Waypoint display on the map with the
evaluation version: it may not work well when changing orders;
disable/enable the icon each
time you change of order.
In our example,
we begin to add a 2-FRT flight group named Target, with arrival conditions
being "100% of flight group B/W Shadow must arrive in Region #2"
time=30sec, with orders being "fly home" at throttle 10%. With the
WP editor, we activate the "depart hyp" waypoint, moved on the map
far way from the departure point to give enough time to the player to
disable the FG.
Then, we add a
single Imperial ATR named Capture, with arrival conditions being "100%
of Flight Group FRT Target must be disabled" time=10sec. Thus it will
arrive 10 seconds after both Freighters are disabled. As orders, the first
one is set to "Board to capture", Primary Target: Flight Group FRT
Target, number of dockings: 2, time of docking: 15 sec. When setting
"Board to ..." orders, make sure to give the right number of
docking operations, otherwise either not enough crafts will be docked or the
boarding craft will wait for additional targets. Order 2 of the ATR is set
up to "Fly home", although it is not necessary.
An important
thing not to forget is to give orders to the previously created player FG,
otherwise your wingmen will not move a finger for you. In region 1 first
order is set up to "Hyper to region #2" with the waypoint placed
near the hyperbuoy (for realism), the fourth order to "Fly home"
(could have been the second order). Thus, once the FG is back in Region 1,
it will go back home aboard the cruiser. In region 2, first order is set up
to "Disable Flight group FRT Omega" (don't forget to activate
waypoint 1 if you want to choose in which direction the FG will appear in
the region), second one is set up to "attack Global Group 5",
third to "Hyper to Region #1", with waypoint 1 placed near the
hyperbuoy. the pirate escort will be set as GG#5. Thus if you ever decide to
add another pirate fighter flight to the Z95s...
At this point,
you can playtest the mission as you have added all primary crafts. Once
everything works fine, you can add additional FGs. Playtest your mission
each time you add something if you are not sure of the result.
If you followed
the example, you may have encountered a problem: your wingmen hyperspace to
Region #2, have a look then come back to Region #1. They simply went from
one order to another, and as targets didn't show up yet, they reached the
third order: hyper to Region #1. If this happened, to correct this, add a
"wait" order (for 30 sec) before all orders of region #2 (one
possible solution).
We now add the
Z-95 flight, with the same arrival conditions as the FRTs, with orders being
"Attack Team.1". The FG is set with GG=5. We add as well the 3-XW
flight group Ares, with arrival conditions being "100% of FRT Target
must arrive" (NB: "arrive" means here arrival in the mission,
and is different from "arrive in region #") time=0 sec. Its orders
are "Attack GG#5". This FG will come and attack all crafts of GG#5
(the escort), then going back to hyperspace.
One thing you can either do at each
new FG creation or at the end is to set up the Global Unit information's. If
you want crafts to be numerated within their flight groups, use a different
GU for each FG. If you have some crafts in different FGs but part of a same
squadron, you can give them the same GU. NB: Like GGs, GUs can be used for
arrival conditions or targets.
Playtest your mission (the golden
rule :P) each time it is necessary, you should now have a working mission
with crafts doing what you want them to do. Next step will be to add the
goals to achieve.