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Hi All, I was wondering when crerating a mission for a campaign and you have completed as mission for example destroyed a vehicle, is there a standard that the game uses or everyohne is using? Do you need to create a trigger to say "Mission complete" or some3 other action?

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Posted (edited)

Sending a 'Mission Complete' message is something you have to generate; it's different than defining the mission goals. What I do is determine which conditions I want met for a 'Mission Complete' message to appear. It's important to note that the conditions you pick to generate a message can be totally independent from those that define the mission goals. You, the mission designer, gets to decide.

 

The step after deciding which conditions will generate the 'Mission Complete' message is to create a trigger that uses them. Like other triggers, it can be more than one condition that has to be satisfied, or, if needed you can use the 'OR' function as well, to create alternate conditions for a message to appear. If you want to do something like have the message appear as the player pulls into the parking ramp or something like that, you can use a trigger zone to make that happen, just like you normally would for other mission events.

 

In the 'Actions' column, do a 'Message to Group' or 'Message to Coalition', as appropriate, with the group or team choices being whoever you want to see the message. The make the message itself 'Mission complete' or whatever you want it to read.

 

One thing I normally do is put in a delay for the message to appear; you don't want it to flash right as the final primary target is hit, or as you touch down on the runway or hit the three wire. Give the player a breather to pull off target, and maybe conduct a little post-attack BDA on their own. Depending on the circumstances, I usually delay the message for anywhere from 15 seconds to a full minute.

 

Hope that helps! Happy gaming!

Edited by jmarso
Posted
Hi All, I was wondering when crerating a mission for a campaign and you have completed as mission for example destroyed a vehicle, is there a standard that the game uses or everyohne is using?

 

Hi,

 

For Campaigns, DCS has provided a mechanism to let the player advance to the next Mission of the Campaign flowchart ... so, the most important thing to do is not the message that you will show to the user, but how to manipulate this Campaign mechanism :)

 

Here is a standard mission debrief, there are two values that are important to the Mission designer:

 

Pxmeph7.jpg

 

The "Score" is the sum of the points value that ED has assigned to every object of the game, and thus it is beyond our control .. it merely serves for the Player to get a score based on what he has fully destroyed on this mission, and that score will be added to the players total on his Logbook.

 

On this example, I hit 5 vehicles, worth 5 points each .. but only one of them is actually fully destroyed (dead), so I'm awarded only 5 points.

 

For the Campaign, the important value is the "Results" .. and this value CAN be set by the mission designer and is used on a Campaign to determine if the player should advance onto the next Campaign stage, or if he should repeat the mission, or if he did so bad that he has go back to the previous stage of the Campaign.

 

This three outcomes are determined by the Results value: 50 points makes the player repeat the current mission, less than 50 make him go back to othe previous mission and more than 50 will make the player advance onto the next mission of the Campaign.

 

Within the mission editor, you assign the Results points on GOALS:

 

Y6l5AHM.jpg

 

Generally speaking, 99% of the players hate when the Campaign goes back to the previous mission, many opting for abandoning the Campaign altogether if this happens, other think that it is a bug.

 

So, I suggest to give the player 50 result points at the start of the mission, so that on the worst case that he achieves no goal, he will just have to repeat this mission .. never going back to the previous Campaign stage

 

Then, you can use a trigger to let the Goal system know when the player achieves the mission goal .. which can be anything: sucessfully landing on a destination, picking up a cargo, or hitting a target ... you just turn the triger ON when that happens.

 

So, that is in a nutshell how the Campaign mechanism works :)

.

 

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Posted
Hi,

 

For Campaigns, DCS has provided a mechanism to let the player advance to the next Mission of the Campaign flowchart ... so, the most important thing to do is not the message that you will show to the user, but how to manipulate this Campaign mechanism :)

 

Here is a standard mission debrief, there are two values that are important to the Mission designer:

 

Pxmeph7.jpg

 

The "Score" is the sum of the points value that ED has assigned to every object of the game, and thus it is beyond our control .. it merely serves for the Player to get a score based on what he has fully destroyed on this mission, and that score will be added to the players total on his Logbook.

 

On this example, I hit 5 vehicles, worth 5 points each .. but only one of them is actually fully destroyed (dead), so I'm awarded only 5 points.

 

For the Campaign, the important value is the "Results" .. and this value CAN be set by the mission designer and is used on a Campaign to determine if the player should advance onto the next Campaign stage, or if he should repeat the mission, or if he did so bad that he has go back to the previous stage of the Campaign.

 

This three outcomes are determined by the Results value: 50 points makes the player repeat the current mission, less than 50 make him go back to othe previous mission and more than 50 will make the player advance onto the next mission of the Campaign.

 

Within the mission editor, you assign the Results points on GOALS:

 

Y6l5AHM.jpg

 

Generally speaking, 99% of the players hate when the Campaign goes back to the previous mission, many opting for abandoning the Campaign altogether if this happens, other think that it is a bug.

 

So, I suggest to give the player 50 result points at the start of the mission, so that on the worst case that he achieves no goal, he will just have to repeat this mission .. never going back to the previous Campaign stage

 

Then, you can use a trigger to let the Goal system know when the player achieves the mission goal .. which can be anything: sucessfully landing on a destination, picking up a cargo, or hitting a target ... you just turn the triger ON when that happens.

 

So, that is in a nutshell how the Campaign mechanism works :)

.

 

Thank you very much!

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