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Goal percentage?

_486_Col_Wolf

Charter Member
Does anyone know if you can set a "muast be destroyed" goal in MB to be completed if a certain number of planes in an enemy flight is destroyed? In setting a "must be destroyed" goal for enemies, if one of eight planes survive the goal is failed. Is there a way to set the percentage of planes destroyed as completion of a goal say like 60% destroyed equals goal completion. Likewise with setting a "must survive" goal, like in an escort mission, is there a way to set the must survive as a percentage to complete a goal since one of eight bombers surviving hardly seems like a completed goal. Maybe 80% of escorted bombers must survive. I remember this being a parameter of CFS1 missions but I don't know how or if it can be set in MB for CFS2.
 
Yes you can. I did it for my wwi missions. but I don't think its a direct goal.

I'll digout the mission and get back to you. Its my Guynemer and Osterkamp mission if you want to look. WWI Duel of Aces 1917 Guyneme vs Osterkamp. you can get it at SimV or Nodice's Site www.thefreeflightsite.com

I'll open it up in MB and tell you how I did it.

as far as percentages go just do the math. 80% of 8 is 6.4 just round it to 6. so 6 must survive. and same with the other way.

I'll get back to you on it. I still have to look and see how It was done.
 
Ok what I did in that mission was to have a competition between the player and Allied AI. Basiclly if the Play scored the first kill then the Ally AI would give you a "That A Boy" type message. If the Ally got the first kill then he would boast a bit. It would go to Five Kills For the Players messages. It was hard to set up. I had to get Cody to help figure it out.

Anyways, one of the goals was set like this.

Triggers
Name: P-3Kills Type: Aircraft Kills Unit(ID): Player

Edit Trigger
Trigger Name: P-3kills
Object
Catagory: Aircraft
Name: Player

Trigger Param
Type: Status
Param: Aircraft Kills
Operator: Equals
Value: 3

now for the event. This is where in your case you would make it a goal.

Edit Event
Name: Three Kills

Triggers
In use: P-3kills plus 2 others

Action
in use: Display text and Debrief Text

then you could check the "X" for "Count as mission goal"

To make the goal succeed or not you would take that even and combine it into another event. That would be the counter to the succesful event. and you use the X/or I believe.


For your mission...
lets say for a bomber escort you would combine the bomber health trigger and an enemy kill counter.

If the enemy AI has X amount of kills or more would be the trigger. so an equals or greater than operator command would be used.

Bomber healt less than one would be the other fail trigger. I think this can also be done by the "Must Survive" but this is a way to add it to the event.

Then you would put in the Even for a mission fail. bomer health or enemy kills would cause the mission fail. at that point you could end the mission.

For it to succeed you would have trigger bomber health greater than 1. Then in the event you would put and "X" beside the enemy kills. and put both triggers in use. Then add a debrief text if you like.

Are you able to follow me. Just make sure you label everything CLEARLY.

Look that mission over. Don't save it in Mission Builder as its hand edited. You might want a WWI install to view it correctly. but if you open the DYN file with note pad you can follow along.

There might be an easier way. Maybe Rami, Captain Kurt or Talon have one.

Let me know what you come up with.

Till Later,
John
 
Reply...

486_Col_Wolf,

John is on the right track here. I use your type of scenario in several different ways. The most primary use on my end is bomber escort.

For example, in a bomber formation of eight that you're escorting, I set a trigger that the bomber flight needs to reach waypoint x with a health of 75% or better for the mission to be a success. (In other words, you lose no more than two bombers in a flight)

You would get a warning message if the flight's health dropped below a certain point through another trigger, and a failure message if the bomber flight's health reached a critical point that you determine. (For example, if four or five planes in the formation were destroyed)

You can also use this idea and flip the scenario around. Let's say you are a British pilot defending London from a raid of Dornier Do-17s. You could set it up, using the same triggers described above, to set up an "attaboy" message when you shoot down one bomber, (for a flight of five, you would set the object health for that flight of Dorniers at equals 80%) and another message of encouragement if you shoot down two. (equals 60%)

The third plane destroyed would trigger the bomber formation, or what is left of it, to abort the mission (less than or equals 40%) by setting an event of an alternate waypoint (or waypoints) using this trigger that turns the formation around and sends it back over the Channel. (See Cody's tutorial about alternate waypoints)

I prefer not to use the "must be destroyed" option, and write missions with triggers and events.

