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Thread: How to make a spawn point for drivable vehicles/artillery/AA in FMB

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    How to make a spawn point for drivable vehicles/artillery/AA in FMB

    FYI, we're working to make drivable tanks & aimable/shootable AA an important part of the forthcoming TWC multiplayer campaign. We've been testing and it all works OK and adds a lot to the campaign.

    This issue came up in a separate thread and I posted there how to use vehicles/tanks/AA/artillery from a user's perspective. But I thought it might be helpful to post the needed info from the perspective of a mission builder.

    As a mission designer, what you need to know about vehicles, AA, and artillery:

    * Only some vehicles/AA/artillery are playable/usable by the player. I'll post the list below in a separate message.

    * Unfortunately you can't add vehicles or artillery to the the list of aircraft the player can spawn into at a spawn point. This would be the easy/logical way for players to spawn into a tank, vehicle, or artillery and was working in some TF versions, but not in 5.0 currently.

    * What you do instead is, you place vehicles, tanks, AA, artillery etc (the type that are known to be player-usable) in your mission file the area of an existing spawn point. I believe the allowed distance from the spawn point is 10km. Just place them as regular AI vehicles. You will need to enter at least two waypoints for them. You can either give them two waypoints very close together (the vehicle will drive to the endpoint and then just stop and wait) or set the "timeout" for the first waypoint for something like 12 hours (the vehicle will stop and wait at the first waypoint for 12 hours).

    * The player uses the (somewhat complex) instructions from the post linked above to enter the vehicle or artillery: Spawn into an aircraft at the spawn point, go back to the "flag screen", select "Everything", select the vehicle/artillery position desired; click to enter that position.

    * If you (for example) want a special "Tank Spawn" area that is for tanks & artillery only (not aircraft) unfortunately there is no way to do this directly. You have to just enter a regular aircraft spawn point with at least one actual aircraft in it. What we have been doing is using aircraft like the Tiger Moth or maybe ME 108 as "stub aircraft" where the player jumps into that aircraft, then goes back to the flag screen to select and enter the artillery or vehicle to enter. That leaves a Tiger Moth sitting unused on the field for a little while, which usually isn't a problem.

    ==> If you want to make one of these special "Tank Spawn" areas somewhere on the map away from an existing airport, you'll have to define and add in Full Mission Builder at least two things: #1. The Spawn Area as explained above #2. The associated Airdrome and Airdrome Points. These are the places where your Tiger Moth (or other aircraft) will actually spawn in. If you don't provide these, the aircraft will spawn in on the nearest defined airfield on the map, which may be too far away from your tanks/vehicles/artillery for them to be accessed by the player (range is about 10km).

    Usually I will draw something like 4 spawn-in points on the airfield/airfield points area I'm making to go with the Tank Spawn area.

    Link to quick instructions for drawing airfield points in FMB: http://forum.1cpublishing.eu/showthread.php?t=38743
    Last edited by TWC_Flug; Sep-24-2020 at 02:39.
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    Re: How to make a spawn point for drivable vehicles/artillery/AA in FMB

    Here is the list of drivable vehicles in CloD 5.0 as far as I know.

    This list is according to the TF 4.0 release readme file. As near as I can tell, all of these are still operable/drivable in 5.0. There may be some additional drivable vehicles in 5.0; I did enough testing to be certain that all of the below still work in 5.0 but not enough to systematically try every addition or new vehicle/AA/artillery to see if it might happen to work as well.

    If someone has a more complete/correct list for TF 5.0--or can add any info to this list, I would appreciate it.

