main sea level -so technically subs could be possible

It could surface at long range when the shaders take over... although a very short-distance LOD could help.

Share this post


Link to post
Share on other sites

depends how much you wanna sticking out? periscopes/radios? bridge? whole boat?

Share this post


Link to post
Share on other sites

"A thousand screamin' trucks, and eleven long-haired friends of Jesus in a chartreuse microbus...."

 

Sorry, that's waaaay before your time :grin:

 

Yeah breaker one nine this here's the Rubber Duck

 

I remember when that song was on the radio as often as Lady Gaga is now :grin:

Edited by streakeagle

Share this post


Link to post
Share on other sites

Since we're talking mission editing, I have a stand alone install of NA. Do I install Exp2 over it so that I can get the mission/campaign editor working? Sorry, been out of it for awhile (well the wife would say longer than that! )

Share this post


Link to post
Share on other sites

Since we're talking mission editing, I have a stand alone install of NA. Do I install Exp2 over it so that I can get the mission/campaign editor working? Sorry, been out of it for awhile (well the wife would say longer than that! )

Exp2 works only if you have SF2:Europe installed. With a merged install then all the sims can use it.

Share this post


Link to post
Share on other sites

I have NA with SF2E and Exp2 ontop of it added, works like a charm!

Share this post


Link to post
Share on other sites

Exp2 works only if you have SF2:Europe installed. With a merged install then all the sims can use it.

 

Ah, makes sense. Looks like i might merge them since I want to head towards the RSR scenario.

 

 

 

Share this post


Link to post
Share on other sites

Ah, makes sense. Looks like i might merge them since I want to head towards the RSR scenario.

 

FYI, the current mission editor has a "carrier battle group" bug, it will place as many as 6 copies of your carrier in the same location. If you edit an existing and working mission, it will screw it up, by removing any additional ships in the taskforce, and replacing them (again) with carriers, at the same coords.

Share this post


Link to post
Share on other sites

Just experienced this (and other frustrations with the mission editor). Edited a strike mission to replace Russian task force with a tanker convoy for some easy target practice for A7. When I started the mission there were three Nimitz carriers on top of each other. The ME had also assigned my strike target to a warehouse instead of the convoy (I had no other targets than the convoy in the mission).

 

On top of that my walleyes wouldn't hit the target. Came in at 10K feet, slight dive 4nm out, selected tanker as target and locked it, weapons release, nothing. Gave orders to wingy to attack my target, he went down to zero feet, called bombs gone, no result and then made gun passes on the tanker. Stuffed if I know which is operator error and which are bugs.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..