Table of Contents

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

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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 )

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

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

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

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

9 Create a Trigger Action for Completion

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

11.2 CSV File "usr_wake_island_cdk_tutorial_mission01.csv"

"<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"

    locName:t="Wake Island, Air Battle 1 ( Singleplayer Mission )"
    name:t="wake_island_cdk_tutorial_mission01"

11.4 Naming Conventions for "User Missions" Screen

12 Launch the Mission ingame

12.1 Launch the WarThunder Client

12.2 Learn to land on an Airfield without Airplane Landing Rollover

12.3 Start the 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

4 Tell the Enemy Planes to fly to the Waypoint

5 Create some Targets for the Bombers

5.1 Create some Ground Forces ( Vehicles, military Emplacements )

5.2 Give the moving Vehicles a Path

5.3 Make the Airfield to be a Bomb Target

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

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 )

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

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

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
9.2.4 Eliminate Conflict "Last Bomber died after destroying the first and only Ground Units immediately before"

10 Hide Ground Units

11 Prepare the CV File & modify the BLK File

11.1 File Naming Conventions

11.2 CSV File "usr_wake_island_cdk_tutorial_mission02.csv"

"<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"

    locName:t="Wake Island, Air Battle 2 ( Singleplayer Mission )"
    name:t="wake_island_cdk_tutorial_mission02"

12 Launch the Mission by WarThunder Client

12.1. - 12.3

12.3 Test the Mission

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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