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Thread: Yo-Yo's SP FMB guide for beginners

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    Yo-Yo's SP FMB guide for beginners

    I found it quite difficult to get information and examples on using the FMB for single player purposes, but specifically introducing yourself to script. Examples and directions were sometimes too advanced, out of date, dead links, on ghost-like forums or had gaps in how to link things into an end result.

    So as I think I have some of the basics understood, I made a guide for beginners, by a beginner.

    It's a bit embarrassing as I know there are people around who have a massive amount of knowledge and skill at making missions and writing code, and I'm sure my attempts may be quite laughable. However, like I said there is a big block to overcome for people who may want to start writing some missions but don't know where to begin and have no experience, and, CLoD deserves as much SP mission content as possible!

    I hope this guide shows how the basic steps can fit together and make some missions that have variety and are entertaining, if it can help just one person over the initial wall they face to starting learning and writing missions then it will be mission acomplished in the first part; ideally though I'd of course like to have some more SP missions to play!

    Drop box link:

    https://www.dropbox.com/s/ah0apkhin9..._v1.7.pdf?dl=0

    If anyone finds it useful, then please let me know as it has taken some time to put together and to hear it does have some purpose would be good.


    NB. If you're not used to dropbox, if a download option is not immediately apparent, on the left hand side should be a square with dots, click that to see more options including the 'download' option.




    Also, thanks go to the following (in no particular order) for taking the time to reply to my questions on the FMB as a beginner or just sometimes to provide food for thought , apologies if I missed anyone.

    1lokos
    TWC_Flug
    Bonditaria
    ATAG_Oskar
    Artist
    ATAG_Ezzie
    Josef
    danperin
    varrattu
    Airone1989
    GANIX

    Since v1.2 I've now included in the guide some information put together and donated by others, and, also a chunk of HeinKills AI notes I had seen are now in the appendix. So thanks for these, I'll try and list all contributors when I get to a 'completed' point of the guide!
    Last edited by Yo-Yo; Mar-15-2023 at 18:33. Reason: New version 1.7
    I am Yo-Yo not YoYo (that's someone else)

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    Re: Yo-Yo's SP FMB guide for beginners

    Wow...Awesome contribution, mate!
    Last edited by danperin; Aug-30-2020 at 17:38.

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    Re: Yo-Yo's SP FMB guide for beginners

    That’s a great guide Yo-Yo, thanks for that
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    Re: Yo-Yo's SP FMB guide for beginners

    OMG This is exactly what Ive been looking for as far as explanation on the script code and how to understand what I'm looking at, and how it relates to what happens in game. Easy to understand when breaking it down like this.

    Not to mention the rest of the guide that shows the Basics of the FMB. BRAVO!

    Headed to download visual studios now
    Cheers
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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by Yo-Yo View Post
    It's a bit embarrassing as I know there are people around who have a massive amount of knowledge and skill at making missions and writing code, and I'm sure my attempts may be quite laughable.
    That's not embarasing or laughable.

    It's laudable

    if there was a Highseas (tm) medal for spiffingness you'd have just earned it

    but there isn't. so... Tough!



    Ohhh ok...

    turns out there is

    medal.jpg
    Last edited by ATAG_Highseas; Aug-30-2020 at 18:44.

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by Yo-Yo View Post
    I found it quite difficult to get information and examples on using the FMB for single player purposes, but specifically introducing yourself to script. Examples and directions were sometimes too advanced, out of date, dead links, on ghost-like forums or had gaps in how to link things into an end result.

    So as I think I have some of the basics understood, I made a guide for beginners, by a beginner.

    It's a bit embarrassing as I know there are people around who have a massive amount of knowledge and skill at making missions and writing code, and I'm sure my attempts may be quite laughable. However, like I said there is a big block to overcome for people who may want to start writing some missions but don't know where to begin and have no experience, and, CLoD deserves as much SP mission content as possible!

    I hope this guide shows how the basic steps can fit together and make some missions that have variety and are entertaining, if it can help just one person over the initial wall they face to starting learning and writing missions then it will be mission acomplished in the first part; ideally though I'd of course like to have some more SP missions to play!

    Drop box link:

    https://www.dropbox.com/s/yuq8mbws0d...nners.pdf?dl=0

    If anyone finds it useful, then please let me know as it has taken some time to put together and to hear it does have some purpose would be good.


