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Post by edakridge on Dec 10, 2019 6:07:20 GMT -5
I am trying to write a "Simple" mission and just cannot get it to show up. I have customized the Eras.cfg and made a custom Teams file that includes my airfield. I believe that I have followed the manual and used existing missions for an example, yet I am obviously doing something wrong. As you can see I am trying to start simple and then work my way up. ;----------------------------------------------------------------
; 461st Test Missions
;----------------------------------------------------------------
MISSION=46101,Offered=LTOR,Priority=100,Times=9999,VolMin=0,VolMax=1,Name=MSN_01,Score=5,Era=461st,
Text=Take off from LTOR to attack the Bihac rail Yard.
Text1=Complete mission by COMPLETE> after stopping aircraft.
Target=RECPOINT,Lat=44.82124,Long=15.88893,Meters=5000,MinAGL=0,MaxAGL=0,Action=A
Stage=1,Start=$LTOR,Dest=RECPOINT,End=$LTOR,Type=3,PAX=0,Cargo=0,Time=999,Special=0
Requirement=FILE=Addon Scenery/FSX@War_461st\Scenery/Real_LTOR_ADEX_RRL.BGL
Requirement=FSCAI
Point=LUFT01,Lat=44.92513,Long=20.24972,Altitude=6000,Heading=005,Speed=200
Point=LUFT02,Lat=44.82124,Long=15.88893,Altitude=16000,Heading=265,Speed=200
Route=LUFT12,Points=LUFT01,LUFT02,
Object=LUFT109,Team=Axis,Title=BF109,Type=AIR,Point=LUFT01,Odds=100,Skill=9,Route=LUFT12
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Post by Dutch Owen on Dec 12, 2019 1:01:51 GMT -5
I think I see the problem. It's the space in the first Requirement statement. The parser is stopping the scan at the first space, and interpreting the statement as "Requirement=FILE=Addon.
You can test this by commenting the statement (put a ; in front of it) and see if the mission shows up.
Important hint: To figure out what might be going wrong with a mission, look in the Messages.txt file in the Missions folder of the FSCAI folder. It will report on the basics of what happens in the mission, including error messages, and usualyl when a mission is rejected because of not meeting requirements it will say that and what didn't meet.
Dutch
(I need to change the interpreter to look at the whole statement and not stop at the first space.)
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Post by edakridge on Dec 12, 2019 6:08:23 GMT -5
Dutch, Thank you for your help! I didn't know about the Messages.txt file. I must have missed that in the manual.The error was "Name too short. Must be at least 8 characters." as well as the space in the "Addon Scenery". After increasing the name to "461st_MSN_01" it showed as Ineligible, "Plane too small". I increased "Min" to 2 and "Max" to 3 and Voila, it works. I am sure that I will have more questions and rookie mistakes as I go along. I hope that by posting the fixes, some one else may avoid my errors.
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Post by Dutch Owen on Dec 12, 2019 10:32:29 GMT -5
Thanks for exploring the missions writing at this early stage. The ultimate plan is to have a simple mission generator that you can plug in the basics and it will generate the script for you, avoiding the problems with syntax details. Eventually, that simple generator will be expanded with a section where you can visually place objects in the sim and have the animations section of the script genrated too. Big plans. Will take lots of effort and time.
Dutch
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Post by edakridge on Dec 12, 2019 10:48:21 GMT -5
I am working on this to help out a buddy. He has started up the 461st BG (Virtual) and wants to simulate/recreate the historical missions. So what I am trying to do is help him via FSX@War and FSCAI. I flew that mission this morning and never saw the BF109's. I suspect that we never got within range of each other. I did read that the aircraft will start it's flight over once it reaches it's final waypoint. I guess I will experiment with adding more waypoints to see if I can get them to loiter.
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Post by edakridge on Dec 12, 2019 14:33:12 GMT -5
Okay, making progress! The mission shows. I can start it. The "aggressor" AIs are spawned. How do I get them to seek out and track our formation?
00:00:00 Mission Object LUFT109A 'BF109' Spawned at 45.811164/16.037500 REQID=70000
00:00:00 Mission Object LUFT109B 'BF109' Spawned at 45.811164/16.037500 REQID=70001
00:00:00 Mission Object LUFT109C 'BF109' Spawned at 45.811164/16.037500 REQID=70002
I used a "HUC" instruction in the route, but never got jumped.
