Quick Dogfight Generator - Version 2.0 -------------------------------------- by Gabi/Laser (Gabriel Lazăr) * Sponsored by 777 Studios * Templates by TX-Kingsnake, TX-Gunslinger and NeoQB-modified template by Laser Usage: ------ - Archive can be extracted to any directory (some use the desktop, i prefer something like "D:\Games\Utils" as base folder). Then you can make a shortcut on the desktop to the executable. - At first usage, the program will ask you about Rise of Flight path. Make sure you don't click 'Cancel' or specify wrong path. If needed, you can open the RoF_DogfightGen.ini file and set it there afterwards. - On first page, select a mission template - the scene where you'll fight. Depending on the template (an 'incomplete' mission), you can get also ground targets, so it isn't always necessary to generate more planes other than yours, e.g. to train yourself for ground attacks. - On second page, you can select an already made weather preset, or you can make your own - modify sliders, modify preset name and save it. Values are stored in the "Weather.ini" file, so if you look in this file you can also edit manually. - On third page, you have always defined the player's flight (mandatory). In addition, you can add some other flights. Their status (enemies, friends) is decided by the country you choose for each flight. The generator has hardcoded the fact that 'Order' is France, Great Britain or US, and 'Opposite' is Germany or Austro-Hungary. [The official Mission Editor allows for more freedom (Order is the attacking part etc.), but so far this was enough to get things going. So when you choose a country for a flight, you automatically choose your side.] - Planes and their skins, either official (from .gtp files) or custom (from /data/graphics/skins) are AUTOMATICALLY detected. No need to modify the Airplanes.ini file anymore (actually now it is created, updated and used internally by the program so any manual modifications will be lost). - The mission name when saving the generated mission will be stored in the localization file, so you'll see it in RoF. This was done due to feedback on beta testing, it is an obvious option, but unfortunately it precludes me from also generating a .list file, which is needed for multiplayer (the .list file has some checksums for resources, which only RoF knows how to compute). This which means, when making COOP missions, before trying to use them, open the mission in the official Mission Editor once, perhaps pretend to edit it a little, then save it in your cooperative folder. - The flights are also saved when you click 'Finish' in the "RoF_DogfightGen.ini" config file. When generating a new mission, each flight found in the .ini file will have its options taken from there (i.e. if flight 2 exists from previous round and it was a german flight of 3 albatroses etc., each time you add flight number 2 you'll have that options in the flight page loaded). If a flight number is not already in the .ini file, default options are used for that flight page. - To modify a template, simply open it in the RoF Mission Editor and edit it. Just make sure you don't delete the existing mandatory MCUs (see below). - To create a template, you can use any mission that has at least one command 'attack area'. If command's name starts with 'QDG', that command will be used to create planes in that zone. If you have multiple 'attack area' commands (none of which has a name starting with 'QDG', the program will choose randomnly between the commands as the attack zone - i.e. where the action will happen. In this way you can create a larger scenario with more impredictability. Additionally, if a counter with a name starting with 'QDG' is found in the mission template, it will be set with an initial value equal with the number of the opposite planes. You can use such a counter to trigger for example mission objective success for Order. Check the St. Mihiel template, the other missions still use the older commands (from previous versions of QDG) which are not all used anymore. For example, when all order planes are shot down, you will NOT get a 'All Order planes are killed' message, even if you see it in the mission templates. - Order looses by default. That's how the missions objectives are thought. So only if Order planes kill all Opposite planes, can they win. - The missions will not end by default when all planes of a side are shot down. To end the mission, player(s) must click the 'Finish Mission' option. - I have the US version of RoF. I don't really know how it will work with another (russian etc.) version, although i managed to load a .rus localization file so i presume it works. (So, appreciate any feedback on this topic).