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[hemmerling] Computer Games by "Gaijin" 7/9 - Video Tutorial "War Thunder - CDK: Mission Editor"

I Takeoff

1 Create a Player

  1. Select unit type “armada” ( default setting ). All aircrafts come under the “armada” type.
  2. Press the button “Create unit”.
  3. Place the “armada” unit.
  4. Press the key “P” to open the “Object Properties” window.
  5. “Object Properties” window:
    1. Change the name of the unit to “player”.
    2. Select the type of vehicle we want to use, by the pick list “Class”. Make shure that you own the vehicle, i.e. that it is unlocked in the vehicle tree!
      • The original video tutorial suggestes to select the vehicle “f4f-3”. However, this vehicle might not be available for you.
      • So I suggest that you select a reserve vehicle, which you own and may use in any case.
        • Historical US planes for Wake Island :-), but weak armament :-(:
          1. P-26A-34 M2 ( CDK id “p-26a_34_m2” ) - 1 x 12.7 mm M2 Browning machine gun, reload time 20s + 1 x 7.62 mm Browning machine gun, reload time 15s, 388 km/h. May be loaded with bombs.
          2. P-26A-33 ( CDK id “p-26a_33” ) - 2 x 7.62 mm Browning machine gun. May be loaded with bombs.
          3. P-26B-35 ( CDK id “p-26b_35” ) - 2 x 7.62 mm Browning machine gun. May be loaded with bombs.
        • Best reserve plane to take down bombers, due to strongest armament:
          1. CR.32 ( CDK id “cr_32” ) - 2 x 12.7 mm Breda-SAFAT machine gun, reload time 20s, 380km/h.
        • Some other alternative reserve planes with better armament and / or higher speed than the US reserve planes:
          1. Gladiator Mk I (China) ( CDK id “gladiator_mk1_china” ) - 4 x 7.7 mm Browning machine gun, reload time 15s, 429km/h.
          2. -J8A ( CDK id “gladiator_j8a” ) - 4 x 8 mm Ksp m/22 machine gun, reload time 15s, 428 km/h.
          3. D.373 ( CDK id “d_373” ) - 4 x 7.5 mm Mle 33 machine gun, reload time 15s, 427 km/h.
          4. I-15bis (China) ( CDK id “i-15bis_china” ) - 4 x 7.62 mm PV-1 machine gun. May be loaded with bombs, reload time 15s, 425km/h.
          5. D.371 ( CDK id “d_371” ) - 4 x 7.5 mm MAC 1934 machine gun, reload time 15s, 410 km/h.
          6. I-15 M-22 ( CDK id “i-15_1935” ) - 4 x 7.62 mm PV-1 machine gun, reload time 15s, 382 km/h. May be loaded with bombs √.
          7. I-15 M-25 ( CDK id “i-15_1935_moscow” ) - 4 x 7.62 mm PV-1 machine gun, reload time 15s, 379 km/h. May be loaded with bombs √.
          8. I-15 WR ( CDK id “i-15_1934” ) - 4 x 7.62 mm PV-1 machine gun, reload time 15s, 377 km/h. May be loaded with bombs √.
    3. Set the pick list “Class” to the CDK id of the airplane of your choice.
    4. Click on ”+ Properties”, to open the expandable area below.
    5. ”+ Properties”:
      1. Set the pick list “army” to “1”, to change the army of the player.
      2. The video suggests to fly in a squad of 4 allies. Let's fly a squad of 4 allies. Set the slider “count” to “4”.
      3. We split the squad into pairs, by setting “numInWing” to “2”.

2 Configure the Mission

  1. Press the keys “SHIFT+P” to open the mission property window “Properties”. Close the “Trigger/MissionObj” window. info” window, as we don´t need it.
  2. Let the mission know its player:
    1. Click on ”+ Mission Settings”, to open the expandable area below.
    2. Click on ”+ player_teamA”, to open the expandable area below.
    3. Click on ”+ wing”, to open the expandable area below.
    4. Click on the white selector ”<none>” to select a wing unit. A modal window “Select unit” opens. Select “player”.

3 Airfield

3.1 Option #1: Select an Airfield from one a List of Airfields ( demonstrated but scrapped in the video )

  • Create an airfield, which will be displayed as blue stripe on the map:
    1. Select unit type “objectGroups”.
    2. Press the button “Create unit”.
    3. Place the “objectGroups” unit.
    4. Press the key “P” to open the “Object Properties” window.
    5. Select any airfield, by the pick list “Class”. All airfields start with “dynaf_” ( “dynamic airfield” ).
      • Set the pick list “army” to “1”, so that it belongs to the army of the player.
  • The button “Show unit icons” activates a display of a green icon for this “objectgroups” unit.
  • The button “Show unit assets” shows the spatial expansion of the airfield as dark gray area.
    • The airfields are graphical overlays which shows ground ( e.g. ground covered with snow ), buildings and one or many airfield runways.
    • The airfields have different length. Large airfields often have name components like “_2k”, “_3000”. The name components _2line”, “_3line” indicate that there are several airfield runways.
    • You can neither change the length of the airfields, nor the orientation :-(.
      • The airfield orientation and by this the orientation of the most important airfield runway is in the direction of the red object axis, i.e. the airfield runways go from East to West or vice versa.
      • The 3 object axises of any object are displayed if the button switch “Draw object axis” is activated ( Red = Eastwards. Blue: Northwards. Green: Up to the Sky ).
      • Btw, many other unit of type “objectGroups” are symmetrical.
    • Compare the display of the following airfields:
      1. “dynaf_britain_ally” - Small airfield, quite neutral ground, 1 short airfield runway.
      2. “dynaf_bulge_winter_2line_2k” - A large airfield. Ground is covered with winter snow. There are 2 airfield runways.
      3. “dynaf_bulge_winter_3line_2k” - A large airfield. Ground is covered with winter snow. There are 3 airfield runways.

3.2 Option #2: Create your own Airfield by marking a Zone ( used in the Video )

  • However in this case, we don't need airfields, because the island of the binary dump file “wake_island.bin” has already several airfields. All we have to do is to find it in the mission. To do this, we use the zone tool.
  • Define the airfield by a start zone and an end zone. There are buttons to create different kind of zone: “Create point zone”, “Create sphere zone”, “Create cylinder zone”, “Create box zone”.
    1. Define the start zone.
      1. Press the button “Create sphere zone”.
      2. To create a sphere at a location, we need to choose it's central point and it's size.
        1. Point the mouse to the wanted central point.
        2. Left klick and drag sideways to set the sphere radius.
      3. Press the key “P” to open the “Object Properties” window.
      4. “Object Properties” window:
        1. Change the name of the unit to “airfield_start”.
        2. Set the position of the start of the airfield properly.
          • You may modify the position by these buttons. Press the button “Select (Q)” to leave the mode.
            1. “Move (W). Use 'Shift' for clone mode, 'Ctrl' for snap points mode”.
            2. “Move over surface (Ctrl+Alt+W). Use 'Shift' for clone mode”.
            3. “Rotate (E). Use 'Shift' for clone mode”.
            4. “Scale (R)”. Use 'Shift' for clone mode”.
          • Set “Radius” to “50”.
          • Set “Position” to “1961.45”, “16.8”, ”-2091.60”.
    2. Define the end zone.
      1. Select the sphere.
      2. Use the Move tool to clone the sphere:
        1. Select any of the movement axis ( with the blue, red, green arrows at top ).
        2. Press W to to actiate the move mode. Press the SHIFT key. Keep the SHIFT key pressed and move it ( by the mouse ) to the other side of the airfield.
        3. A modal window is opened “Clone object”. At “Name of clone(s)”, rename the clone to “airfield_end”.

