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OldCrow
December 9th, 2008, 00:03
I couldn't find any info on this and I'm sure it has been covered before.

I'd like to be able to have more enemy planes spawn in a campaign. Usually I'm in a flight of 8...and sometimes 8 escorts and usually come across an enemy flight of 2-4 aircraft. How can I make it where 4 to say 16...or whatever?

Is this changeable? If so how?

Tailwind
December 9th, 2008, 07:07
Not sure if this applies to missions but I think in the section where you select your pilot you can select number of wing men and also number of enemy. I know it works for single player dog fight but I am not sure about missions.

TW

remcoc
December 9th, 2008, 07:31
Hi Oldcrow,

In your CFS3 install you can find the manual of the missionbuilder. This manual explains how to make new spawns or edit existing ones.

I am not the expert on this topic, but I would suggest you create some new spawns and increase the number of enemy planes in this one. You can try to open the spawns with notepad and adjust the number of planes in existing spwans. I'am not sure this works however.

for more information on spawns, you can also look in the old threads that have been spared (see the thread of Pat Pattle for the exact url)

RemcoC

OldCrow
December 9th, 2008, 10:27
It sounds like those suggestions only apply to Quick Combat and Custom missions. I'm looking to increase the number of planes in Campaign play.

Unless the spawns you mention are the ones in the "spawns" folder and the campaign uses them. I don't really understand how it works...yet.

OldCrow
December 9th, 2008, 11:12
OK, this is more complicated than I thought...hehe.
I find that a spawn has a random choice of other spawns.

Intercept.spawns for instance looks like this...
<?xml version="1.0"?>
<SpawnControl Stop="y" Priority="1000">
<Spawns Roll="1D6">
<Spawn ID="1" FormationType="intercept_air_euf"/>
<Spawn ID="2" FormationType="cap_air_eeb"/>
<Spawn ID="3" FormationType="cap_air_eefb"/>
<Spawn ID="4" FormationType="cap_air_eub"/>
<Spawn ID="5" FormationType="intercept_air_euf1"/>
<Spawn ID="6" FormationType="intercept_air_euf2"/>
</Spawns>
</SpawnControl>

So, lets say I get roll #1...It goes to "intercept_air_euf"
<?xml version="1.0" encoding="utf-8" ?>
<!-- enemy unescorted fighters -->
<AirFormation Directive="sweep" Country="#enemy" FormType="fingertip" Points="1" DamagePercent="50" GoalID="generated">
<Unit Repeat="3" Type="#fighters"></Unit>
<Route>
<Waypoint Type="turn" PositionType="player-die-roll" Die="2d6" Speed="140"/>
<Waypoint Type="guns" PositionType="facility-die-roll" Distance="3000" Die="2d6" Speed="140"/>
<Waypoint Type="turn" PositionType="home" Speed="140"/>
</Route>
</AirFormation>

So, what number(s) do I change to increase the number in an enemy flight? I'm guessing:
<Unit Repeat="3" Type="#fighters"></Unit>
Does that line represent that 3 Enemy Fighters will arrive?

crossram
December 10th, 2008, 04:12
Hiya, Old Crow.

Understand what your asking. Afraid, at first...it will be a little messy. Ha!

Whether for a single mission, or a campaign (set of missions), all the basics will work.
But, for either, you will need to see how the groups of various files work together. What I mean, say for a campaign, is the basic campaign file will list a set of missions. For each of those missions, there will be a list of spawning files, etc., etc.
You need to understand the file structure to know what, and where, to change the entries, to make it all work. Just chose a campaign, and pick through it, to learn about the various files.

Of course you need to remember that...IF there are ANY mistakes in any of those files, the mission/campaign will not load. Mistakes such as typos, or calling for a/c or objects you don't have.

As far as your spawning files, it's best if you have MB up, and working.

I'll suggest looking at a few of your existing spawn files, and try to pick ones LIKE the spawn you want. Then...copy 'em, and rename each copy.
The copied/renamed spawns are the ones you'll tinker with.

Then, start up MB, creating a 'dummy' mission, just to use as a building block. With that dummy mission loaded in MB, now you have access to the editing end of spawn files. Simply edit those 'copied' spawn files as you wish. It's easier to use copys of working spawns, instead of trying to create new ones, and change them as you wish.
Of course, it's also possible just to hand edit spawn files, but be sure to use workable copys!

Hope this helps.

Daiwilletti
December 11th, 2008, 22:29
So, what number(s) do I change to increase the number in an enemy flight? I'm guessing:
<Unit Repeat="3" Type="#fighters"></Unit>
Does that line represent that 3 Enemy Fighters will arrive?

yes, this is they key to it.

Old Crow, which campaign missions do you tend to fly?

Combat air patrol is controlle dby CAP.spawns in the spawns folder. intercept missions are controlled by intercept.spawns, etc etc.

Suggest you back up your stock spawns.xml, and copy a set to modify. simply increase the "repeat=#" number in the xml file that is called by the SPAWNS file, using the copy of the xml file.

You can increase the difficulty significantly.

If you really want to make things difficult, add "skill=3" within the <unit> parameter.

HTH,

OldCrow
December 11th, 2008, 23:01
yes, this is they key to it.

Old Crow, which campaign missions do you tend to fly?

Combat air patrol is controlle dby CAP.spawns in the spawns folder. intercept missions are controlled by intercept.spawns, etc etc.

Suggest you back up your stock spawns.xml, and copy a set to modify. simply increase the "repeat=#" number in the xml file that is called by the SPAWNS file, using the copy of the xml file.

You can increase the difficulty significantly.

If you really want to make things difficult, add "skill=3" within the <unit> parameter.

HTH,
Thanks for the input folks. I figured it out, basically exactly what you said above. The difficulty or pilot skill...5 seems to be "ACE" and 1 is a complete "Moron", right? :costumes: I assume that the number makes it a set rating for the pilot? Like 3 is the middle ground...or average?

I've been play testing this for a couple days now and I LOVE IT!!!

I made a few random encounters with 18 planes! It's pretty awesome and much more like the WWII dogfights I've read and heard about.

Also, If you leave that pilot skill line out...does that mean it's random?

Led Zeppelin
December 13th, 2008, 00:58
I suggest you download ETO add on, all spawns have been revised for campaign mode, there is not 2 vs 8 anymore.

Daiwilletti
December 13th, 2008, 11:57
Also, If you leave that pilot skill line out...does that mean it's random?

Thats a vary good question. Just how the game engine treats assignment of skill to AI I do not know. By the way, a skill level of 3 is a lot better than average.

A little known feature of cfs3 is that AI skill level seems to improve with higher computer processing power. Which means that if you overclock your PC, you should see smarter AI.

WM and the team over at OFF have unravelled a lot of the secrets of CFS3 engine. Whilst I recongise that a lot of their IP is theirs by virtue of their hours of hard work, one thing I would like to see (on the wish list) is something from the OFF team about how they increased the ability of their AI. Apparently Phase 3 AI are fearsome.

One place to look is in the pilotconstants.xml file, in the main root location of cfs3 files. I have tweaked this file so the average pilot has better vision and health. however there may be other variables in the .xml that may improve AI performance.