Mission Commander beta release
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@luke777
InvalidAcTypes.XML is generated by using the BMS Editor :Class Table->Units->Squadron->select all the squadron you want to fly with->mouse right click- >Export As Flyable
=> InvalidAcTypes.XML is then generated for the current active theater in the Editor
Cheers
BB -
@Bad-Boy Thank you BB.
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@Bad-Boy Many thanks!!!
Cheers
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@Bad-Boy Now that’s neat new little feature. Nice.
- but Imho … - I’ve never used it … since capmaign/te is already “restricted” by airplanes in file , for IA/DF … whatever , use what you want
I’ve never touched act (and it was bin before) file again in BMS … some 10-15yrs ago … enabling the other “UN”/flyable planes
-but since here… one question tho, “CampObjData.XML” ???
- in Balkans I’ve found (campID) discrepancies between that file and actual objects in saveX/te_new … safe to delete ?
How to re-crete file , seems MC is offering… ?
And what is TRUE use for that file … since objects are in db and features are in db … fine tuning ??
Cheers
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@Falcas - Thank you so much! Version 686 worked perfectly in converting my 4.35U3 TEs (with the expected few choices as to what replaces what).
As you said: It will come with a suggestion which is mostly correct. However not always!!!
Exactly my experience. And as I progressed, the choices dwindled from few to zero. So, perfect…
I really appreciate your patience in dealing with us impatient users. You got this fix out quickly and now we can resume enjoying all that 4.36 offers, with our old TEs, to boot.
Without your tool set, BMS would be far less wonderful!
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Happy to see the conversion is much improved. From 4.35 to 4.36: make sure to adapt the map in bms after importing, the rest is relatively plug and play.
My process for 4.33, for which most of our squadrons legacy missions were made in the past :- MC conversion and save (you need a legacy install)
- Fill in the team -map manually in bms
- Recreate squadrons on the appropriate airbase in bms.
- Assign the flights in the mission to the new squadrons in MC, ensuring each flight has a home base and save.
- Fix the timing in MC: subtract 9 hours of start and current time of the mission to convert to Zulu. Apply and save. Go through each flight and subtract 9 hours. Save.
- Open in bms TE editor and save to uncorrupt the mission. Check if all flights have “white” flight plans and correct if necessary.
All in all about 10 minutes work for complex missions.
EDIT: sadly not quite there yet after MP testing: Stuck on Receiving Units on client side.
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@Easy probably some some erroneous unit , squadron… maybe even in convert process…
You could try different approach (process steps), after convert , open in new bms and save , exit then edit in MC… just a suggestion. try and error.
Good luck- No but is easier , you actually need only dirs /campaign/save and /objects from 4.33 (not even textures/terrain), put those dirs how they supposed to be in folders, respect dir hierarchy , “make” any file “bms.exe” to show it to MC when searching for old bms/theater
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@Foxy said in Mission Commander beta release:
@Falcas
Jazak Allah khyraHow the heck did Foxy get Banned?
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Allright, fixed it. This required some serious deduction / mindless button pressing but here’s the procedure.
The problem lies in the teams. I think Falcas is working on this item because MC is telling me not to use it but, living on the edge, the trick is to apply this little function in the teams tab:
To illustrate, I have a TE out of 4.33 with two teams. So we run the magic button, swap DPRK to slot 6 and “team 6” to slot 2. What this does is it transfers the occupation map and the missing bits that cause a receiving units message to team 6 while keeping the units in DPRK (see previous post).
However, we now have 2 DPRK teams. So we remedy by resetting (name, flag, color) team 2 using MC to get our teams back. We check MC and we see that our DPRK batalions are nicely back to team 6, and opening up BMS we see that the occupation map has transfered to team 6 as well. Great. However, in BMS we still see zero units in our team 6 DPRK. To fix this little issue, open up the TE editor in BMS and save.
Done, the TE is converted to have the proper teams but more importantly, it will run in MP as well without the “receiving units” dialogue.
(EDIT: for 3 or more teams, the procedure is more or less the same although the convenient map swap isn’t working here, so one additional step is needed: redraw the occupation map in BMS)
I have to say that BMS is picky after the conversion with respect to the teams. They all have to be there, or the “receiving units” dialogue pops back up. I guess there’s still an artifact from the conversion somewhere, but delighted with the results.