I use the object health trigger for missions when you attack moving ships and vehicles as well. For an attack mission, the object health of the target needs to drop below 50% to be a success, and 51% or above constitutes a failure. If you have multiple moving targets, it gives you the added benefit of target selection, so that you have multiple methods to achieve success, and even your AI can get in on the action, with the right editing.

Again, you can flip that idea around if it is your job to protect vehicles or shipping, you just reverse the idea. 50% or below means the moving target was hit, while if the target survives, (51% or above) you've done your job.

Does that make any sense? :dizzy:
 
All of this makes sense and seems to be an exellent way of getting the mission goal pass/fail to be more realistic. But the one question I have is... if you fail the goal does it have to end the flight? I hate when the mission just shuts down in the middle because of goal failure, kinda kills the total immersion that I prefer.
 
All of this makes sense and seems to be an exellent way of getting the mission goal pass/fail to be more realistic. But the one question I have is... if you fail the goal does it have to end the flight? I hate when the mission just shuts down in the middle because of goal failure, kinda kills the total immersion that I prefer.

No. You don't have to have it do that.

For a campaign mission I'd keep it going. Unless you run out of fuel. or some other condition like that. Its your thoughts and Ideas that your trying to portray.

Maybe while testing you could have it end at that point. Its really up to you. I would have a message go to debrief just the same.

You could also have it that if more than one goal failed then the mission fails. I have only just touched on it. with mixed results.

Lets face it, you will be the first to fly it. If your not going to like an element then don't put it in.

I'm sure you know all this. I'm just rambling. I hope to see what you have made in the near future.

Till Later,
John
 
"It ain't necessarily so..."

Goal met or not, just extend the flight path a couple of waypoints (WP) with the last being your base (airfield or carrier). If you like, from the second to last WP you can set a Trigger = WP X reached and an Event, using that trigger to enable warp as an action at that WP. That way you will warp back to the landing pattern for your base. You'll have to land to end mission. Goal not achieved does not necessarily mean the mission ends, unless you set it as so using an Event.
 
OK, I get the idea. I understand how to make an object health trigger but how do I assign that to a certain waypoint ie... bomber flight being escorted health must be greater than or eqaul to 75% at waypoint X (like the escort detach waypoint)?
 
thats don't with the events. you make the triggers. then in the event you tell it what to use. you you need a WP trigger.

its a status Wp reached and the number for the WP. so if WP3 is reached the it would be +3.

The for the event Bomber heath (the event you made for it not the trigger.) and WP3 Reached Trigger.

This where things can get confussing and become a mess. Events can be used as triggers. I'm sure you know this. You really have to think about the logic behind each and every one. Sometimes a trigger is all you need. Sometimes you need a whole event.

I use area triggers instead of WPs. If you don't hit a WP correctly you can mess up the whole thing. I will also use both in case the player warped. For the most part AIs follow waypoints. Players don't.

Just somethings to think about.
 
OK, so what if I assign a health percentage trigger and a waypoint reached trigger to one event in the "in use" box, have it trigger a "good job" text, then make that event a mission goal, will both triggers have to be true to complete that goal? EI... bomber flight X reaches waypoint 6 (detach from escort point for player) and has 75% or better health triggers "good job" text.
 
Reply...