    NB. If you're not used to dropbox, if a download option is not immediately apparent, on the left hand side should be a square with dots, click that to see more options including the 'download' option.
    I am truly thrilled by this...
    I can't wait to give this a go!!
    Thank you


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    Re: Yo-Yo's SP FMB guide for beginners

    Thanks all, I'm really glad there is an audience for it; I'd assumed you all new how to code crazy in-game radar warning systems and sub-missions in MP missions!

    I've noticed a couple of typos and at least one paragraph out of position slightly and didn't show the (simple) process of getting the slide appearing for the campaign so I'll correct all that at some point, but for now it still makes near enough sense all the way through I think.

    Hope those of you who give it a try have success, let me know if there is any point in it where the demonstrations and guidance skips something, or isn't clear or you get stuck and I can probably explain what is going on, and then improve that section in future.
    I am Yo-Yo not YoYo (that's someone else)

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by Yo-Yo View Post
    Thanks all, I'm really glad there is an audience for it; I'd assumed you all new how to code crazy in-game radar warning systems and sub-missions in MP missions!

    I've noticed a couple of typos and at least one paragraph out of position slightly and didn't show the (simple) process of getting the slide appearing for the campaign so I'll correct all that at some point, but for now it still makes near enough sense all the way through I think.

    Hope those of you who give it a try have success, let me know if there is any point in it where the demonstrations and guidance skips something, or isn't clear or you get stuck and I can probably explain what is going on, and then improve that section in future.
    Bung it in the bug tracker !

    this sort of input is superb.

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    - Big Screen Beyond -

    - Virpil T50 Mongoos Flight Stick -
    - TM Warthog Throttle -
    - Slaw Device 109 Cam Rudder Pedals -

    Highseas Peripherals
    - Engine Switch Panel - Munitions Switch Panel - Throttle Quadrant Trim Box - Helicopter Collective - Analogue Brake Lever -


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    Re: Yo-Yo's SP FMB guide for beginners

    Hey Yo-Yo...

    Glad you are rocking the medal


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    - Big Screen Beyond -

    - Virpil T50 Mongoos Flight Stick -
    - TM Warthog Throttle -
    - Slaw Device 109 Cam Rudder Pedals -

    Highseas Peripherals
    - Engine Switch Panel - Munitions Switch Panel - Throttle Quadrant Trim Box - Helicopter Collective - Analogue Brake Lever -


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    Re: Yo-Yo's SP FMB guide for beginners

    [SIZE=3]This is great yo-yo. I would make one comment or query you may have come across. I have several very old missions and have been able to add additional triggers to them no problem. However for past week have spent time experimenting with a new mission on Tobruk. Wrote a script to keep track of bomb mass dropped and few other things and got it pretty well working. Then tried to add a pass through trigger and another when a certain amount of bombs dropped via the script add trigger menu. Could not do it until I added manually a trigger to the mission file - or did it by adding an enemy (probably a friendly would do as well) aircraft and set it to spawn via trigger (even though did not want this) as you do in your tutorial. Once I had forced one trigger in like this then I could freely add more. Have you come across this? After that I tested it on multiple missions - you appear to have to get one in via spawn plane, then can do anything you like
    Have never noticed this before and not seen anyone commenting about it (sure it would have been). Is it a bug or am I going crazy?

    Forget it, I remember now, triggers cannot be used for anything except spawning aircraft - guess I never tried making a trigger without having anything to trigger before/SIZE]
    Last edited by 56RAF_stickz; Aug-30-2020 at 21:32.

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    Re: Yo-Yo's SP FMB guide for beginners

    Good initiative.

    Some "Objects Browser" details.

    AI - Are an "object for manage other objects", with pre-made scripts.

    Select the script available in the AI object properties
    An example, turn on Searchlight's.
    - Place a searchlight, place a static generator near, place the AI object near, select the "powerOn.ccp" (the script) on AI object properties.
    - Define the AI detection radius, a circle in what AI detect enemy planes (let's pretend, a local "observe corps").
    - Link (set) the generator to AI object, so when AI detect planes in that radius, lit the searchlight that became track planes.

    If generator is bombed or strafed, the searchlight goes off.

    Is not need (but possible) link the searchlight with AI object.