Point=LUFT01,Lat=45.811164,Long=16.037500,Altitude=6000,Heading=005,Speed=200
Point=LUFT02,Lat=44.844654,Long=15.897309,Altitude=16000,Heading=265,Speed=200
Point=LUFT03,Lat=44.797486,Long=15.908837,Altitude=16000,Heading=265,Speed=200
Point=LUFT04,Lat=44.794557,Long=15.850233,Altitude=16000,Heading=265,Speed=200
Point=LUFT05,Lat=44.849652,Long=15.851112,Altitude=16000,Heading=265,Speed=200
Route=LUFT12,Points=LUFT01,LUFT02,LUFT03,LUFT04,[HUC;5000],LUFT05, I don't know what I'm doing wrong, but I really don't know what I'm doing either.
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Post by Dutch Owen on Dec 12, 2019 15:05:14 GMT -5
The technique I use is to get the bad guys to fly a circular or oval route over the target area such that they are unlikely to be out of visual range of any enemy that flies near. That way, they will jkump you by the default rules of FSCAI - if they see you and you are not on their team (and not neutral) they will attack.
It works well for me in the Battle of Britain missions I've been developing.
Dutch
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Post by edakridge on Dec 12, 2019 16:45:16 GMT -5
I’ll give that a try tomorrow. How many points can I have? I haven’t seen any limitation in the manual, but I know there must be one. Is there a command that I have to put into the route to make them attack or is it automatic?
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Post by edakridge on Dec 12, 2019 17:05:23 GMT -5
Another question comes to mind. Should the AIs show on Plan G or Radar like the wingmen?
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Post by Dutch Owen on Dec 12, 2019 23:01:48 GMT -5
Yes they are all just objects in the sim world, aircraft like any other. I use Little NavMap, and track their movements with it, but any moving map program that tracks AI will show them.
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Post by Dutch Owen on Dec 12, 2019 23:03:20 GMT -5
I’ll give that a try tomorrow. How many points can I have? I haven’t seen any limitation in the manual, but I know there must be one. Is there a command that I have to put into the route to make them attack or is it automatic? There's no practical limit on points. I believe the array is like 1,024 max.
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Post by edakridge on Dec 13, 2019 9:01:42 GMT -5
Still no joy with the "Aggressor" AI. I did as you suggested and placed the waypoints in an oval around my target area. (No more than 10 miles away) I also did 3 separate routes in case they were running into each other on spawning. The messages.txt shows them as spawned, yet I see no signs either in the sim or on Plan G. 00:00:00 ------------------------ TRACKING ----------------------------
00:00:00 MISSION: Number LTOR-46101 Flight 1 Class 'Attack' STARTED
00:00:00 Mission Object LUFT109A 'BF109' Spawned at 44.837889/15.885094 REQID=70000
00:00:00 Mission Object LUFT109B 'BF109' Spawned at 44.837889/15.885095 REQID=70001
00:00:00 Mission Object LUFT109C 'BF109' Spawned at 44.837889/15.885096 REQID=70002
00:00:00 MISSION: Transition to OUTBOUND
00:09:42 MISSION: Transition to ENGAGED
00:11:13 MISSION: Transition to INBOUND I just don't know what I am doing wrong here. I am using the BF-109G that Chris included with his Normandy pack. Could this model be the issue?
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Post by Dutch Owen on Dec 14, 2019 21:06:05 GMT -5
Perhaps it's a team assignment issue. You can explicitly assign a team when you create an object like this:
Object=ESCORT1,Team=Axis,Title=BF-109,Type=AIR,Point=ESCORT01A,Odds=100,Skill=6,Route=ESCORT
Note the "Team=Axis" between the Object and Title parameters.
Dutch
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Post by edakridge on Dec 15, 2019 5:45:37 GMT -5
That's not it. I already had the team entry.
Object=LUFT109A,Team=Axis,Title=BF-109,Type=AIR,Point=LUFT01A,Odds=100,Skill=9,Route=LUFT1A Could it be that the AI's aircraft.cfg don't match the BF-109 in the simobject.cfg?
SimObject=BF-109,Type=AIR,Class=PLANE,SimObjectTitle=Messerschmitt BF109E 1 AI
title=AI_WWII_Normandy_Bf109 G-6/R6 AI
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Post by Dutch Owen on Dec 15, 2019 16:09:49 GMT -5
They don't have to match. It's just a convience to be able to use the general name "BF-109" in the SimObjects.cfg file. You can (and you did) put the exact title of the object you wanted to spawn in the Object statement and it spawned it, and if you put the team into that statement then that should be its team. And it should attack any enemy aircraft it sees unless it's decided to attack a ground target first.
I'm a bit baffled at this point. The 109s attack me in my Spitfire surely enough. And likewise if I fly a 109 in that same scenario but on the opposite side, the Spitfires will attack me.
Try creating a simple one-on-one mission with nothing but an enemy that can be easily found and see what that does. It will help isolate the problem to simplify the situation.
Dutch
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