    Working/pilot-controllable Vehicles (CloD 4.0-5.0)

    German

    Sdkfz 251/A Halftrack
    Sdkfz 222 Armoured Car
    Pz Mk IIC Light Tank
    Pz Mk IIIF Medium Tank Armor.Pz_IIIF
    Pz Mk 38T Medium Tank (captured Czech)
    Pz Mk IVD Heavy Tank Armor.Pz_IVD

    French

    Somua S-35 Medium Tank
    Char 1 Bis Heavy Tank

    British

    Guy Mk IA Armoured Car* Armor.Guy_Mk_IA
    Vickers Mk VIC Light Tank* Armor.Vickers_Mk_VIC
    Valentine Mk I Medium Tank Armor.Valentine_I
    Matilda IIA Heavy Tank Armor.Matilda_2A

    *Work in progress vehicles, currently have gunsight bugs

    Flak/Artillery

    Bofors 40mm AAA
    Zwillingssockel Twin 7.92mm AAA
    Flak 30 20mm AAA
    Flak 32 88mm AAA
    3 Inch AAA
    105mm Artillery

    In italics is the vehicle ID as you'll see it in .mis files, for those vehicles I happen to know.
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    Re: How to make a spawn point for drivable vehicles/artillery/AA in FMB

    Attached is an example .mis file showing a "Tank Spawn" and illustrating what I'm talking about.

    The deal here is that Red owns airfield Scegga No. 3 but Blue has as bunch of tanks and AA nearby, poised to attack it.

    So we wanted players to be able to jump into these units & operate them, instead of just letting AI do it.

    So Blue has this special "Tank Spawn" just to the west of the location where the AA and tanks are placed. It has only one aircraft, tobruk:Aircraft.DH82A_Trop.

    And then near that Spawn Point I've placed several Airdrome points--which are the places the DH82As will actually spawn in. I also placed an airdrome runway, though I don't think that is strictly necessary. But the airdrome points are definitely necessary--that is where the aircraft will spawn in, and placing those points allows you to have aircraft spawn in wherever you like. Without those points, aircraft will spawn in only on the pre-set spawn points already on the map.

    You can see those points in the file below in these areas:

    airdrome0
    [airdrome0_Runways]
    [airdrome0_Points]
    Note that airdrome0 and the "Tank Spawn" point (which is birthplace0) are not "associated" in any way except by the way they are placed--close to each other. As far as I understand, a spawn point or "Birthplace" will look for the closest available airdrome/airdrome points. So if you place an airdrome and airdrome points really nice and close to the Birthplace, that is what it will use. If you don't place anything close to the Birthplace, it will use the closest available on the map, whatever that might be.

    The player uses the spawn point to spawn into the DH82A, the DH82A appears on one of the nearby airdrome points you have created, then the player goes back to the Flag Screen to transfer to the AA or tank, and we're off to the races. The DH82A is empty and so is disabled as soon as the player leaves it and then disappears after a couple of minutes (FYI for new mission builders: This doesn't happen automatically in CLoD, but there are a couple of standard script snippets that most everyone uses, that make this behavior happen. If you don't do this, AI will take over the aircraft as soon as the player leaves it, and will fly it willy-nilly around, which is not what you usually want.)