    Some vehicles has "scripts", e.g. for moving vehicles you select "car.ccp", then link (set) the car with a "spline line" road section WP 0, so this car will run over this road section in a loop, goes to the end, turn back, rinse repeat.

    The "car.ccp "script make a boat or train (like a centipede) turn back, but just once, in one end of the path.

    Unfortunately "spline lines" in Channel map is a no go - most time vehicles do ridicule moves and crash the game, Lutier patch #3 or #4 broke the terrain, so visual roads don't match with "spline lines" embedded in the map, and the terrain is no more flat, but "wrinkled". May work better in Tobruk.

    I tried with "bus_car.ccp" but don't see diference from "car.ccp". The other options (airport.ccp, baseAntiAir.ccp) I don't figure if can use ,
    "emrg_car.ccp" was used in one missions of Cliffs of Dover campaign. The idea behind is good bu the result flawed, and worsened with the broken "spline.line".
    When a plane land, a service car came to help, with fuel, ammo or a ambulance. But most times the vehicles run over the plane.

    All this can be implemented with C# scrips, but few Mission Maker dominate this "art".

    Mines - make ships "kaboom".

    BTW - Some ships can lay active mines, select in properties, and in waypoint properties.

    For add AA in cargo ships select in their "tech skin", some vehicles too, like train flat car (select in Tech Skin). Can add manually in mission code.

    Battle area - full map is good for MP play, but for SP can reduce for the action area only, requiring less map scroll in game.

    Waypoints - making missions for British planes, I think is important don't select the basic options of FMB, e. speed 200, altitude 2000 - because they are in metric.
    If you want that a Spit cruise at 200 MPH at 2000 feet's convert this values for metric and set this values in FMB, and in mission briefing inform player "cruise at 200 MPH, 2000 feet's".
    Will complicate a bit match encounters with German planes, but FMB calculate times automatically.

    Other important thing about waypoints, bombers need big distances for make changes in altitude, don't set a waypoint 2 Km from home base with 3 Km altitude, if the next is landing.

    Free Hunt - this task now are working, planes engage detected fighters - was said that previously depends in an altitude diference of ??? (no one know).

    Escort - in some tests I did recently the fighters just "escort" the bomber, ignoring enemy fighters near, but other times no, seem that sometimes the game "don't trigger" the actions...

    Briefings - about the images, the ideal size is 800x600 for Slides.

    For Info 800x 500/450, for the imagem don't hidden the text bellow in some resolutions - the text is a resume of mission objectives, case are important.
    Case want a mission icon, a ~135x100 relevant image.

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    Re: Yo-Yo's SP FMB guide for beginners

    Great !! Well done!!

    Cheers Soldat

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by 1lokos View Post

    ...

    AI - Are an "object for manage other objects", with pre-made scripts.

    Select the script available in the AI object properties
    An example, turn on Searchlight's.
    - Place a searchlight, place a static generator near, place the AI object near, select the "powerOn.ccp" (the script) on AI object properties.
    - Define the AI detection radius, a circle in what AI detect enemy planes (let's pretend, a local "observe corps").
    - Link (set) the generator to AI object, so when AI detect planes in that radius, lit the searchlight that became track planes.

    If generator is bombed or strafed, the searchlight goes off.

    Is not need (but possible) link the searchlight with AI object.
    Thanks that's useful, I'll update the guide and also try it out in a mission myself one day.

    Quote Originally Posted by 1lokos View Post

    Some vehicles has "scripts", e.g. for moving vehicles you select "car.ccp", then link (set) the car with a "spline line" road section WP 0, so this car will run over this road section in a loop, goes to the end, turn back, rinse repeat.

    The "car.ccp "script make a boat or train (like a centipede) turn back, but just once, in one end of the path.

    Unfortunately "spline lines" in Channel map is a no go - most time vehicles do ridicule moves and crash the game, Lutier patch #3 or #4 broke the terrain, so visual roads don't match with "spline lines" embedded in the map, and the terrain is no more flat, but "wrinkled". May work better in Tobruk.

    I tried with "bus_car.ccp" but don't see diference from "car.ccp". The other options (airport.ccp, baseAntiAir.ccp) I don't figure if can use ,
    "emrg_car.ccp" was used in one missions of Cliffs of Dover campaign. The idea behind is good bu the result flawed, and worsened with the broken "spline.line".
    When a plane land, a service car came to help, with fuel, ammo or a ambulance. But most times the vehicles run over the plane.