4 Create the initial Trigger

4.1 Create the Airfield by the initial Trigger

  1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
  2. In the mission property window “Properties”, click on the button “Trigger”.
    • The tree elements under the headings “Events”, “Conditions”, “Actions” and “ElseActions” of the “Elements” pane describe the behaviour of the trigger:
      • “Events / periodicEvent {time=1.00}” - The event takes care of the time the event described in the trigger takes place at, or of how often it rule should be checked.
  3. In the “Trigger/MissionObj” window:
    • Change the “Name” of the trigger to “initial”.
    • Set the checkbox ”[x] Enabled” enabled. It means, it is activated from the very beginning.
    • Keep the checkbox ”[_] enableAfterComplete” disabled. Once the trigger has carried out its actions, it becomes disabled.
    • Let's make our trigger start time shorter, just in case to make it happen 1/10 sec instead of 1 sec after the start.
      • Set “time” to “0.1”.

4.2 Option #1: Select an Airfield from one a List of Airfields

  • Nothing further to do.

4.3 Option #2: Create your own Airfield by marking a Zone

  • To make it an airfield out of it, we need to set the 2 spheres in the mission's triggers.
  • Press the button “Action” and select the action “addAirfield”.
    • Set the parameter “runwayStart” to “airfield_start”.
    • Set the parameter “runwayEnd” to “airfield_end”.
    • Set the parameter “runwayWidth” to “100”.
    • Set the pick list “army” to “1”, so that it belongs to the army of the player.

5 Define several Spawn Points for the Squad

  1. Define several spawn zones, so that all several airplanes of our squad may appear separately.
    1. Create spawn zone #1.
      1. Press the button “Create sphere zone”.
      2. To create a sphere at a location, we need to choose it's central point and it's size.
        1. Point the mouse to the wanted central point.
        2. Left klick and drag sideways to set the sphere radius.
      3. Press the key “P” to open the “Object Properties” window.
      4. “Object Properties” window: Change the name of the unit to “spawnpoint01”.
    2. Create spawn zone #2, #3, #4. Repeat the steps for every spawn zone.
      1. Use the Move tool to clone the sphere:
        1. Select any of the movement axis ( with the blue, red, green arrows at top ).
        2. Press W to to actiate the move mode. Press the SHIFT key. Keep the SHIFT key pressed and move it ( by the mouse ) to the other side of the airfield.
        3. A modal window is opened “Clone object”. At “Name of clone(s)”, rename the clone to “spawnpoint02”, “spawnpoint03”, “spawnpoint04” respectively.
  2. Turn the 4 spawn zones into spawn points of the airfield.
    1. Press the keys “SHIFT+P” to open the mission property “Trigger/Mission Obj. Info” window.
    2. Select the Trigger “addAirfield”.
      • Click 4 times on the button ”+ spawnPoint”.
      • Set the 4 “spawnPoint” fields to “spawnpoint01”, “spawnpoint02”, “spawnpoint03”, “spawnpoint04”.

6 Define the Spawn Point for the Player

  1. Create the event to cause the player to spawn at the start of the mission.
    1. Press the button “Action” and select the action “spawnOnAirfield”.
      • Set “runwayname” to “airfield_start” to specify the name of the airfield.
      • Set “objects” to “player”, who we want to spawn on the airfield.

7 Specify a Mission Objective for the Player

  1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
  2. Press the button “Mission Obj”.
  3. Select the mission objective type “abstratMissionObjective”.
  4. Press the button “Ok” to add a mission objective to the project properties.
  5. In the “Trigger/MissionObj” window, set the “Name” of the mission to “cdk_tutorial_mission_takeoff”.
  6. Set the checkbox ”[x] Enabled” enabled. It means that it will be activated by default, in example, occurring from the very beginning.
  7. Set the checkbox ”[x] isPrimary” enabled. It means that it is a primary objective. If we remove it, the objective will show up as a secondary objective and will be displayed on the tactical map where the secondary mission objectives are usually displayed.

8 Create a Waypoint

  • Create a zone and mark it as a waypoint for the player. When the player reaches it, the takoff objective will be marked as “complete”.
    1. Press the button “Create sphere zone”.
    2. To create a sphere at a location, we need to choose it's central point and it's size.
    3. Point the mouse to the wanted central point, above the airfield in 300 meters height
      1. Left klick and drag sideways to set the sphere radius.
      2. Press the key “P” to open the “Object Properties” window.
      3. “Object Properties” window:
        1. Change the name of the unit to “waypoint01”.
        2. Set the y-coordinate of “Position” to “300” either by coordinates field the property window or in the main top buttonbar of the application window.
        3. Keep “Radius” unchanged ( the default value is “100” ).
    4. Now we mark the sphere as place where the player must fly to. To this end, we add an “Action” to the so far one-and-only trigger, the trigger with the name “initial”.
      1. Press the button “Action” and select the action “missionMarkAsWaypoint”. It requires to indicate point as a target.
      2. Set the parameter “target” to “waypoint01”.
      3. Keep the checkbox ”[x] visible” enabled. It means that it will be displayed on the minimap and the radar, and that it will blink.
      4. Keep the checkbox ”[x] primary” enabled. If we would disable this checkbox, the waypoint looses it's yellow point in the center.
      5. Set the checkbox ”[_] ignoreDifficulty” disabled. If it is set, it means that the waypoint is even visible on simulated difficulty.

9 Create a Trigger Action for Completion

  • Create a new trigger with a condition.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger/MissionObj” window, change the “Name” of the trigger to “take_off_done”.
    4. Create a condition, if the player has reached the target.
      1. Press the button “Condition” and select the action “playersWhenInArea”.
      2. Set the parameter “target” to “waypoint01”.
    5. Provide a means to check whether the player flew level into the zone. Whether he flew to the point underneath it or above it.
      1. Keep the parameter “math” set to “2D” ( the default ). By this the player will be credited with completing the mission if he flies into the zone, below or above it.
    6. The waypoint will disappear if the player flies into the zone, below or above it.
      1. Press the button “Action” and select the action “missionMarkAsWaypoint”.
      2. Set the parameter “target” to “waypoint01”.
      3. Set the checkbox ”[] visible” disabled. It means that the waypoint will no longer be visible, i.e. it won´t be displayed on the minimap and the radar, too.
  • We also consider the first objective to be completed.
    1. Press the button “Action” and select the action “moSetObjectiveStatus”.
      • Set “target” to the objective “cdk_tutorial_mission_takeoff”.
      • Set “status” to “2” ( “2” = completed task,”3” = unfulfilled task, in example failed ).

