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Some Mission Editor help please? (Read 729 times)
Feb 5th, 2007 at 4:01pm

FiGHtA_PiLoT   Offline
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Hello guys,

I've been tweaking around with the mission editor, and I made a mission called Bunker Island. In the mission, a bunch of lcvps start heading towards the island. But I have a problem with the lcvps. When they get to the island, they just keep on moving, even right through the island, and they never stop. How do I get them to stop when they hit land? P.S. I selected WP 2 for each boat, and I set the speed to 0, but that didn't help at all. I'll appreciate any help.


FiGHtA_PiLoT
 

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Reply #1 - Feb 6th, 2007 at 12:52am

Tango_Romeo   Offline
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First, I have never found a solution to this problem, and I have been using MB for a number of years.   So if you find the answer, I would appreciate a headsup.  This seems to be a limitation of the sim.  Cry

A couple of things you can count on:

- Small vessels like the LCI and LCV, unlike larger ships, will only react to the first course command.  When they reach the first WP they just keep on truckin' on the same course, even if you have set several other WPs in MB.

- Once a ship of any kind is in motion, about the only way to stop her is to sink her, or end the mission.  I can't get a zero speed setting to work at a final WP, though the ships seem to follow all of them.

- Any non-warship(ship without a gun), and sometimes warships too, in close proximity to land will turn toward the landmass and plough right on through, regardless of courses you have set in MB.

The solution to your problem that I can suggest is to simply insert the landing vessels into the mission as stationary objects at various positions going to and from the beach.....and on it.

I really hope some whizzo out around the forum can show us both a way to make these vessels behave.   Tongue

I realize this is not what you wanted to hear, but it may save you a goodly amount of grief in the future.    Wink
 

Many Hands Make Small Work ... P-51 Contract Lost - Build Swifts

FLY FOX FOUR KOREA: http://www.simviation.com/lair/cfs2korea.htm GET FOX FOUR EXTRAS: http://www.simviation.com/lair/cfs2kwextras.htm
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Reply #2 - Feb 6th, 2007 at 11:49am

FiGHtA_PiLoT   Offline
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Somewhere over Iraq

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Well, thanks for the help anyway Smiley I'll figure this out sometime or another.
 

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Reply #3 - Feb 6th, 2007 at 1:38pm

Cody_Coyote   Offline
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You can do it, here's how:

Set both the first and the last waypoint speeds of your landing craft to zero "0".  Even though the start speed is set at zero the landing craft will still move forward because they read their speed from the next waypoint, not the one they are at.  For landing craft approaching the beach you need to slow them down as they get close or they will over run the beach before stopping.  I usually set six waypoints with speeds such as: 0, 8, 5, 3, 1, 0.  The key is that waypoint #1 and waypoint #6 be set to zero.  

When the craft reach the last waypoint they will stop.  Over a 5 minute period or so they will gradually turn on their axis 180° and face back to waypoint #1 but they will not move after that.  It looks OK in the game and you really don't notice the boats turning around because of your speed and altitude.  

If you group the landing craft they will all stop when the primary one reaches the last waypoint.  That could mean some are stopping well off shore.  I find it better to run each landing craft up to the beach individually.
 
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Reply #4 - Feb 7th, 2007 at 2:17pm

FiGHtA_PiLoT   Offline
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Thanks Cody, that worked!  Smiley
 

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Reply #5 - Feb 17th, 2007 at 2:28am

Tango_Romeo   Offline
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FiGHtA_PiLoT wrote on Feb 7th, 2007 at 2:17pm:
Thanks Cody, that worked!  Smiley


Me too, Cody.   You need to do another tute on MB to cover all these little tidbits that were not included in the wonderful Missions and Campaigns papers you published.  You are the most knowledgeable guru on CFS2  MB, and we all could use the 'small' details like these.  I gave up on this one long ago.   Roll Eyes
 

Many Hands Make Small Work ... P-51 Contract Lost - Build Swifts

FLY FOX FOUR KOREA: http://www.simviation.com/lair/cfs2korea.htm GET FOX FOUR EXTRAS: http://www.simviation.com/lair/cfs2kwextras.htm
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Reply #6 - Feb 17th, 2007 at 10:41am

Cody_Coyote   Offline
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Thanks Tango_Romeo.  It's funny you mentioned that since I have been considering doing just that. I wrote my mission building tutorial 5 years ago and we've all gained a lot of knowledge since then.  I've been considering updating it and adding an appendix which would include tips and tricks such as the landing craft issue.  If the real world slows down a bit I may tackle it this summer.  On one level I ask myself, why waste time with a 7 year old sim, then again CFS2 seems to have a life of its own.

Stay tuned, we'll see what happens.
 
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Reply #7 - Feb 18th, 2007 at 7:39pm

Tango_Romeo   Offline
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Ain't it the truth. Cody?   Folks keep wandering off to other sims, but always seem to return to CFS2.  I like to think it's because that, in spite of it's limitations, it is very versatile and we haven't quite pushed the envelope to the limit yet.

Be looking for your forthcoming tute/tips & tricks.
 

Many Hands Make Small Work ... P-51 Contract Lost - Build Swifts

FLY FOX FOUR KOREA: http://www.simviation.com/lair/cfs2korea.htm GET FOX FOUR EXTRAS: http://www.simviation.com/lair/cfs2kwextras.htm
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