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#4282306 - 07/27/16 07:57 AM Mission Editor *****  
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JJJ65 Offline
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For those who are interested I created short video demonstrating some of features of Mission editor Beta release.
I apologize for lower quality of video, especially WOFF ingame part, because I recorded it on my laptop.
Video link:
Mission_editor_v086


Link to the latest version
ME 1.3.7
If you have properly installed Java on your machine, you can execute it simply by double clicking on WOFF UE_Mission_Editor.jar file.
I recommend you to read HarryH's tutorial, updated to the latest version of ME (v 1.3) by Robert Wiggins (thank you guys):
Mission Editor Tutorial 1.3.0
IMPORTANT NOTE: To avoid conflicts with WOFF stock wind generator, disable wind in WOFF Workshop.That will allow winds from Wind Mod. ... fixed from version 1.1.6 up
OldHat's video tutorial describing intallation, configuration and features of ME:


Enjoy!

Last edited by JJJ65; Yesterday at 07:11 AM. Reason: Updated links to latest version of mod 1.3.7
#4282307 - 07/27/16 08:40 AM Re: Mission editor Beta [Re: JJJ65]  
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Wow! Possibly a double wow. Very cool...I think...if I totally understand what is happening.

This is working in the regular Campaign mode?
During the flightline load process WOFF drops to your Campaign Editor - where I can make ANY changes to the mission to suit my historical ideas.
When done another click and I now fly that mission? And the Campaign otherwise proceeds as normal?

#4282311 - 07/27/16 09:05 AM Re: Mission editor Beta [Re: JJJ65]  
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1) Yes (but only WOFF2 at the moment, WOFF3 campaign compatibility is waiting on permission of OBD Software)
2) yes, via Alt-TAB
3) yes, yes

#4282312 - 07/27/16 09:16 AM Re: Mission editor Beta [Re: JJJ65]  
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Nice!

#4282356 - 07/27/16 01:12 PM Re: Mission editor Beta [Re: JJJ65]  
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Very impressive, JJJ65! Would love to give this a try when available.


I got fired as the door man at a sperm bank.
Apparently it's in poor taste to tell leaving customers "Thanks for coming."

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#4282386 - 07/27/16 02:25 PM Re: Mission editor Beta [Re: JJJ65]  
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No sound?


In theory, there is no difference between theory and practice. But in practice, there is.
#4282432 - 07/27/16 04:46 PM Re: Mission editor Beta [Re: Hauksbee]  
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Originally Posted By: Hauksbee
No sound?


Same here!

Very interesting mod! My question is, having read other posts on this mod I recall the following statement being said "If a third party app is integrated then make sure it does not violate our own copyright".

I'm not sure I understand how a mod can violate the copyright so I would appreciate a clarification on the issue. Can we as users implement this mod as a JSGME or do we have to go into the WOFF code and make some changes to make it work.

I hope you can answer this for me JJJ65. I probably wouldn't use the mod all the time but there might be times I would find it useful to use so a very easy installation and backout process that would ensure the integrity of the stock WOFF would be good. Something like JSGME installation does but not necessarily that tool.

Best Regards;


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#4282444 - 07/27/16 05:28 PM Re: Mission editor Beta [Re: Robert_Wiggins]  
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Originally Posted By: Robert_Wiggins


I'm not sure I understand how a mod can violate the copyright so I would appreciate a clarification on the issue. Can we as users implement this mod as a JSGME or do we have to go into the WOFF code and make some changes to make it work.


So do I. I do not understand it either. I am not able to answer your question. Maybe ODB Software guys?
From my point of view - we can implement this mod for WOFF2 as JSGME without any problem, but for WOFF3 we need assistance/approval of OBD.

#4282452 - 07/27/16 06:19 PM Re: Mission editor Beta [Re: JJJ65]  
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JJJ65 Offline
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Sorry, no sound yet. I am ultimate rookie in video capturing and editing, so, please, be patient and I promise that next video will be with audio and in far better quality.
P.S.: I recommend you to download the above video first and replay it on local video player. Do not use an online Adobe Flash Player since video quality will be further degraded.

#4282457 - 07/27/16 06:33 PM Re: Mission editor Beta [Re: JJJ65]  
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Stache Online content
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Hi, JJJ65, from my reading of the posts regarding your mission editor that works in WOFF2 but not in WOFF3.

This is just my humble opinion

Just want to make sure you noted this post by POL on the 15th in a previous thread.

"however in this case the change was to allow the new added optional weather override within the mission briefing to function properly"


If the developers want to look at making a work around that will allow your mod to work with WOFF3, guess is entirely up to their digression.

If this is not applicable - please totally disregard.

Last edited by Stache; 07/27/16 06:44 PM.
#4282462 - 07/27/16 06:53 PM Re: Mission editor Beta [Re: Stache]  
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Originally Posted By: Stache

If the developers want to look at making a work around that will allow your mod to work with WOFF3, guess is entirely up to their digression.

I totally agree. However, although I have alredy bought and installed WOFF3, I would continue to play WOFF2 just because I have the possibility to modify campaign missions and adjust them to fulfill mission objectives and to be more historically accurate. Just my 2 cents. I made this editor selfishly for my personal use at first with above in focus and I do not force it to anybody.
Since other forum members expressed interest, I released this info to community.