10 Final Completion of the Mission

  1. Press the keys “SHIFT+P” to open the mission property window “Properties”. Close the “Trigger/MissionObj” window. info” window, as we don´t need it.
  2. Open the settings ”- Mission Settings”, ”- mission”, ”- locName”.
    1. Keep the parameter “type” set to “singleMission”.
    2. Set the parameter “name” to “wake_island_cdk_tutorial_mission”.
    3. Set the parameter “level” to “levels/wake_island.bin”.
  3. Open the settings ”- locName”.
    1. Set the parameter “locName” to “wake_island_cdk_tutorial_mission”.
  4. Open the settings ”- Singleplayer params”, ”- restoreType”.
    1. Change the player revival type “restoreType” from “attempts” to “tactical_control”. “tactical control” allows the player to take the place of any airplane in his squad after death, meaning the player will have as many attempts as he has airplanes in his squad.
  5. Open the settings ”- Weather params”.
    1. Set the parameter “environment” to “Morning”.
    2. Set the parameter “weather” to “Clear”.
  6. Save the mission as “wake_island_cdk_tutorial_mission01.blk”.
  7. By the Windows explorer, delete the file “wake_island_cdk_tutorial_mission01.autosave.blk”. Else you see 2 items with same name in the WarThunder User Missions list.

11 Prepare the CV File & modify the BLK File

11.1 File Storage & File Naming Conventions

  • CSV file “usr_wake_island_cdk_tutorial_mission01.csv” - The prefix “usr_” is mandatory.
  • BLK file “wake_island_cdk_tutorial_mission01.blk” - No prefix.
  • You may save your BLK file in a separate subdirectory below the directory “UserMissions”. It is indeed detected by the Warthunder client, automatically. The CSV file must be in the same directory as the BLK file.

11.2 CSV File "usr_wake_island_cdk_tutorial_mission01.csv"

  • Create the file in UTF-8 format. I suggest to use the free OpenSource editor Notepad++ for Windows. Don't use Windows own editors Notepad and WordPad!
"<ID|readonly|noverify>";"<English>";"<German>";<Comments>;<max_chars>
"cdk_tutorial_mission_takeoff";"Take off and follow the attack group leader";"Abheben und dem Angriffsführer folgen";
"missions/wake_island_cdk_tutorial_mission01";"Will not be displayed";"Wird nicht angezeigt";
"missions/wake_island_cdk_tutorial_mission01/objective";"Build your first mission";"Erstelle Deine erste Mission";
"missions/wake_island_cdk_tutorial_mission01/date";"2020-08-03";"2020-08-03";

11.3 BLK File "wake_island_cdk_tutorial_mission01.blk"

  • Modify the location to:
    locName:t="Wake Island, Air Battle 1 ( Singleplayer Mission )"
  • Add behind it:
    name:t="wake_island_cdk_tutorial_mission01"

11.4 Naming Conventions for "User Missions" Screen

  • Mission name @ mission explorer & headline ⇒ “wake_island_cdk_tutorial_mission01.blk”:
    mission{  i
             locName:t="Wake Island, Air Battle 1 ( Singleplayer Mission )"
    }
  • Date ⇒ Identical names of “name:t” in BLK file and mission name in the CSV file are mandatory!
    • “wake_island_cdk_tutorial_mission01.blk”:
      mission{
               name:t="wake_island_cdk_tutorial_mission01"
      }

      and

    • “wake_island_cdk_tutorial_mission01.csv”:
      "missions/wake_island_cdk_tutorial_mission01/date";"2020-08-03";"2020-08-03";
  • Conditions ⇒ “wake_island_cdk_tutorial_mission01.blk”.
  • Vehicle ⇒ “wake_island_cdk_tutorial_mission01.blk”.
  • Objective = Identical names of “name:t” in the BLK file and mission name in the CSV file are mandatory!
    • “wake_island_cdk_tutorial_mission01.blk”:
      mission{
               name:t="wake_island_cdk_tutorial_mission01"
      }

      and

    • “wake_island_cdk_tutorial_mission01.csv”:
      "missions/wake_island_cdk_tutorial_mission01/objective";"Create and run your first mission";"Erstelle Deine erste Mission und führe sie durch";
      

12 Launch the Mission ingame

12.1 Launch the WarThunder Client

  • For the current mission:
    • You must own the vehicle of the custom mission, i.e. it must be unlocked in your vehicle tree. For this mission, it is the reserve airplane P-26A-34 M2.
    • If you don´t own the vehicle, the mission briefing states “Requirements: Purchase XXXX” :-(.
    • But you must not have the vehicle in the active preset, i.e. you must not put the vehicle into a preset at all. It must not even be repaired !

12.2 Learn to land on an Airfield without Airplane Landing Rollover

  • Learn to fly and especially to land a airplane for this user mission! This is especially an advice for “Air Arcade Battle” ( AB ) players, who usually must not land their airplanes in standard combat. Focus your training on landing without airplane landing rollover, after some rolling out on the airfield, briefly before expected standstill!
    1. Select USA as active nation.
    2. Press the button “Research” to open the research tree
    3. Select the airplane “P-26A-34 M2”.
    4. Right-click on the vehicle and select “Test Flight”.
  • For rookie pilots, I suggest to use the checked reserve planes ( “√” ) of this list. With the other reserve planes, landing is quite difficult for beginners, as these airplanes tend to do airplane landing rollover. For expert players, try to master the non-checked reserve planes :-).
    1. USA:
      1. P-26A-34 M2 ( CDK id “p-26a_34_m2” ) - 1 x 12.7 mm M2 Browning machine gun + 1 x 7.62 mm Browning machine gun. May be loaded with bombs.
      2. P-26A-33 ( CDK id “p-26a_33” ) - 2 x 7.62 mm Browning machine gun. May be loaded with bombs.
      3. P-26B-35 ( CDK id “p-26b_35” ) - 2 x 7.62 mm Browning machine gun. May be loaded with bombs.
    2. Germany:
      1. He 51 A-1 ( CDK id “he51a1” ) - 2 x 7.92 mm MG 17 machine gun √.
      2. He 51 B-1 ( CDK id “he51b1” ) - 2 x 7.92 mm MG 17 machine gun √.
      3. He 51 C-1 ( CDK id “he51c1” ) - 2 x 7.92 mm MG 17 machine gun. May be loaded with bombs √.
    3. USSR / Russia:
      1. I-15 WR ( CDK id “i-15_1934” ) - 4 x 7.62 mm PV-1 machine gun. May be loaded with bombs √.
      2. I-15 M-22 ( CDK id “i-15_1935” ) - 4 x 7.62 mm PV-1 machine gun. May be loaded with bombs √.
      3. I-15 M-25 ( CDK id “i-15_1935_moscow” ) - 4 x 7.62 mm PV-1 machine gun. May be loaded with bombs √.
    4. Great Britain / UK:
      1. Fury Mk I ( CDK id “fury_mk1” ) - 2 x 7.7 mm Vickers E machine gun.
      2. Fury Mk II ( CDK id “fury_mk2” ) - 2 x 7.7 mm Vickers E machine gun.
      3. Nimrod Mk I ( CDK id “nimrod_mk1” ) - 2 x 7.7 mm Vickers E machine gun. By test drive, you may train starting and landing on an airplane carrier ship :-).
    5. Japan.
      1. Ki-10-I ( CDK id “ki_10_1” ) - 2 x 7.7 mm Type 89 machine gun √.
      2. Ki-10-I C ( CDK id “ki_10_1_commander” ) - 2 x 7.7 mm Type 89 machine gun √.
      3. Ki-10-II ( CDK id “ki_10_2” ) - 2 x 7.7 mm Type 89 machine gun √.
    6. China.
      1. I-15bis (China) ( CDK id “i-15bis_china” ) - 4 x 7.62 mm PV-1 machine gun. May be loaded with bombs √.
      2. Gladiator Mk I (China) ( CDK id “gladiator_mk1_china” ) - 4 x 7.7 mm Browning machine gun √.
    7. Italy.
      1. CR.32 ( CDK id “cr_32” ) - 2 x 12.7 mm Breda-SAFAT machine gun.
      2. CR.32 quater ( CDK id “cr_32_quater” ) - 2 x 12.7 mm Breda-SAFAT machine gun.
    8. France.
      1. D.500 ( CDK id “d_500” ) - - 2 x 7.5 mm Darne 1933 machine gun + 2 x 7.5 mm MAC 1934 machine gun √.
      2. D.371 ( CDK id “d_371” ) - 4 x 7.5 mm MAC 1934 machine gun.
      3. D.373 ( CDK id “d_373” ) - 4 x 7.5 mm Mle 33 machine gun.
    9. Sweden.
    10. J6B ( CDK id “j6b” ) - 1x 8 mm Ksp m/22 Fh machine gun √.
    11. J8A ( CDK id “gladiator_j8a” ) - 4 x 8 mm Ksp m/22 machine gun.
    12. Israel.
      • No reserve planes :-(.

