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Just some questions...

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30
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unitedstates
hi
i just got a few questions about making a mission... this is my 1st attempt at making a mission

what is the GUID for and where can i get it?

how do i "link" the .flt and the .xml files?

what does the .wx file do?

and how do i get the triggers to work?

thanks
 
Messages
6
Hello

1. what is the GUID for and where can i get it?
A GUID is a unique number used to identify the different elements of your mission. Each element has a unique GUID attached to it.
You can generate GUIDs via a tool provided by Microsoft at
http://www.microsoft.com/downloads/...58-484f-4a8c-bb39-adb270833afc&displaylang=en

2. how do i "link" the .flt and the .xml files?
Just add the following entry in your .flt file:
[ObjectFile]
File=YourMissionFile


3. what does the .wx file do?
.wx are meteo file

4. how do i get the triggers to work?
There, you should read a tutorial. It would be too long to explain. Good resources can be find there:
http://www.fsinsider.com/missions/Pages/default.aspx

Good luck!
 
Messages
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unitedstates
thanks... but now i have another question (oh no!)

what does the strings in the property trigger do?
 
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99
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unitedstates
If you look in the SDK folder, there is a file called fsxsdk.chm. If you open this file and look in the Mission Creation Kit, you will find a tutorial on how to make a basic mission. It also includes a reference for every option.

Make a shortcut to this file on your desktop, you will need it.

Gunner
 
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unitedstates
ok one more thing and my mission is complete!

how do i make a trigger where when a flour bomb hits a static plane, it completes an objective?
 
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unitedstates
Put an Area Definition around the target plane, use a Proximity Trigger to detect the flour bomb. To do this, use Reference in the Object Filter. In the OnEnterFilter reference the flour bomb.

If you want an exact hit on the aircraft, you can use more area definitions to cover the aircraft tighter. Reference all the areas in your trigger.

Gunner
 
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unitedstates
this is really making me angry! how do i keep my AI planes from moving? :mad:
oh and another thing... where is the airspeed in the flt file?
 
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Messages
99
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unitedstates
this is really making me angry! how do i keep my AI planes from moving? :mad:
oh and another thing... where is the airspeed in the flt file?

If you don't want them to move, use a scenery object. I don't know exactly what you are trying to do, or what the problem is.

XVelBodyAxis=
YVelBodyAxis=
ZVelBodyAxis=

It depends on what direction of speed you want to change.

Making missions is supposed to be fun :)

Gunner
 
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unitedstates
i tried that, but the thing i want to add is a plane i downloaded and i can only find it in the AI section.
 
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unitedstates
I think you lost me. The flt file is only for the players aircraft, not AI aircraft. Are you trying to add an AI aircraft, or do you want the player to fly this aircraft?
 
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unitedstates
i want a AI aircraft to sit on a carrier and be able to switch planes (like in the flour power mission)
 
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unitedstates
That will be a bit more complicated then it looks. When you switch aircraft, the aircraft changes around the users location. You can not move into an AI aircraft. You will have to do a little slight-of-hand to make it look like the user is moving, and the other aircraft are not.

For example you have 3 aircraft A, B, and C, left to right in a row. You need to have 3 AI aircraft (Or aircraft objects). If your player starts off in type A, then the object A must be inactive, and B and C are activated to your right. If you move into B, object B must be inactactive and A active to the left, C active to the right, etc.

The example above is easer to do if your on a large apron, and may not work on the deck of a carrier. It's also complicated. You may just go for a simplified look and just show 3 static objects on the deck. Select the aircraft and go.

Gunner
 
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