    All this can be implemented with C# scrips, but few Mission Maker dominate this "art".
    Yes, after seeing how the vehicles in the Battle of France campaign behaved, I decided I would leave them for when I was feeleing really adventurous and brave.

    Quote Originally Posted by 1lokos View Post

    Mines - make ships "kaboom".

    BTW - Some ships can lay active mines, select in properties, and in waypoint properties.
    They sound really good, when the timing of ships hitting them coincides with the playe rarriving at a point it must look pretty good.

    Quote Originally Posted by 1lokos View Post

    For add AA in cargo ships select in their "tech skin", some vehicles too, like train flat car (select in Tech Skin). Can add manually in mission code.
    Thanks, I'll chekc it out and add it in at some point.

    Quote Originally Posted by 1lokos View Post

    Battle area - full map is good for MP play, but for SP can reduce for the action area only, requiring less map scroll in game.
    Ah I can see how that would be useful. Personally I'd always like to have all places have the same coordinates in a campaign, so I could see how I could reduce it, but would also like to preserve the feelign that you are getting to know an area, both in physical landmarks and grid references, so would need to just be consistent i

    Quote Originally Posted by 1lokos View Post

    Waypoints - making missions for British planes, I think is important don't select the basic options of FMB, e. speed 200, altitude 2000 - because they are in metric.
    If you want that a Spit cruise at 200 MPH at 2000 feet's convert this values for metric and set this values in FMB, and in mission briefing inform player "cruise at 200 MPH, 2000 feet's".
    Will complicate a bit match encounters with German planes, but FMB calculate times automatically.
    Yes, agree totally. I drew up a conversion chart for altitiudes and speeds, so British aircaft I set by round mph and thousand (mostly) feet. I think I did set them to 1000 feet values for the Allies in the random demo mission.
    I wonder how TAS and IAS relate to teh specified speed, I'm guessing the AI and autopilot fly at TAS, so any briefing would have to be in IAS? But maybe it's not like that. For now I've just been ignoring the difference, but maybe as I set higher altitudes I'll have to check that closer.

    Quote Originally Posted by 1lokos View Post

    Other important thing about waypoints, bombers need big distances for make changes in altitude, don't set a waypoint 2 Km from home base with 3 Km altitude, if the next is landing.
    Yes again I agree, I think applying some form of 'realistic' thought pays off with bombers, give them time to do things! (and low speeds when heavily laden)

    Quote Originally Posted by 1lokos View Post

    Free Hunt - this task now are working, planes engage detected fighters - was said that previously depends in an altitude diference of ??? (no one know).

    Escort - in some tests I did recently the fighters just "escort" the bomber, ignoring enemy fighters near, but other times no, seem that sometimes the game "don't trigger" the actions...
    Thanks, I'm luckily still waiting for my Escorts to not work...

    Quote Originally Posted by 1lokos View Post

    Briefings - about the images, the ideal size is 800x600 for Slides.

    For Info 800x 500/450, for the imagem don't hidden the text bellow in some resolutions - the text is a resume of mission objectives, case are important.
    Case want a mission icon, a ~135x100 relevant image.
    [/QUOTE]


    And thanks for replying to many of my questions I posted on this forum, even if you didn't have the direct answer it kept me going at times.

    There is so much I could add to this guide already, since I started making it it seemed at times I learnt more than I was able to put in each day; and I wanted to keep it to the simple placement of key things and an introduction of scripting them. Any comments in this thread will surely help people , even if I don't get to add them into a guide just now.

    I think there's possibly already a need for an 'Intermediate mission builders guide to objects, waypoints, static beauty and erratic behaviours'. Maybe when I've rounded out some of the things here, that'll be my next step.
    Last edited by Yo-Yo; Aug-31-2020 at 04:34.
    I am Yo-Yo not YoYo (that's someone else)

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    Re: Yo-Yo's SP FMB guide for beginners

    There's a new version up that corrects some typos, the badly placed paragraph and adds in a few bits of text on some of the things mentioned. Most importantly I'd got anti-clockwise and clockwise back-to-front in the wind explanation (the table values were all correct though).

