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#4242598 - 03/23/16 02:55 PM Re: Mission Building [Re: OldHat]  
Joined: Nov 2014
Posts: 72
Tango717 Offline
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Tango717  Offline
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Posts: 72
Abbotsford,BC
Looks very good OldHat.

Will you or will we still be able to extract or breakout the individual British and German missions for the Raid on Rumbeke like you have done with your previous missions?

Many thanks.

Tango

#4242721 - 03/23/16 07:58 PM Re: Mission Building [Re: OldHat]  
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OldHat Offline
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OldHat  Offline
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Ok. I was able to make a J2 Pilot Mission in addition to the Camel Pilot. I packaged all my scenarios in one download for JSGME. Enjoy.

I will cover how to do this in the next version of my Manual.

#4242758 - 03/23/16 09:51 PM Re: Mission Building [Re: OldHat]  
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Tango717 Offline
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Tango717  Offline
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Abbotsford,BC
Salute OldHat!

Thank you for all your time and talents.

I will try the Jasta 2 mission first.

Tango

#4243104 - 03/25/16 12:11 AM Re: Mission Building [Re: OldHat]  
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Tango717 Offline
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Tango717  Offline
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Posts: 72
Abbotsford,BC
Hi OldHat!

I wanted thank you again for your great efforts and talent and also the developers and community supporters of WOFF.

I'm a little bit under the weather right now, but I would like to provide a brief report on the Raid on Rumbeke that you did.

I flew two missions with Jasta 2.

In the first mission I immediately took off amid the increasing carnage and was presented with a beauty of a broadside shot at a Camel raider. I raked the Camel from prop to rudder and he nose dived into the airfield.

After which I was shot down while under attack from 2-3 Camels.

On the second mission, I started my engine, and waited for about 2 minutes. Then took off and as I was gaining altitude I was again shot down.

My FPS went down some during the Jasta missions but that is neither your fault or the fault of WOFF.

Many planes are in the air and many explosions. The missions were still flyable and I can tweek my settings also.

I flew one mission with RFC 70.

I decided to stay in auto pilot till we were in position to bomb Rumbeke.

What a great cloud of planes we had.

We passed over and close to Rumbeke, then circled back to begin the bombing run.

I left auto pilot and and then swung above the airfield and released the four copper bombs right over several canopy tents and was credited later with 14 hits.

I made three strafing runs and suffered only light damage.

Looking around after my strafing runs, there were very few AlbDv's left and they were heavily outnumbered and engaged.

I formed up and flew home.

Both the German and the British missions are excellently done.

Tango

#4243192 - 03/25/16 11:14 AM Re: Mission Building [Re: OldHat]  
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OldHat Offline
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OldHat  Offline
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Thanks again for that great report Tango. I'm glad that it's fun for you.... at least make you forget about being under the weather for a short while.

#4244619 - 03/30/16 11:49 AM Re: Mission Building [Re: OldHat]  
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loftyc Offline
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Oldhat, I hate to interrupt whatever you're working on, but could you shed some light on the "facilities" section at the end of the mission file, i.e. "mission_spawn_facility_6k3,", what they are and which ones we need?

Olham, have you tried to Rumbeke raid from the German side yet? Not the most enviable position to be in...!

#4244907 - 03/31/16 07:50 AM Re: Mission Building [Re: OldHat]  
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OldHat Offline
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Hey, loftyc... happy to assist a fellow WOFFer.

From what I understand, the "mission_spawn_facility" will get data from spawn tables like enemy and friendly ground, train and troops. And using the Lat/Lon command for specific locations.

The numbering system (e.g. 6k3) could be a way to separate different groups of spawns so you can have as many or as few spawning objects as you like. Actually, you can also remove these spawns by deleting the facilities command in the scenario xml file. However, I believe WOFF will still spawn other objects on its own.

Or it should be possible to edit/make your own spawn table like this, for example in friendlyground3.spawns:

<?xml version="1.0"?>
<SpawnControl>
<Spawns Roll="1D10">
<Spawn ID="1" FormationType="friendly_truck_column"></Spawn>
<Spawn ID="2" FormationType="friendly_truck_column"></Spawn>
<Spawn ID="3" FormationType="friendly_truck_column"></Spawn>
<Spawn ID="4" FormationType="friendly_troop_column"></Spawn>
<Spawn ID="5" FormationType="friendly_armored_column"></Spawn>
<Spawn ID="6" FormationType="friendly_train"></Spawn>
<Spawn ID="7" FormationType="friendly_truck_column"></Spawn>
<Spawn ID="8" FormationType="friendly_truck_column"></Spawn>
<Spawn ID="9" FormationType="friendly_truck_column"></Spawn>
<Spawn ID="10" FormationType="friendly_truck_column"></Spawn>
</Spawns>
</SpawnControl>

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