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How to build missions for stock CFS3

Autothrottle

Charter Member
Hello all,

Anybody has any idea as to how to build your own missions for Stock CFS3? What all do you need to get up off of the ground? Preferably an itemized list of requirements will do.

Also, can you place add on aircraft into the missions as you progress?
 
I'm not the best guy to answer this question, but there is a mission building sdk from Microsoft which contains a bunch of stuff that will get you started. That's about where I am -- started.

http://www.microsoft.com/games/CombatFS3/downloads.aspx

Look at all the sdks available there, and dig deep into the folder nests. Some stuff gets truly buried like a box in a box in a box.

There's some semi useful stuff, in a Microsoft kind of way, in the aircraft and vehicle sdks, too.

I'd get 'em all before Microsoft decides to take the link down.

There are a lot of folks in these forums who have way more experience and knowledge about how these missions go together, but this is a start.
 
Once you've got the Mission Builder installed, I think the best way is to open a simple mission that you've flown enough to be familiar with, and see how it fits together. Little by little you'll get an understanding of how they work. Don't for goodness sake try picking at one of House Hobbit's, though - I can't figure them out either!
 
Yes, i agree.. I can't figure out those by me either..

Start with a simple mission, take a look see how that is is placed, and how it is set up..
Then change a simple item..Move a waypoint, or add ad item, save it and give it a try..
It takes alot of time, and effort sometimes to get a mission to work.
But don't become discouraged, it is worth the effort when it does come together..
 
Unlocking Stock MB items

I've done some experiment mission writings in the CFS3 expansions which has me wondering.

I'm aware of the availability of added facilities on some websites and etc. but my question is :

Are there more objects and etc, in the stock game, that are not represented in the stock MB?

That is, if so, should I be able to "unlock them", or include them on my end, would they then be

seen by others in multiplayer without having to install, and or edit anything in their programs?


I guess one answer to this is by "hand edit inclusion" in the .xml's I write using "stand ins"...


Oh, and if I did install those "available objects", would my hosting with them for someone who

doesn't have them work the same way as only the host needs the mission file for the session?


Obviously this doesn't concern aircraft, scenery, or effects, just the custom facilities and

objects that are downloadable from various websites. Anyone have experience with that?


I'm going back to revisit Stock CFS3 Mission writing with the interest in how well it can perform

now that we have computers several times over the "Recommended System Requirements",

without the nosebleed 2048 this and super fantastic that involved, yet having everything that

can be achieved with the Stock CFS3 program included, for multiplayer games efficiency.

As I will be experimenting with this, if I answer my own questions, I'll detail it for others here.
 
Catching Up

Thanks to ndicki for his intel about this on another thread here :

http://www.sim-outhouse.com/sohforums/showthread.php?t=36218

I "activated" a German Pillbox Large (g_pillboxl) in the Stock MB using his instruction.

On my test mission, it shows for me in multiplayer mode, not yet visually confirmed by another flyer, however, if the building exists in a stock program, it should work like I wondered.

This is most likely old news, however I am pleased at this "tailwind", since it means we might expand the stock mission building without concern for performance hits and etc. Good stuff!

Now then, how do I create a dupe, to make an object named " Joes Bar and Grill"? hmmm
 
Don't forget that all facility files you create MUST be distributed with the mission! Otherwise it'll lock up or CTD.

By making a "dupe" I assume you mean reproducing a stock building but with another name?

Simple. Create a new folder in "buildings" and give it the name you want - "joesbar", say.

Copy the m3d and xdp from your original building into the new folder, and rename them to "joesbar.m3d" and "joesbar.xdp". They must have the same name as the folder they are in.

Open the xdp file with notepad and change ModelName="A_sandbags.m3d" for ModelName="joesbar.m3d" and that's it. Make sure you delete the original bdp file if you've copied it over with the others.

Then off to make your facility file.
 
Ohhhh

Well that takes the wind out of this whole concept then.

I was hoping that other's would not be required to do anything on their end by using things that were already existing in their program, since those "unmodified models" do exist within a stock folder. What you're saying is that CFS3 treats "internally imported" Facilities the same as it would for a custom added one? That is weird since I didn't have to modify any other file for the example to be detected, and used by my program, other than the "importation" as outlined in your post.

I wish understood the CFS3 Engine better, in that it seems to be able to search the heirarchy for certain files, wherever they may reside, yet not others, in this specific case then.

"Back to square one", and thanks ndicki for explaining that, and the process of how to achieve custom named Facilities (a seperate issue)!
 
To answer one question, there are Many items in CFS3 that there are not facilities for.
I have had to make many of these for my personel use..
I am Working on a set for ETO for all the Allied and Axis aircraft in ETO so they can be placed in missions..
There are many facilities, from missions you can download, and others that can be found here SOH and other sites, that really inprove the ability to make interesting missions.
But s Ndicki said you Must be sure anything Non-stock you place in a mission is also with the mission when you upload or share them..
I am a Expert at leaving them out sometimes.. OPPPS..

I recommend learning to Build missions, if nothing else, just for yourself..
For me it Keeps the games alive, and changeable..Never always the same thing..

And I get to wreck alot of Ndicki's great aircraft in the process too..
OPPPS...:gameoff:
 
The thing is that whatever you do, the final lines in a mission script refer to facilities. Even if the actual building is in your install, if the facility which calls for it is not, then you'll CTD or lock. The fascility file tells CFS3 how to dispose of the building (or static object, static aircraft, etc) in the scenery, and even on occasion, what it does. Without the facility file, CFS doesn't know what to do with it, or even what to do with what?
 
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