12.3 Start the Mission

  • Select the menu item “Battles / User Missions”.
    1. In the window “User Missions”, find your mission. The user mission “wake_island_cdk_tutorial_mission1” is at “campains/singleMission”. Don't be confused: As the editor frequently safes a backup file ( i.e. “wake_island_cdk_tutorial_mission01.blk” is auto-saved as “wake_island_cdk_tutorial_mission01.autosave.blk” ), there are indeed 2 user missions with the same name displayed by the Warthunder client. If you saved your mission before you start - you should do so anyhow -, the user missions are identical, so it does't matter which user mission you start.
    2. Select this mission by clicking on “wake_island_cdk_tutorial_mission01”.
    3. Press the button “Apply”. in Arcade mode, you have 5 tries, i.e. You may rejoin the mission 4 another times after your first vehicle was knocked out.
  • If you modify the file “usr_wake_island_cdk_tutorial_mission01.csv” freqently, best is to change the language of WarThunder at the BurgerMenu, “Options / Language”. This causes WarThunder to reload the CSV file, if you load and execute next user mission :-)!

II Destroy Bombers and return to the Base

1 Place the Enemy Planes

  1. Select unit type “armada” ( default setting ). All aircrafts come under the “armada” type.
  2. Press the button “Create unit”.
  3. Place the “armada” unit.
  4. Press the key “P” to open the “Object Properties” window.
  5. “Object Properties” window:
    1. Change the name of the unit to “enemy_bombers”.
    2. Set the y-coordinate to “1000” either by coordinates field the property window or in the main top buttonbar of the application window.
    3. Turn the enemy airplanes towards the island:
      • UPDATE OF THE TRAINING VIDEO:
        • When we select an object, we can see 3 lines around it. The red line is always in line with the direction the object is facing.
        • EITHER press the button “Rotate (E). Use 'Shift' for clone mode”.
        • OR press the button “Draw object Axis”.
        • Now we can see 3 lines around it. The red line is always in line with the direction the object is facing.
    4. Select the type of vehicle we want to use, by the pick list “Class”.
      • Note that you must not own enemy vehicles, i.e. the vehicle must not be unlocked in the vehicle tree :-).
      • The video suggests to select the rank II bomber G4M1 ( CDK id “g4m1” ).
      • As this tutorial supposes that the player is using a reserve plane, it's more fair to select a rank I bomber instead. E.g. select H6K4 ( CDK id “h6k4” ), Ki-21-Ia ( CDK id “ki_21_1ko” ), B5N2 ( CDK id “b5n2” ), F1M2 ( CDK id “f1m2” ).
    5. Click on ”+ Properties”, to open the expandable area below.
    6. ”+ Properties”:
      1. Set the pick list “army” to “2”, to change the army of the enemy. It is important that the player's army and the opponent's army are different.
      2. The video suggests to create 3 enemy planes. Let's create 3 enemy planes. Set the slider “count” to “3”.
    7. Click on ”+ Weapon & Bullets”, to open the expandable area below.
      1. For this mission, many smaller bombs are more effective than a few large bombs.
        • So set “Weapon” to “h6k4_12xtyp97mod6” for H6K4.
          Suspended armament
          Setup 1
          12 x 60 kg Navy Type 97 Number 6 ground bomb
        • So set “Weapon” to “ki_21_1ko_type94mod10” ( EN.Wikipedia "List of Japanese military equipment of World War II" - “Missiles & bombs” - “Type 94 No. 10 bomb 100 kg” ) for Ki-21-Ia.
          Suspended armament
          Setup 2
          10 x 100 kg Army Type 94 GPHE bomb
        • So set “Weapon” to “b5n2_type97mod6_bombs” for B5N2.
          Suspended armament
          Setup 1
          6 x 60 kg Navy Type 97 Number 6 ground bomb
        • So set “Weapon” to “f1m2_bombs” for F1M2.
          Suspended armament
          Setup 1
          2 x 60 kg Navy Type 97 Number 6 ground bomb

2 Make the Enemy Airplanes visible after the Player has reached the Waypoint

  1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
  2. Create an action, so that the player will be unaware of the enemy airplanes until he reaches the waypoint. The enemy airplanes won´t appear on the map or on the mission, in general.
    1. Select the line “initial” of the Trigger section so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
    2. Press the button “Action” and select the action “unitPutToSleep”.
    3. Click on ”+ Element”, to open the expandable area below.
    4. Click on ”+ Props”, to open the expandable area below.
    5. Set “target” to “enemy_bombers”.
  3. Create an action, so that enemy airplanes will become active when the player reaches the waypoint.
    1. Select the line “take_off_done” of the Trigger section so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
    2. Press the button “Action” and select the action “unitWakeUp”.
    3. Click on ”+ Element”, to open the expandable area below.
    4. Click on ”+ Props”, to open the expandable area below.
    5. Set “target” to “enemy_bombers”.

3 Create a Waypoint for the Enemy Planes

  • Define a waypoint for the enemy planes.
    1. Press the button “Create sphere zone”.
    2. To create a sphere at a location, we need to choose it's central point and it's size.
      1. Point the mouse to the wanted central point.
      2. Left klick and drag sideways to set the sphere radius.
    3. Press the key “P” to open the “Object Properties” window.
    4. “Object Properties” window:
      1. Change the name of the unit to “bombers_waypoint”.
      2. Set the y-coordinate to “1000” either by coordinates field the property window or in the main top buttonbar of the application window.
      3. Suggestion to set “Position” to ”-4000”, “1000”, ”-4000”.
    5. For better visualisation, place a ship at the waypoint, set “attack_type” to “dont_aim”.

4 Tell the Enemy Planes to fly to the Waypoint

  • Create an action to tell the enemy planes to fly to the waypoint.
    1. Press the button “Action” and select the action “unitMoveTo”. Place it right after the action “unitWakeUp”.
    2. Click on ”+ Element”, to open the expandable area below.
    3. Click on ”+ Props”, to open the expandable area below.
    4. Set “object” to “enemy_bombers”.
    5. Set “target” to “bombers_waypoint”.