    File TankSpawnSample.mis

    Code:
    [PARTS]
      core.100
      bob.100
      tobruk.100
    [MAIN]
      MAP tobruk:Land$Tobruk
      DespawnAfterLandingTimeout 600
      BattleArea 0 0 393215 393215 5000
      TIME 10.0000002421439
      WeatherIndex 1
      CloudsHeight 1000
      BreezeActivity 10
      ThermalActivity 10
    [GlobalWind_0]
      Power 3.000 0.000 0.000
      BottomBound 0.00
      TopBound 1500.00
      GustPower 0
      GustAngle 45
    [splines]
    [Chiefs]
      8_Chief Armor.Pz_IVD de /num_units 3
      9_Chief Armor.Pz_IVD de 
      10_Chief Armor.Pz_IVD de /pax_skin0 materialsDesert1
      11_Chief Armor.Pz_IVD de /num_units 2
      12_Chief Armor.Pz_IVD de 
      13_Chief Armor.Pz_IVD de 
    [8_Chief_Road]
      247352.16 64607.02 38.40 720 2 1
      247217.78 64594.36 38.40
    [9_Chief_Road]
      246790.09 63343.93 38.40 720 2 1
      246750.33 63450.56 38.40
    [10_Chief_Road]
      247024.89 64327.75 38.40 720 2 1
      247149.45 64230.73 38.40
    [11_Chief_Road]
      246880.59 63955.45 38.40 720 2 1
      246838.30 63754.80 38.40
    [12_Chief_Road]
      246605.31 63109.21 38.40  0 2 5.56
      246656.84 63053.00 38.40
    [13_Chief_Road]
      246544.61 62790.81 38.40  0 2 5.56
      246619.53 62748.67 38.40
    [Stationary]
      Static5 Artillery.Bofors de 249662.03 61802.17 0.00 /timeout 390000/radius_hide 0/skin materialsDesert1/pax_skin materialsDesert1
      Static2 Artillery.Bofors de 249309.19 61896.56 0.00 /timeout 391000/radius_hide 0/skin materialsDesert1/pax_skin materialsDesert1
      Static7 Artillery.Bofors de 248860.41 62180.89 0.00 /timeout 390000/radius_hide 0/skin materialsDesert1/pax_skin materialsDesert1
      Static9 Artillery.Bofors de 248658.59 62432.84 0.00 /timeout 0/radius_hide 0
      Static6 Artillery.Bofors de 248693.55 62760.86 0.00 /timeout 390000/radius_hide 0/skin materialsDesert1/pax_skin materialsDesert1
      Static10 Artillery.Bofors de 248570.33 63036.10 0.00 /timeout 0/radius_hide 0
      Static13 Artillery.Bofors de 246702.16 63082.10 0.00 /timeout 0/radius_hide 0
      Static8 Artillery.Bofors de 249078.92 63974.50 0.00 /timeout 0/radius_hide 0
      Static3 Artillery.Bofors de 248846.61 63647.11 0.00 /timeout 390000/radius_hide 0
      Static12 Artillery.Bofors de 246973.77 63907.36 0.00 /timeout 0/radius_hide 0
      Static1 Artillery.Bofors de 249841.38 64195.64 0.00 /timeout 600/radius_hide 0
      Static4 Artillery.Bofors de 249486.78 64152.24 0.00 /timeout 390000/radius_hide 0
      Static0 Artillery.Bofors de 250153.92 64175.12 0.00 /timeout 391000/radius_hide 0/skin materialsDesert1/pax_skin materialsDesert1
      Static11 Artillery.Bofors de 247132.95 64366.80 0.00 /timeout 0/radius_hide 0
    [Buildings]
    [BuildingsLinks]
    [Airdromes]
      airdrome0 245871.96 63746.09 0 1000 700 0
    [airdrome0_Runways]
      245879.14 63737.28 -90.00 1400.00 40.00 0
    [airdrome0_Points]
      245220.25 63812.49 7 5 3 1
      245285.87 63678.33 2
      245426.37 63657.31
      245297.86 63732.66 4
      245432.39 63720.67
      245320.86 63809.72 6
      245445.99 63796.15
      245325.36 63865.51 8
      245449.01 63853.45
    [Trigger]
    [BirthPlace]
      "Tank Spawn" 2 245862 63727 0 1 1 1 . . . 0
    [BirthPlace0]
      tobruk:Aircraft.DH82A_Trop
    Last edited by TWC_Flug; Sep-24-2020 at 02:40.
    System: Microsoft Windows 10 Pro 64 bit, 10.0.18362 N/A Build 18362, 20,437 MB |
    ASUS GeForce GTX 1060 3GB | Intel Core i5-2500 Quad-Core Processor 3.3 GHz 6 MB Cache LGA 1155 | Intel DB65AL motherboard | ARCTIC Freezer i11 CPU Cooler | SVGA 500 watt power supply | Microsoft Sidewinder 2 Force Feedback joystick

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