Thanks for the good work Falcas!
EDIT2: looking back with fresh eyes, the procedure can likely be simplified to a more understandable set of steps that work for any number of teams. Will work on it tonight.
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@Easy Aaah , the team problem… well good news is, it is real easy to fix , as you succeeded … there are even more ways then one , eg. through advanced unit options / manually
Anyway, you see now, that error message was kinda misleading , and without look into , one would hard guess what the problem really is.
Anyways,
Good luck -
Hello,
I’ve used mission commander for some time and noticed now that if I try to create a fresh new campaign in 4.36 that it resulted in me no longer being able to open to the loadout screen- resulting in a CTD. I had to reinstall BMS to clear this issue and have had to avoid using mission commander. Has anyone else run across this? -
Curious if anyone figured out how to set IFF teams, currently I get a false IFF return of anything in the air, which is a bit of a give-away against bandits.
Is that manipulatable at all Falcas?
The TEAM Spot / Ident section in the picture above perhaps? -
@Easy Nope. That spot/ident are “game-logic” flags. No IFF related anyhow.
But I have no idea how to “preset” iff for team/package/flight. For me iff is “auto” all the way. Can it be even done, manually???
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I’m very sorry to post this message here becuse maybe I’ve done some mistake somewhere but I completely missing the Camo/skin in the brand new, last release 0.5.20.686. Using 4.36.
Thanks for any help -
Hey,
Its no longer used and so you won’t see it anymore for 4.36.
There is a new way of doing this.
In the squadron page you can directly set the skin for the squadron. It is now saved in the mission file.For the flights you can select a different skin for each aircraft. And this selection is also saved in the mission file.
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I ran into an issue converting a campaign from ITO .35 to ITO .36, all objectives had the correct X and Y coordinates (except a very few which were off by 1 unit in either X or Y), the N and E coordinates for all objectives were off on both values, usually the decimal part but in several cases the minutes were different compared to the original save (both .35 and .36 vanilla save files were compared against the converted save). This didn’t happen in NTO. The same procedure was used in both instances as detailed in MC Convert Mission. MC version 0.5.20.686.
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@Falcas
Many thanks Falcas, yes I already saw the possibility to have a different tail for wingman than the usual one. Many, many thanks to drive me in the right direction for the rest.
G -
@luke777 said in Mission Commander beta release:
I ran into an issue converting a campaign from ITO .35 to ITO .36, all objectives had the correct X and Y coordinates (except a very few which were off by 1 unit in either X or Y), the N and E coordinates for all objectives were off on both values, usually the decimal part but in several cases the minutes were different compared to the original save (both .35 and .36 vanilla save files were compared against the converted save). This didn’t happen in NTO. The same procedure was used in both instances as detailed in MC Convert Mission. MC version 0.5.20.686.
Hey,
Not enough is clear about what you are doing to give a clear answer.Converting a campaign? You mean the base file (saveX.cam) or a running campaign?
The difference must be clear, there are no Objectives in the running campaign file.During a conversion the coordinates of Objectives are not changed as this is not needed for a conversion. So why would you see a difference.
If you talk about 1Unit, you mean 1KM?
As you can now place Objectives with 0.001 KM accurate now as 1.0Km before.Do you have 2 compare screenshots to see what you mean?
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@Falcas said in Mission Commander beta release:
During a conversion the coordinates of Objectives are not changed as this is not needed for a conversion. So why would you see a difference.
I wouldn’t have asked if I knew why.
saveX.cam to saveX.cam
One unit as one unit e.g.100 in place of 101
Left converted right original. Discepancy in N and E coordinates.
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The KM X/Y are the same, both X 329 Y 282. That is the only thing that matters and actually places the Objective in the game.
So see why I asked about units being KM?The coordinates in Falcon have always been fake and just some close calculation to get you something showing. But has nothing to do with placement.
Although this is a bit strange. Input is the same, the calculation is the same and so the result should be the same. Will see if I can find something.
EDIT: What can be the case is that the base data for the theater 4.35 and 4.36 is not the same!!! Meaning the set coordinates of the lower left corner. This could explain the difference.