5 Create some Targets for the Bombers

5.1 Create some Ground Forces ( Vehicles, military Emplacements )

  • Create some AA gun emplacements.
    1. Select unit type “air_defence”. All AA guns come under the “air_defence” type.
    2. Press the button “Create unit”.
    3. Place the “air_defence” unit.
    4. Set the pick list “army” to “1”, to change the army of the player.
    5. Set the pick list “Class” to “us_40mm_bofors”.
    6. Keep “formation type” as “row”.
    7. Set “count” to “3”.
    8. Set “formation_div” ( the squad amount ) to “2”.
    9. Press the button “Show unit assets”.
    10. Fix the position and especially the y coordinate so that the unit fits into the landscape.
  • Create some moving vehicles.
    1. Select unit type “wheeled vehicles”. The list of vehicles includes cars, trucks and halftrack vehicles.
    2. Press the button “Create unit”.
    3. Place the “wheeled vehicles” unit.
    4. Set the pick list “army” to “1”, to change the army of the player.
    5. Set the pick list “Class” to “us_cargo_trucks”.
    6. Keep “formation type” as “column”.
    7. Set “count” to “5”.
    8. Set “formation_div” ( the squad amount ) to “1”.
    9. Press the button “Show unit assets”.
    10. Our vehicles are too far away from each other. Reduce the formation step.
      1. Set the x-axis of “formation_step” ( the first, left value ) to “2”.
      2. Set the y-axis of “formation_step” ( the second, right value ) to “1.5”.
    11. We can also add a little noise to make the column look less artificial, since a perfectly even column of units looks too artificial.
      1. Set the x-axis of “formation_noise” ( the first, left value ) to “0.2”.
      2. Set the x-axis of “formation_noise” ( the second, right value ) to “0.2”.

5.2 Give the moving Vehicles a Path

  • All moving units, including planes, can be given a path using waypoints.
    1. Select the unit “us_cargo_trucks”.
    2. Press the button “Create waypoint”. This causes the button “Select only unit waypoints (Ctrl+4)” to be pressed. You may just select waypoints only, now.
      1. Click on the map to create waypoints. Make a route around the airfield. Our vehicles will try to drive from point to point.
      2. Each waypoint has his own speed settings.
      3. Set the checkbox ”[x] Close waypoints” enabled. This makes the vehicles travel in a circle.
      4. To leave the waypoint mode, press the right Mouse button.
      5. Press the (pressed) button “Select only unit waypoints (Ctrl+4)” to release it.
    3. Press the button “Select only unit waypoints (Ctrl+4)”.
      1. Select a waypoint.
      2. Press the key “P” to open the “Object Properties” window.
      3. Open the setting ”-Properties”.
      4. Each waypoint has its own speed settings. Right now it's “300”. But that doesn't mean that our vehicles will drive with a speed of “300” km/h, they will move at their maximum speed.

5.3 Make the Airfield to be a Bomb Target

  • The airfield is not an object, but just consists of 2 distant sphere zones.
  • To make it a potential target for the bombers, create a Dummy Structure.
    1. Select unit type “structures”.
    2. Press the button “Create unit”.
    3. Place the “structures” unit.
    4. Press the key “P” to open the “Object Properties” window.
    5. “Object Properties” window:
      1. Change the name of the unit to “bombtarget01”.
      2. Set the pick list “Class” to “dummy”.
      3. Set the pick list “army” to “1”, so that it belongs to the army of the player.
      4. We can place it a little bit underground, set y coordinate to ”-6.69”.
  • Create 4 other Dummy Structures, by cloning the first one.
    1. Use the Move tool to clone the sphere:
      1. Select any of the movement axis ( with the blue, red, green arrows at top ).
      2. Press W to to actiate the move mode. Press the SHIFT key. Keep the SHIFT key pressed and move it ( by the mouse ) to the other side of the airfield.
      3. A modal window is opened “Clone object”. Click on the button “Ok”.

5.4 Combine all Targets to a Group

  1. Select unit type “squad”.
  2. Press the button “Create unit”.
  3. Place the “squad” unit.
  4. Press the key “P” to open the “Object Properties” window.
  5. “Object Properties” window:
    1. Change the name of the unit to “ground_targets_squad”.
    2. Open the setting ”-Properties”.
    3. The pick list “squad_members” allows Multiple selection of items. Mark all AA guns, vehicles and the airfield dummy structure ( so all items but not “player”, not “bombers” and of course not “ground_targets_squad” ) and press the button “Ok”.

6 Tell the Bombers to attack the Airfield and the Ground Forces

  • Now that we have all our targets we need for our bombers, all what remains is to tell our bombers to attack them as soon they reach the waypoint set as their destionation.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger/MissionObj” window, change the “Name” of the trigger to “bombers_near_island”.
    4. Create a condition, if the player has reached the target.
      1. Press the button “Condition” and select the action “untilWhenInArea”.
      2. Set the parameter “object” to “enemy bombers”.
      3. Set the parameter “target” to “bombers_waypoint”.
      4. Keep the parameter “math” set to “2D” ( the default ). By this the bomber will be credited with reaching the destination if he flies into the zone, below or above it.
    5. Press the button “Action” and select the action “unitAttackTarget”.
      • Set the parameter “object” to “enemy_bombers”.
      • Set the parameter “target” to “ground_targets_squad”.
      • Open the setting ”- fireRandom”.
      • Set the checkbox ”[x] fireRandom” enabled. This means that the bombers won't concentrate on just one target, but will instead distribute their fire over all of them.

7 Retreat Point

7.1 General Setup of a Retreat Point

  1. Press the button “Create sphere zone”.
    • To create a sphere at a location, we need to choose it's central point and it's size.
      • Point the mouse to the wanted central point.
      • Left klick and drag sideways to set the sphere radius.
  2. Press the key “P” to open the “Object Properties” window.
    • In the “Object Properties” window:
      1. Change the name of the unit to “retreat_point”.
      2. Set the y-coordinate to “1000” either by coordinates field the property window or in the main top buttonbar of the application window.
      3. Suggestion to set “Position” to ”-4000”, “1000”, “4000”.
    1. For better visualisation, place a ship at the waypoint, set “attack_type” to “dont_aim”.

7.2 Option #1: Create a Retreat Point ( just described in the Video )

  • Now we can create a trigger to check whether the bombers have bombs or targets. If all bombs are dropped or if all targets are destroyed, tell them to fly to a safe point, the retreat point.

7.3 Option #2: Create a Retreat Point ( used in the Video )

  • Tell the bombers to move to “retreat_point” after the attack.
    • Press the keys “SHIFT+P” to open the mission property window “Properties”.
    • Select the trigger “bombers_near_island”.
    • In the “Trigger/MissionObj” window, press the button “Action” and select the action “unitMoveTo”.
      • Set “object” to “enemy bombers”.
      • Set “target” to “retreat_point”.
      • Press the button “Up” to place it higher than the action “unitAttackTarget”.
  • The video claims: The action “unitAttackTarget” has a higher priority than the action “unitMoveTo”, the bombers will first attack the ground targets. Then, when they can no longer carry out the command to destroy the targets, due to a lack of bombs or targets, the action “unitMoveTo” comes into effect.