OK, so what if I assign a health percentage trigger and a waypoint reached trigger to one event in the "in use" box, have it trigger a "good job" text, then make that event a mission goal, will both triggers have to be true to complete that goal? EI... bomber flight X reaches waypoint 6 (detach from escort point for player) and has 75% or better health triggers "good job" text.

Exactly! :encouragement:
 
Just finished testing one that way and it worked! But I think I'm going to use Blood Hawks idea and use "entering an area" near the detach waypoint as the second trigger instead. LOL... now I just gotta edit about 50-60 missions in all my campaigns! Thanks again for your help guys!
 
Just finished testing one that way and it worked! But I think I'm going to use Blood Hawks idea and use "entering an area" near the detach waypoint as the second trigger instead. LOL... now I just gotta edit about 50-60 missions in all my campaigns! Thanks again for your help guys!

Another thing I do. I disable the warp Where ever combat is going to occur. This way People don't warp through the whole mission by mistake. Now you have to remember to re enable the warp. you can do this as part of the events. Automaticlly warp is disable while you are under attack. Use it to build on a suspence part of a mission or what ever reason you want.

I do it for timing reasons for my WWI missions.

Just another tip.
 
Reply...

Blood_Hawk23,

I don't disable the warp entirely when I know there is combat, sometimes I leave the area blank and make warping conditional on your success in combat, such as how many fighters or bombers you bring down.

486_Col_Wolf,

Another trick that Talon taught me for bomber escort was to make warping conditional on all bomber flights releasing their ordnance. You can do this by making a trigger for each bomber flight, and have their "stores" count for bombs equal to zero. Then, you create an event where all of these bomber triggers must occur for warping to be allowed. It adds an added element of realism.
 
Blood_Hawk23,

I don't disable the warp entirely when I know there is combat, sometimes I leave the area blank and make warping conditional on your success in combat, such as how many fighters or bombers you bring down.

486_Col_Wolf,

Another trick that Talon taught me for bomber escort was to make warping conditional on all bomber flights releasing their ordnance. You can do this by making a trigger for each bomber flight, and have their "stores" count for bombs equal to zero. Then, you create an event where all of these bomber triggers must occur for warping to be allowed. It adds an added element of realism.

Rami don't tell them that,People might think I know what I'm doing. We know that's not possible.
 
Talon,
Speak up Man. Help a guy out. Release all of that Locked up Knowledge. *ducks*

I only did it for my WWI missions. I did it for timing reasons. As soon as you would warp into the area it would be disabled. Once the objective was met ( i think there was an either/or element) you had to either attack the enemy plane or let it go. In this one nothing would happen but in later missions I was planning a surprise if you attacked it.
 
Talon,
Speak up Man. Help a guy out. Release all of that Locked up Knowledge. *ducks*

Blood,

Through the years I have released the things I've learned in MB,AI planes and effects.Still no one started to build missions for the community.Now I pass on my knowledge to those that build for the community.

On skype Rami,Shadow Wolf and I discuss mission building.For alot of things that people don't think can be done in missions there is usually a work around to make it work.I did a thread awhile back about why planes don't always always attack GSL objects and just fly over them and attack something else.There is a way to haave AI torpedo planes attack stationary ships in harbor with mountains on 3 sides.I did a thread on that also.Sometimes you just have to think outside the box.

If you want to learn join us on skype.
 
Now you guys have created a monster! LOL Not only have I been using this for more realistic goals but instead of text displays of "atta boy", "good work" or "mission accomplished" I have been recording voice .wav files to be triggered by mission failure, success or other things such as player squadron falling below a certain health percentage. Not all of them are goals but certain events trigger appropriate radio messages such as "disengage and return to base" ect... Now with spring and baseball season fast approaching this could be trouble LOL! Again, thanks to all who replied for your help.
 
Fun, isn't it.

I have 4 WWI missions all layed out. The triggers and events take me so long to do that I've had them on the shelf for almost a year. I want to finish the scenery first. I keep pushing that back as well. Oh well I'll get them finished sooner or later.
 
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