    (Also added a thanks list to the first post on here.)
    I am Yo-Yo not YoYo (that's someone else)

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by 56RAF_stickz View Post
    [SIZE=3]This is great yo-yo. I would make one comment or query you may have come across. I have several very old missions and have been able to add additional triggers to them no problem. However for past week have spent time experimenting with a new mission on Tobruk. Wrote a script to keep track of bomb mass dropped and few other things and got it pretty well working. Then tried to add a pass through trigger and another when a certain amount of bombs dropped via the script add trigger menu. Could not do it until I added manually a trigger to the mission file - or did it by adding an enemy (probably a friendly would do as well) aircraft and set it to spawn via trigger (even though did not want this) as you do in your tutorial. Once I had forced one trigger in like this then I could freely add more. Have you come across this? After that I tested it on multiple missions - you appear to have to get one in via spawn plane, then can do anything you like
    Have never noticed this before and not seen anyone commenting about it (sure it would have been). Is it a bug or am I going crazy?

    Forget it, I remember now, triggers cannot be used for anything except spawning aircraft - guess I never tried making a trigger without having anything to trigger before/SIZE]
    Hi Stickz, triggers can trigger various things, that's a large part of my guide, where you just test your trigger with a message then you can have it spawn aircraft, or anything else that can spawn, display a message, set a variable value that could define mission success or a fuiture event (make sure you get to your patrol point for example). I think you can possibly also damage engine parts*, so you could trigger an engine failure and have the player test their emergency landing at a nearby base or whatever.

    Either post your code in a new thread** so people can see and suggest, or send me a PM and I will happily take a look, can't promise I have an answer though!

    * No idea if this is possible but I thought I saw something that looked like it was possible
    ** in a new thread would be helpful to try and keep this one relevant to the guide contents.
    Last edited by Yo-Yo; Aug-31-2020 at 09:12.
    I am Yo-Yo not YoYo (that's someone else)

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by Yo-Yo View Post
    Hi Stickz, triggers can trigger various things, that's a large part of my guide, where you just test your trigger with a message then you can have it spawn aircraft, or anything else that can spawn, display a message,
    Play a sound file, unfortunately only with index of 'samples" folder.


    I think you can possibly also damage engine parts*, so you could trigger an engine failure and have the player test their emergency landing at a nearby base or whatever.
    * No idea if this is possible but I thought I saw something that looked like it was possible
    Yes, you can, and the list of parts to be damaged is very big, since this failures was planed for that "physical weathering" slider, now "under the rug".
    I see that list in a topic other day, but don't remember where...

    About "Battle Area":



    Or just press and hold "A" key, left click and drag mouse cursor over the intended area.

    If cover just a part of whole map, the in game map is centered/zoomed in that area.
    Last edited by 1lokos; Aug-31-2020 at 13:42.

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    Re: Yo-Yo's SP FMB guide for beginners

    Hi yo-yo
    Hi Stickz, triggers can trigger various things, that's a large part of my guide, where you just test your trigger with a message then you can have it spawn aircraft, or anything else that can spawn, display a message, set a variable value that could define mission success or a fuiture event (make sure you get to your patrol point for example). I think you can possibly also damage engine parts*, so you could trigger an engine failure and have the player test their emergency landing at a nearby base or whatever.

    thx for answer but I think I didnt write it very well. Can get all that working (similar to how you suggest). I was not actually looking for help. My problem was a mission having a single plane (me) and for instance a road convoy. I tried to use the Trigger tab in scripts as you show (to show it destroyed 50% damge etc). It would not let me set a trigger until I had enabled one to spawn a second flight of planes (via properties "spawn only"). Until then just clicking add just brightened the word but not generating a trigger. If this happens for others (I never noticed it before) then it maybe worth your while mentioning it in your notes. It is quite repeatable for me. The add action tab works but not add for Trigger until I have set one to spawn another flight.
    Its a great resource - I wont drag it further

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by 56RAF_stickz View Post
    Hi yo-yo
    Hi Stickz, triggers can trigger various things, that's a large part of my guide, where you just test your trigger with a message then you can have it spawn aircraft, or anything else that can spawn, display a message, set a variable value that could define mission success or a fuiture event (make sure you get to your patrol point for example). I think you can possibly also damage engine parts*, so you could trigger an engine failure and have the player test their emergency landing at a nearby base or whatever.