8 Specify the Mission Objective for the Player

8.1 General Setup of the Mission Objective

  1. Name the mission objective.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. Press the button “Mission Obj”.
    3. Select the mission objective type “abstratMissionObjective”.
    4. Press the “Ok” button to add a mission objective to the project properties.
    5. In the “Trigger / Mission Obj. Info” window, set the “Name” of the mission to “cdk_tutorial_mission_destroy_bombers”.
    6. Set the checkbox ”[_] Enabled” unchecked. It means that this event won't appear at the beginning.
  2. Add a pause.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. Select the trigger “take_off_done”.
    3. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “wait”.
      • Set “time” to “2”.
  3. Add the mission objective as action.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. Select the trigger “take_off_done”.
    3. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “moAddMissionObjective”.
      • Set “target” to “cdk_tutorial_mission_destroy_bombers”.
  4. Give the player a clue which bombers should be destroyed. Their markers will blink on the screen, radar and tactical map.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. Select the trigger “take_off_done”.
    3. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “unitSetIndication”.
      • Set “target” to “enemy_bombers”.

8.2 Add Counters for the Bombers and the Ground Vehicles

  1. Add a counter for the bombers, visible at the lower left corner of the Warthunder application window.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger / Mission Obj. Info” window:
      1. Rename the “Name” of the trigger to “bombers_counter”.
      2. Set the checkbox ”[_] Enabled” unchecked. It means that this event won't appear at the beginning.
      3. Press the button “Action” and select the action “missionSetTargetsIndicator”.
        • Set “target” to “enemy_bombers”.
        • Set “target_type” to “isAlive” ( default setting ).
        • Set “icon” to “bomber”.
        • Set “icon_army” to “2” ( army of the enemies, default setting ).
        • Set the checkbox ”[x] enableAfterComplete” enabled, so that the number of alive enemy bombers is refreshed once a second.
    4. In the mission property window “Properties”, select the trigger “take_off_done”.
    5. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “triggerEnable”.
      • Set “target” to “bombers_counter”.
  2. Create a trigger to complete the objective to destroy the bombers.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger / Mission Obj. Info” window:
      1. Rename the “Name” of the trigger to “bombers_destroyed”.
      2. Set the checkbox ”[_] Enabled” unchecked. It means that this event won't appear at the beginning.
      3. Press the button “Condition” and select the condition “unitWhenStatus”.
        • Set “object” to “enemy_bombers”.
        • Set “object_type” to “isKilled”.
        • Set “check_objects” to “all”.
      4. Press the button “Action” and select the action “moSetObjectiveStatus”.
        • Set “target” to “cdk_tutorial_mission_destroy_bombers”.
        • Set “status” to “2” ( 2 = completed, default setting. 3 would be failed ).
    4. In the mission property window “Properties”, select the trigger “take_off_done”. Error in the video, this step is missing!
    5. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “triggerEnable”. Error in the video, this step is missing!
      • Set “target” to “bombers_destroyed”. Error in the video, this step is missing!
  3. Add a counter for the ground vehicles, when the bombers reach the island, visible at the lower left corner of the Warthunder application window.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger / Mission Obj. Info” window:
      1. Rename the “Name” of the trigger to “ground_targets_counter”.
      2. Set the checkbox ”[_] Enabled” unchecked. It means that this event won't appear at the beginning.
      3. Press the button “Action” and select the action “missionSetTargetsIndicator”.
        • Set “target” to “air_defence_01”.
        • Set “target” to “air_defence_02”.
        • Set “target” to “air_defence_03”.
        • Set “target_type” to “isAlive” ( default setting ).
        • Set “icon” to “aa”.
        • Set “icon_army” to “1” ( army of the allied ).
        • Set the checkbox ”[x] enableAfterComplete” enabled, so that the number of alive enemy bombers is refreshed once a second.
      4. Press the buttons “Copy” and “Paste” to create a copy of the action created before.
        • Set “target” to “wheeled_vehicles_01”.
        • Delete the targets “air_defence_02”, “air_defence_02”.
        • Set the checkbox ”[x] enableAfterComplete” enabled, so that the number of alive enemy bombers is refreshed once a second.
        • Set “icon” to “truck”. Error in the video, the icon is not changed from “aa” to “truck”!
    4. In the mission property window “Properties”, select the trigger “bomber_near_island”.
    5. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “triggerEnable”.
      • Set “target” to “ground_targets_counter”.

9 Return from the Mission

9.1 Remove the Counters

  • When the objective is completed, i.e. the bombers are destroyed, the counters will be removed, i.e. the counters will disappear on the screen.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, select the trigger “ground_targets_counter”.
    3. In the “Trigger / Mission Obj. Info” window:
      1. Select the action “missionSetTargetsIndicator” for “air_defence_01”, “air_defence_02”, “air_defence_03”.
      2. Press the button “Copy”.
      3. Select the action “missionSetTargetsIndicator” for “wheeled_vehicles_01”.
      4. Press the button “Copy”.
    4. In the mission property window “Properties”, select the trigger “bombers destructed”.
      1. Press the “Paste ...” button. A clipboard window is displayed.
        • Check that only the 2 actions “missionSetTargetsIndicator” are listed in the clipboard.
        • Select the unnecessary items one after another and press each time the button “Delete”.
      2. Select the radio button “Paste all”, then press the button “Ok”.
      3. Select the just copied action “missionSetTargetsIndicator” for “air_defence_01”, “air_defence_02”, “air_defence_03”.
        • Set the checkbox ”[_] set” unchecked.
      4. Select the just copied action “missionSetTargetsIndicator” for “wheeled_vehicles_01”.
        • Set the checkbox ”[_] set” unchecked.

