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Vander's Primary Objective Success


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So it looks like if you destroy all three objectives than there is an MCU called "Translator Mission Objective".  I don't see these tied to any end mission command, but it sure looks like once they are triggered the mission immediately ends.  Going disable those bad boys for next time.

Pic1.JPG

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It was fun watching you guys annihilate those barges, followed by me blowing my Camel's engine up in celebration, then the mission ended mercifully!

Seriously though, the whole flight was a lot of fun, and it seems like you gleaned something out of it, so that's a big win.

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We have completed all objectives in the past, even last week without the quick count down and finish. Did you grab his latest version Geez? maybe he's added something new but I don't see a count down in that image pointing to a end mission.

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Had a look at that mission this morning Geezer, did a search for the mission end with no results.

If you get a chance Duck, see if you can figure it out.

Being most use Vanders dynamic builder it would be good to know as he may have added something new to his latest update.

Edited by WWFawlty
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Check the SDS / vanders doesn't have end mission, mission ends on success... 

missionEndTimeout=60        // (=60 in both)                Timeout after victory conditions achieved (no round remained or all flags captured) and before mission ending

I assume that's 60 seconds, I think in the WW SDS I saw 10. 

Not sure the difference on other Vander mission we achieved all objects or it those were altered or the SDS had a different end time of 300 / 600 etc.. 

Maybe add a note to the Objective subtitle when all has been achieved, add time to the end mission timeout as needed and put that time (5-10 min) in the subtitle so it's not so abrupt. 

Or add a mission end to the mission success? Maybe that overrides the success end mission? 

I think we just achieved the objectives and the mission ended. 

The price of doing a good job achieving goals. 🙂 

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Yup Drift, that's whats in the SDS and sure felt like 10 s

missionEndTimeout = 10

I think I will just delete the "translator mission objective" and leave it at that, perhaps add a subtitle that says " Good Job Studs, you win!"

I think we should end the mission when we feel like it.  Last night we would have finished out dogfight and limped back to home base and watched each other land, make jokes, than go home

PS:  Chunk the only downside other than the mission ending quick, was not wearing glasses in VR meant I was the worlds worse guy to give directions on Comm's...."ya we are south of this big blob that Fawly says is Lens, grid 2130, one of those grid numbers I can't read, might be a 5, might be a 4,"

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Didn't even realise that line was in the sds.  I hate not having control over how the mission ends. I remember back in the early days of ROF when we didn't know bugger all about the ME trying to figure out how to rid ourselves of those mission end MCU's from borrowed Vanders missions. Duck arrived shortly after and we got better at hacking.

Edited by WWFawlty
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Wouldn't it be easier to just set the mission end timeout to 1800 (30 min) or 3600 (1 hour) seconds? if it allows that... Then you don't have to screw with the mechanics and any mission you run that ends by objectives/victory will have extended game play. No :chainsaw: MCU hacking, cutting, chopping needed... sounds messy, and you can leave it as your default in the SDS. 

Otherwise; maybe just remove mission end and it's over when you shut down the server... which works I guess. 

Edited by WWDriftwood
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not hard to fix....thanks for all the comments.  I am going to keep working this one for two weeks out.  Will fly Central next time, with the improved AI spacing, fixed airfields, lightened up target hardness.   First time we tried it was a hot mess do to all those problems.  Thought is was a little too easy last time ( first target had a bit of glass jaw).  I think I reduced the number of objects destroyed by one.  

Also I used Fawlty's AAA, typically has two guns.  I placed two of these at the Ammo dump.  Four AAA all activated at the same time is too much of a fire storm.  Will modify that group to make it a one gunner, but place two of them so I can spread them out.

What am really doing is getting my workflow down for future Vandy missions so I do it the same way each time.  I'm not as inspired as you guys to build from scratch, also don't want to really know where the action will be or what routes we will take, want the flight leads to run it.  If I can get to the point that we struggle to get all three objectives and the escorts have their hands full the whole time, that will be success for me!

( I think it is great by the way that each mission builder comes at this from a different vantage point, allows for a lot of variation on flying nights!)

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geezer is right, just deleting the mcu's will solve the issue.

have to take a better look, but considering we pretty much delete most the friendly ai, I think that whole "logic" section can be deleted.

that screenshot geezer put up shows how they took the "black" space when you are off the map, and replaced it with the fuzzy ground textures.  Gotta wonder why they thought that was such a priority.

Wood, could be wrong, but if we set the mission timeout to 30 mins, and we wanted to do a restart of a mission, that MIGHT mean we would have to wait 30 mins for the next mission to start.

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3 hours ago, WWGeezer said:

( I think it is great by the way that each mission builder comes at this from a different vantage point, allows for a lot of variation on flying nights!)

Thanks Geezer, totally agree. Much of this is not right or wrong as much as what works, doesn't work and personal preference. I'm always looking for the various workable options. So these discussion are really valuable to me in seeing how you guys approach things. Especially with Vanders, at some point I'll look at that as a starter. 

Just need to test the SDS timeout. 

  • No end mission mcu, objectives only - does the timeout allow 30 min
  • End mission mcu, no objectives - does the end mission to take priority over the timeout or does that mean end mission plus timeout time set. 
  • Pretty sure end mission mcu takes priority over the timeout, objectives, etc. if set. Don't need a timeout out if your saying end mission. 

TEST - Leave everything as is, add time to the SDS timeout, set it to 30 min, so no end mission. "add a simple end mission set to 5 min... " If the mission ends in 5 min and rotates, you have your answer. 

TEST - No end mission Make the objective simple, kill one truck, priority objective successful - leave the SDS set to 10 sec. Shoot truck, 10 sec later mission end, set timeout to 10 min, shoot truck, mission goes for 10 min then ends, you have your answer. 

Vander Logic counts the plane kills and main objectives for messaging, you can delete the objective translator that only has the single priority, not sure if Vandars maps offer multiple objectives, it that's the case, deleting the objective translator might delete triggering based on second, third, fourth objects, etc. But all I ever see is the single priority which has multiple objectives all tied to it. 

If you keep the logic and add more stuff to the map, then you might want to link the additional plane counters or objectives  you add like ships, trucks etc to the logic and increase the count number to trigger your success message. (so even if you delete the objective translator the logic will handle your success messaging.)

So lots of options which is cool. 

I appreciate the info sharing here........ ~S~

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Just to completely beat this into the ground, LOL, actually looking these options for a couple mission. 

But another easy way to just delay the objective end mission. 

Just pop a timer in between the current timer that's linked to the success subtitle and objective translator. 

Leave the the link to the subtitle on the 5 sec timer so you get the primary objective complete message, set the time on the second timer connected to the objective translator and set that to your mission end time... could add additional timers, maybe 3 10 min apart, each saying 

  • mission ends in 30
  • mission ends in 20
  • mission ends in 10
  • etc.. 

simple and give pilots time to finish up and get home. 

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