    thx for answer but I think I didnt write it very well. Can get all that working (similar to how you suggest). I was not actually looking for help. My problem was a mission having a single plane (me) and for instance a road convoy. I tried to use the Trigger tab in scripts as you show (to show it destroyed 50% damge etc). It would not let me set a trigger until I had enabled one to spawn a second flight of planes (via properties "spawn only"). Until then just clicking add just brightened the word but not generating a trigger. If this happens for others (I never noticed it before) then it maybe worth your while mentioning it in your notes. It is quite repeatable for me. The add action tab works but not add for Trigger until I have set one to spawn another flight.
    Its a great resource - I wont drag it further
    Hmm, that is bizarre. I just tried and was able to set a Group destroyed trigger without any others, applied it to a german fuel convoy and set a script to show a message when 10% destroyed.

    (However I have been having a whole different headache with some other script I'm trying to get working but that's a different matter.)
    I am Yo-Yo not YoYo (that's someone else)

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by Yo-Yo View Post
    Hmm, that is bizarre. I just tried and was able to set a Group destroyed trigger without any others, applied it to a german fuel convoy and set a script to show a message when 10% destroyed.
    I set: A Blenheim spawned by "TTimer" trigger flying through a "PassThrough" trigger radius spawn a Panzer that when destroy a static fuel tank trigger "TGroundDestroyed" that Spawn a Matilda, that destroy a moving truck, trigger "TGroupDestroyed" and spawn a Minesuchboot...

    But sometimes all work, others (mostly) only the first three, returning a error in console, or don't work but don't generate error.

    If set Minessuchboot for lay mines, he don't spawn.

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    Re: Yo-Yo's SP FMB guide for beginners

    FMB controls has their "External View" (Alt+F2), commands using the same name, in the case, DELETE and INSERT, you can't exclude the second command, other several commands with double key assignment I am able do exclude.

    This commands, probable are like game "Alt+F2", that have a different function than name suggest - and took ~9 years to be renamed...

    I did a cleanup in double assignments and add keys for some commands, like "Play Mission" what is much more easy than clicking in menu options, if want security add a Alt+key.
    Same for "Load a mission", can bring the pop-up for select without goes for FMB menu.

    This commands require that mouse cursor are focused on map, if you have, e.g. accessed the pop-up of properties of an object, left click in any area do map, for use the above shortcuts.


    Other useful are keys for rotate an object in 1º increments.

    FMB controls.jpg

    EDIT - The extra INSERT looks like that are command "insert and deselect", same for the extra DELETE, you can exclude, e.g. a waypoint but the next is not selected, what happens when use the normal... delete.

    In game "gut's" how this commands are named:

    --------"Tech" name - GUI Controls name
    controls --- delete+ - Delete
    controls --- delete - Delete
    controls --- insert+ - Insert
    controls --- insert - Insert
    Last edited by 1lokos; Sep-01-2020 at 09:53.

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    Re: Yo-Yo's SP FMB guide for beginners

    That's really an awsome piece of work! Thank you so much for that! I sent you a PM.

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    Re: Yo-Yo's SP FMB guide for beginners

    Very well done mate and thanks for the time you spent for making it! Brilliant!!!
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    Re: Yo-Yo's SP FMB guide for beginners

    Super!
    -have been waiting for this since..I dare not say it

    Fantastic work here!

    Thanks alot!
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    Re: Yo-Yo's SP FMB guide for beginners

    Thanks again for the comments, I'll work with direction from TF to make it into something more comprehensive and also correct anything that needs to be corrected.
    I am Yo-Yo not YoYo (that's someone else)

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by Yo-Yo View Post
    I think you can possibly also damage engine parts*, so you could trigger an engine failure and have the player test their emergency landing at a nearby base or whatever.
    This topics has (Salmo) examples of scripts for mechanical failures.

    https://theairtacticalassaultgroup.c...ad.php?t=17254
    https://theairtacticalassaultgroup.c...ad.php?t=17270

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by Yo-Yo View Post
    I hope this guide shows how the basic steps can fit together and make some missions that have variety and are entertaining, if it can help just one person over the initial wall they face to starting learning and writing missions then it will be mission acomplished in the first part; ideally though I'd of course like to have some more SP missions to play!