9.2 Send the Player to the Debriefing

9.2.1 Mission completed & Retreat to the Base ( Mission can be completed and draw to a Close )
  1. Select the waypoint “waypoint01”.
  2. Copy the waypoint to a new location next to the base, by “SHIFT + drag with the arrows”. The result is a waypoint “waypoint02”.
    1. Suggestion to set “Position” to ”-4000”, “1000”, ”-4000”.
    2. For better visualisation, place a ship at the waypoint, set “attack_type” to “dont_aim”.
  3. Name the mission objective.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. Press the button “Mission Obj”.
    3. Select the mission objective type “abstratMissionObjective”.
    4. Press the “Ok” button to add a mission objective to the project properties.
    5. In the “Trigger / Mission Obj. Info” window, set the “Name” of the mission to “cdk_tutorial_mission_return”.
    6. Set the checkbox ”[_] Enabled” unchecked. It means that this event won't appear at the beginning.
  4. In the mission property window “Properties”, select the trigger “bombers_destroyed”.
    1. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “wait”.
      • Set “time” to “2”.
    2. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “moAddMissionObjective”.
      • Set “target” to “cdk_tutorial_mission_return”.
  5. Set a waypoint by modifying a copy of an existing waypoint.
    1. In the mission property window “Properties”, select the trigger “initial”.
    2. In the “Trigger / Mission Obj. Info” window, select the action “missionMarkASWaypoint”.
    3. Press the button “Copy”.
    4. In the mission property window “Properties”, select the trigger “bombers_destroyed”.
      1. Press the button “Paste ...”. A clipboard window is displayed.
        • Select the just copied action “missionMarkASWaypoint”.
      2. Select the radio button “Paste current”, then press the button “Ok”.
        • Set “target” to “waypoint02”.
        • Keep the checkbox ”[x] visible” enabled. It means that it will be displayed on the minimap and the radar, and that it will blink.
        • Keep the checkbox ”[x] primary” enabled. If we would disable this checkbox, the waypoint looses it's yellow point in the center.
  6. Get notified when the player returned to the base. This is a single-player mission ( SP ). In case of a multi-player mission ( MP ), there would be more effort necessary.
    1. Press the keys “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger / Mission Obj. Info” window:
      1. Rename the “Name” of the trigger to “mission_completed”.
      2. Set the checkbox ”[_] Enabled” unchecked. It means that this event won't appear at the beginning.
      3. Press the button “Condition” and select the condition “playersWhenInArea”.
        • Set “target” to “waypoint02”.
        • Set “math” to “2D”, as in this case it doesn't matter whether the player flies straight into the waypoint or not.
      4. Press the button “Paste ...”. A clipboard window is displayed.
        • Select the just copied action “missionMarkASWaypoint”.
      5. Select the radio button “Paste current”, then press the button “Ok”.
        • Set “target” to “waypoint02”.
        • Set the checkbox ”[_] visible” unchecked. It means that the waypoint will no longer be visible, i.e. it won´t be displayed on the minimap and the radar, too.
      6. Press the button “Action” and select the action “moSetObjectiveStatus”.
        • Set “target” to the objective “cdk_tutorial_mission_return”.
        • Set “status” to “2” ( “2” = completed task,”3” = unfulfilled task, in example failed ).
      7. Press the button “Action” and select the action “wait”.
        • Set “time” to “2”.
      8. Press the button “Action” and select the action and select the action “missionCompleted”. It will create a message that the message is complete and send the player to the debriefing.
        • Click on ”+timer”, to open the expandable area below.
          • Set the checkbox ”[_] timer” unchecked.
          • If the timer parameter is activated, the player will receive a message that he can continue the mission by pressing the button “Continue”. This is usually required, when we want to allow the player to complete some kind of secondary objective.
          • But we don't have any of that, so we uncheck ”[_] timer”.
        • Click on ”+debriefingTimer”, to open the expandable area below. It indicates the time between the player receiving the mission complete message and beeing taken to debriefing.
          • Set “debriefingTimer” to “3”.
    4. In the mission property window “Properties”, select the trigger “bombers_destroyed”.
      1. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “triggerEnable”. Error in the video, this step is missing!
        • Set “target” to “mission_completed”. Error in the video, this step is missing!
9.2.2 Mission failed & Send the Player to the Debriefing
  1. Check whether at least 1 ground vehicle unit has been destroyed and send a “mission failed” message based on this condition.
    1. In the mission property window “Properties”, click on the button “Trigger”.
    2. In the “Trigger / Mission Obj. Info” window:
      1. Rename the “Name” of the trigger to “mission_failed”.
      2. Set the checkbox ”[_] Enabled” unchecked. It means that this event won't appear at the beginning.
      3. Press the button “Condition” and select the condition “unitWhenCountMatches”.
        • Set “object” to “ground_targets_squad”. Error in the video, suddenly there is just the unit “ground_units_squad” instead of “ground_targets_squad”!
        • Set “object_type” to “isKilled”.
        • Set “func” to “more”.
        • Set “value” to “0”. It will so check for 1 or more destroyed units.
      4. Press the button “Action” and select the action “moSetObjectiveStatus”.
        • Set “target” to the objective “cdk_tutorial_destroy_bombers”.
        • Set “status” to “3” ( “2” = completed task,”3” = unfulfilled task, in example failed ).
      5. Press the button “Action” and select the action “wait”.
        • Set “time” to “2”.
      6. Press the button “Action” and select the action “missionFailed”. It will send a message indicating mission failure and send the player to the briefing.
        • Click on ”+timer”, to open the expandable area below.
        • Set the checkbox ”[_] timer” unchecked.
    3. Alternative:
      1. Option #1: The mission failed if a single ground unit is destroyed.
        1. In the mission property window “Properties”, select the trigger “bombers_near_island”. Error in the video, this step is missing!
        2. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “triggerEnable”. Error in the video, this step is missing!
          • Set “target” to “mission_failed”. Error in the video, this step is missing!
      2. Option #2: The mission just fails if the bombers are not destroyed.
        1. In the mission property window “Properties”, select the trigger “bombers_near_island”.
        2. In the “Trigger / Mission Obj. Info” window, select the action “triggerEnable”, which activates the action “mission_failed”.
          • Set the checkbox ”[_] Disable” unchecked.
  2. Remove the target indicators for the ground targets and the bombers.
    1. Remove the target indicator for the ground targets.
      1. In the “Properties” window, select the trigger “ground_targets_counter”.
      2. In the “Trigger / Mission Obj. Info” window, select the action “missionSetTargetsIndicator” for “air_defence_01”, “air_defence_02”, “air_defence_03”.
      3. Press the button “Copy”.
      4. In the “Properties” window, select the trigger “mission_failed”.
      5. In the “Trigger / Mission Obj. Info” window, press the button “Paste...”.
        • Select just copied the action “missionSetTargetsIndicator” for “air_defence_01”, “air_defence_02”, “air_defence_03”.
      6. Select the radio button “Paste current”, then press the button “Ok”.
        • Set the checkbox ”[_] set” unchecked.
      7. Press the button “Up” several times so that this action is prior to the action “moSetObjectiveStatus”.
    2. Remove the target indicator for the wheeled ground targets.
      1. In the “Properties” window, select the trigger “ground_targets_counter”.
      2. In the “Trigger / Mission Obj. Info” window, select the action “missionSetTargetsIndicator” for “wheeled_vehicles_01”.
      3. Press the button “Copy”.
      4. In the “Properties” window, select the trigger “mission_failed”.
      5. In the “Trigger / Mission Obj. Info” window, press the button “Paste...”.
        • Select the just copied action “missionSetTargetsIndicator” for “wheeled_vehicles_01”.
      6. Select the radio button “Paste current”, then press the button “Ok”.
        • Set the checkbox ”[_] set” unchecked.
      7. Press the button “Up” several times so that this action is prior to the action “moSetObjectiveStatus”.
    3. Remove the target indicator for the bombers.
      1. In the “Properties” window, select the trigger “bombers_counter”.
      2. In the “Trigger / Mission Obj. Info” window, select the action “missionSetTargetsIndicator” for “bombers”.
      3. Press the button “Copy”.
      4. In the “Properties” window, select the trigger “mission_failed”.
      5. In the “Trigger / Mission Obj. Info” window, press the button “Paste...”.
        • Select the just copied action “missionSetTargetsIndicator” for “bombers”.
      6. Select the radio button “Paste current”, then press the button “Ok”.
        • Set the checkbox ”[_] set” unchecked.
      7. Press the button “Up” several times so that this action is prior to the action “moSetObjectiveStatus”.
  3. Remove the bomber's indication.
    1. In the “Properties” window, select the trigger “take_off_done”.
    2. In the “Trigger / Mission Obj. Info” window, select the action “unitSetIndication” for “enemy_bombers”.
    3. Press the button “Copy”.
    4. In the “Properties” window, select the trigger “mission_failed”.
    5. In the “Trigger / Mission Obj. Info” window, press the button “Paste...”.
      • Select the just copied action “unitSetIndication” for “enemy_bombers”.
    6. Select the radio button “Paste current”, then press the button “Ok”.
      • Set the checkbox ”[_] set” unchecked.
    7. Press the button “Up” several times so that this action is prior to the action “moSetObjectiveStatus”.
9.2.3 Deactivate the periodic Triggers which count Bombers and Ground Targets, both for Mission completed and Mission failed
  • We also have to remember that have a full 2 triggers which are launched and executed every second. These triggers place the indicators a new. So wherever we want to remove the indicators, we also have to deactivate these two triggers.
    1. In the “Properties” window, select the trigger “mission_completed”.
      1. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “triggerDisable”.
        • Set “target” = “bombers_counter”.
        • Click on ”+target”, to add a second target.
        • Set “target” = “ground_targets_counter”.
      2. Press the button “Up” several times so that this action is at the top.
    2. Press the button “Copy”.
    3. In the “Properties” window, select the trigger “mission_failed”.
      1. Press the button “Paste...”.
        • Select the just copied action “trigger_disable” for “bombers_counter” and “ground_targets_counter”.
      2. Select the radio button “Paste current”, then press the button “Ok”.
      3. Press the button “Up” several times so that this action is at the top.
9.2.4 Eliminate Conflict "Last Bomber died after destroying the first and only Ground Units immediately before"
  • It's worth noting that right now the trigger “mission_failed” can be executed after all the bombers are destroyed. This could happen if one of the bombers manages to drop a bomb before it dies and destroys one of the ground units.
  • So we need to eliminate this conflict.
  • In other words, the mission objective is to destroy all bombers. But if a ground unit is destroyed, the defence mission is considered to have failed. Of course from point of view of the enemies, it was a success, in accordance with the resigned statement of the 1930ths “a bomber comes always through”.
    1. If the bombers are destroyed, we'll deactivate the trigger that fails the mission.
      1. In the “Properties” window, select the trigger “bombers_destroyed”.
      2. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “triggerDisable”.
        • Set “target” = “mission_failed”.
      3. Press the button “Up” several times so that this action is at the top.
    2. And in the trigger that fails the mission, we'll deactivate the trigger that completes the objective. This means, that the 2 triggers can never be executed together, or one after the other :-).
    3. In the “Properties” window, select the trigger “mission_failed”.
    4. In the “Trigger / Mission Obj. Info” window, select the action “triggerDisable”.
    5. Click on ”+target”, to add a third target.
      • Set “target” = “bombers_destroyed”.
    6. Press the button “Up” several times so that this action is at the top.