Last edited by JJJ65; 07/27/16 06:58 PM.
#4282474 - 07/27/16 07:34 PM Re: Mission editor Beta [Re: JJJ65]  
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What I like about the Editer is that we could set up Campaigns in which we all recieve the same mission(s) and report back the results. Shame about the no MMP play.


make mistakes and learn from them

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#4282494 - 07/27/16 09:10 PM Re: Mission editor Beta [Re: JJJ65]  
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Originally Posted By: JJJ65
Originally Posted By: Robert_Wiggins


I'm not sure I understand how a mod can violate the copyright so I would appreciate a clarification on the issue. Can we as users implement this mod as a JSGME or do we have to go into the WOFF code and make some changes to make it work.


So do I. I do not understand it either. I am not able to answer your question. Maybe ODB Software guys?
From my point of view - we can implement this mod for WOFF2 as JSGME without any problem, but for WOFF3 we need assistance/approval of OBD.


Regarding the red text above, I can attest that many mods have been made for WOFF3 and been hosted on the official WOFF site without any specific approval process, so I am not sure I understand why your mod is any different. Actually all mods that are hosted on the WOFF official site have readme files that specifically identify the following disclaimer:

"IMPORTANT NOTES:
OBD offer NO SUPPORT for this MOD AT ALL - Use at your own risk.
If you have problems with WOFF after using this mod OBD will ask you to deactivate it before offering any support.
Note: Remember it is advised to deactivate all your mods before upgrading to the latest WOFF Patch or release
"

If a mod can in some way violate a WOFF3 copyright, It would be nice to know how to avoid such a situation and where the limits of modding lie. I would not want to violate any copyrights, as I have a great deal of respect for OBD.

Last edited by Robert_Wiggins; 07/27/16 09:11 PM.

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#4282510 - 07/27/16 10:54 PM Re: Mission editor Beta [Re: JJJ65]  
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It seems we have an elephant in this room.
Too bad. Lotsa potential.

#4282559 - 07/28/16 05:35 AM Re: Mission editor Beta [Re: JJJ65]  
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I apologize, probably I did not express it well (due to my poor English too).
To implement (use) this mod in WOFF3 we would need a code change to WOFF3 and that is possible only with help of OBD guys. At this state of WOFF3 we can not stop execution of this app and switch to mission editor, as it was possible in WOFF2, without WOFF3 code modification. Any unauthorized, 3rd party code modification would be against EULA (at least I think devs have had this in mind?). But I have no intentions to modify or exploit WOFF3 code, not at all.
I hope I clarified it little bit.
THX for your patience and understanding.

#4282574 - 07/28/16 08:37 AM Re: Mission editor Beta [Re: JJJ65]  
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Hopefully an agreement or understanding can be reached between all parties here.
Flight Leaders, while being given a target or mission objective by higher ups, had some latitude in mission planning - certainly the scout squadrons.
Of course when jobs got complicated (multi-units involved or direct support-type missions) things became more "scripted" from Wing.

On that subject let's say I have an Escort the Bombers mission. If I was playing a scout campaign can I modify waypoints of all flights involved, i.e., the escorted bomber flight? Sometimes their waypoint selection (how they fly their mission) leaves me shaking my head.

#4282576 - 07/28/16 09:50 AM Re: Mission editor Beta [Re: DukeIronHand]  
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Originally Posted By: DukeIronHand

On that subject let's say I have an Escort the Bombers mission. If I was playing a scout campaign can I modify waypoints of all flights involved, i.e., the escorted bomber flight? Sometimes their waypoint selection (how they fly their mission) leaves me shaking my head.

With this mission editor it is possible to modify ALL flights and all parametres. But, to do not spoil the immersion, enemy flights are hidden by default, but you can enable them for view/editing by toggle button.

#4282589 - 07/28/16 11:10 AM Re: Mission editor Beta [Re: JJJ65]  
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Oh yes.
Any magic meddling would be restricted to my flight and possibly the two seaters waypoints.
I've seen plenty of things with their waypoints which, can be frankly AI stupid at times, and generally leads to their immersion breaking destruction.

#4282604 - 07/28/16 12:00 PM Re: Mission editor Beta [Re: JJJ65]  
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Guys we will look at the possibility of adding a hook in WOFF UE - with a toggle to enable disable it in workshops.


Regards,

Polovski,
OBD Software, developers of the fabulously immersive
"WINGS: Over Flanders Fields" WW1 Sim.
http://www.overflandersfields.com
#4282609 - 07/28/16 12:11 PM Re: Mission editor Beta [Re: Polovski]  
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Originally Posted By: Polovski
Guys we will look at the possibility of adding a hook in WOFF UE - with a toggle to enable disable it in workshops.



Wow. If a Mission Editor would be able to be added into WOFF UE, it really would be the Ultimate Edition. JJ, we all appreciate your work on this and OBD, we appreciate your looking into the possibility of making this happen. Hopefully, as Duke says, some agreement can be reached.


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