    If anyone finds it useful, then please let me know as it has taken some time to put together and to hear it does have some purpose would be good.
    Thank you for this Yo-Yo. Downloaded

    I have been working in the FMB for the past 12 months and this will hopefully help me increase my knowledge and help me advance.

    I never really understood the coding side of things and probably never will. Your guide will allow me to 'dabble' with it a little bit.

    Great work.

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    Re: Yo-Yo's SP FMB guide for beginners

    Quote Originally Posted by ATAG_Vampire View Post
    Thank you for this Yo-Yo. Downloaded

    I have been working in the FMB for the past 12 months and this will hopefully help me increase my knowledge and help me advance.

    I never really understood the coding side of things and probably never will. Your guide will allow me to 'dabble' with it a little bit.

    Great work.

    Thanks. I wouldn't spend too much time trying to understand my interpretation of what the code means right now, I'll update later versions with a better description as I learn more and get feedback from those who know better!

    But I believe if anyone can get the spawning of different flights at random working for themselves in just one or two of their campaign missions it can add a lot to the feel of things.

    My thought is that it might make shorter 'one week in the BoB' kind of campaigns have more replayablity, therefore be a more efficient use of a mission builders time, ultimately resulting in more SP missions for everyone. That's the idea anyway.
    I am Yo-Yo not YoYo (that's someone else)

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    Re: Yo-Yo's SP FMB guide for beginners

    I've put a new version up, v 1.2 that includes amongst other things some important AI skill notes from HeinKill in the appendix, and I've written in some of the stuff I've had donated from other sources regarding objects, the status bar and setting up Solutions and Projects in visual studio along wiht some of my own take on it.

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    Re: Yo-Yo's SP FMB guide for beginners

    WINCHES - A truck with a animated balloon, by setting in their properties start height* and maximum height, at start of mission balloon start climb, up to height set - maximum 2000 meters.

    * Start height minimum is 10 meters, but seems AGL height, because if set bellow 30 meters make balloon colide with truck and catch fire.

    Balloon is affected by window direction, and if truck is blow up balloon continues climbing pushed by wind.

    Downside, their cables impact FPS heavy and contrary to IL-2:46, in CloD cables have no collision mode.

    BTW - Back in time Salmo post in Bananas'dramas an scrip for simulate Kenley PAC - rocket fired parachute & cables, but the lack of collision in cables make then a noneffective weapon, for some reason (political correctness?) withdrawn the code.
    http://forum.1cpublishing.eu/showthread.php?t=32890

    LOCAL WEATHER - with the promise of implement trueSKY in Blitz/Tobruk leave this aside, work... but may cause issues like roads. Is good for screenshoots background.

    Anyway videos of the actual system: https://forum.il2sturmovik.com/topic...-wings-tobruk/
    Bonkin guide: https://www.aircombatgroup.co.uk/for...t=8360#p111746

    TRAIN - work relatively well, can set new compositions, place AA in flat wagons, ammo (explosive) wagons, fuel tanks... but rail tracks suffer from the same issue of roads/spline lines, sometimes the terrain anomalies force the train run outside of tracks or stop.

    In my misadventures with CloD trains is puzzling is that sometimes make a mission and put a train in a given track (e.g. in Isle of Wight), then notice that train stop for no reason, look there and a small section of track is missing.
    But... other day making another mission in same area, can happens that this time the track have no gaps. Seems that map don't load correct sometimes.

    Playing with trains in FMB in sections that tracks have issues - will notice the waypoints became difficult to place, with lines making crazy zig-zags;
    and testing the mission sometimes notice that some builds of map is no more loaded - an entire station disappear, up to a point that even the map don't load anymore, requiring re-start the game and run Steam file validation that re-install a file.

    An "derailed" train - notice the error in console, just two this time, sometimes the errors fill the whole screen.


    BTW - The guy that model this trains (F00Bar) put a lot of "love, toil, sweat and tears".

    With C# script can set train for run back an forth in track section.
    Last edited by 1lokos; Sep-02-2020 at 16:57.

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    Re: Yo-Yo's SP FMB guide for beginners

    ... ticked for Script Spawn C
    I remember people discussing about this "Spawn C"

    In "i18n" file (in CloD 'guts')

    Tech name - GUI name

    OnlyScript - Script Spawn Only

    Happens that window for name in FMB GUI cut the world.


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