10 Hide Ground Units

  • Our mission's bombing targets will have indicators, small markers. It's very strange when a marker appears in an empty spot. That means we need to hide them. It's best to hide all the ground units here, not just them.
    1. In the “Properties” window, select the trigger “initial”.
    2. In the “Trigger / Mission Obj. Info” window, press the button “Action” and select the action “unitSetStealth”.
      • Set “target” to “ground_target_squads”. Error in the video, suddenly there is just the unit “ground_units_squad” instead of “ground_targets_squad”!
      • Set “radius” to “0”. This means that no ground vehicle in the Wake Island crater will be visible.

11 Prepare the CV File & modify the BLK File

11.1 File Naming Conventions

  • CSV File “usr_wake_island_cdk_tutorial_mission01.csv” - The prefix “usr_” is mandatory.
  • BLK File “wake_island_cdk_tutorial_mission01.blk” - No prefix.

11.2 CSV File "usr_wake_island_cdk_tutorial_mission02.csv"

  • Create the file in UTF-8 format. I suggest to use the free OpenSource editor Notepad++ for Windows. Don't use Windows own editors Notepad and WordPad!
"<ID|readonly|noverify>";"<English>";"<German>";<Comments>;<max_chars>
"cdk_tutorial_mission_takeoff";"Take off and follow the attack group leader";"Abheben und dem Angriffsführer folgen";
"cdk_tutorial_mission_destroy_bombers";"Destroy enemy bombers";"Zerstöre die feindlichen Bomber";
"cdk_tutorial_mission_return";"Return to the base";"Kehre zur Basis zurück";
"missions/wake_island_cdk_tutorial_mission02";"Will not be displayed";"Wird nicht angezeigt";
"missions/wake_island_cdk_tutorial_mission02/objective";"Build your first mission";"Erstelle Deine erste Mission";
"missions/wake_island_cdk_tutorial_mission02/date";"2020-08-04";"2020-08-04";

11.3 BLK File "wake_island_cdk_tutorial_mission02.blk"

  • Modify the location to:
    locName:t="Wake Island, Air Battle 2 ( Singleplayer Mission )"
  • Add behind it:
    name:t="wake_island_cdk_tutorial_mission02"

12 Launch the Mission by WarThunder Client

12.1. - 12.3

  • See “I Takeoff”, 12.1 - 12.3.

12.3 Test the Mission

  • Fly a simple completed mission ( knock out 1 bomber without bombs ).
  • Fly a simple failed mission ( no wingman, knock out 1 allied target ).
  • Fly a simple failed mission ( with wingmen, with aa, knock out all bombers to prevent the knockout of a ground unit ).
  • Variations:
    1. Change the airplane.
    2. Enable or disable the air defence ( Attack type “fire at will” or “don't aim” ) .
    3. Fly the mission with 1... 4 planes.
    4. Fly the m ission against 4..16 bombers.

III Publication

Publish the Mission

Warthunder Live Description

<b>Title</b>
Wake Island, Air Battle ( Singleplayer Mission )

<b>Map</b>
levels/wake_island.bin

<b>Requirements</b>
The player is using a reserve plane, which is always available for every player.

<b>Tags</b>
#wake_island #island #wake #pacific #pacific_theatre #japan #usa #wwii #airbattle #air_battle #airmission #air_mission #air #airplane #plane #bomber #bombers #bombing #interceptor #intercepting #groundtargets #ground_targets #trucks #truck #aa #antiaircraft #anti_aircraft_guns #antiaircraftgun #antiair #singleplayer #sp #hemmerling

<b>Description</b>
This air battle "Wake Island", a singleplayer mission for pilots, is based on the official YouTube videos by game designer Elizaveta Mahatkova.
<ul>
  <li>"War Thunder - CDK: Mission Editor (Part 1)", http://www.youtube.com/watch?v=GCb0sd3pfKk</li>
  <li>"War Thunder - CDK: Mission Editor (Part 2)", http://www.youtube.com/watch?v=G9Zp32d3Gjw</li>
</ul>

<b>Further Information</b>
A transcript of the videos is available at  http://hemmerling.com/doku.php/en/gaijin07.html

and will later be available at
<ul>
  <li>http://wiki.warthunder.com/Video_%22War_Thunder_-_CDK:_Mission_Editor_(Part_1)%22</li>
  <li>http://wiki.warthunder.com/Video_%22War_Thunder_-_CDK:_Mission_Editor_(Part_2)%22</li>
</ul>

My WT mission repository, which includes this mission, is at http://www.github.com/hemmerling/warthunder . It also includes .CSV files for each user mission.

<b>AI Vehicles</b>
H64K #h6k4 #japaneseairforce #japanese_airforce #imperialjapaneseairforce #imperialjapanese_airforce #imperial_japanese_airforce  
<b>Player Vehicle & Vehicles of AI Wingmen</b>
CR.32 #cr_32  #cr32 #cr32_quarter #cr32quarter #cr32_bis #italy #italianplanes
#reserveplane #reserve_plane #reservevehicle #reserve_vehicle  #reservevehicle #reserve_vehicle  
#rank1 #rank_1 #ranki #rank_i

Why not US airplane "P-26A-34 M2"? The Italian airplanes "CR.32" and "CR.32 quarter" are the reserve planes with the strongest armament! 

<b>Author</b>
Rolf Hemmerling, Germany.
DISCORD hemmerling#7818
#hemmerling


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