slava123456765 Posted August 5 Posted August 5 (edited) IL-2 Sturmovik Mission Editor MCU Guide (Work in Progress) I'd like to share the first part of my MCU guide for the IL-2 Sturmovik Great Battles Mission Editor. The goal of this guide is to provide clear, practical, and easy-to-follow examples for creating common mission scenarios using MCU logic. It is primarily intended for beginners, but experienced mission builders may also find it useful as a quick reference. The current version covers the following topics: Setting up aircraft taxi routes and airfield navigation. Aircraft takeoff, waypoint navigation, and landing. Creating and controlling vehicle convoys. Starting aircraft directly in the air. Building an attack mission against a convoy using MCU Attack, Trigger Counter, and event logic. Launching a V-1 flying bomb. Creating a siren system using Complex Trigger and Command Effect. Each section includes step-by-step instructions, connection diagrams, and the minimum amount of theory needed to reproduce the examples quickly and efficiently. Please note: this is only a small part of the planned guide. It is still a work in progress and will continue to grow over time. Future updates will include more advanced mission logic, trigger systems, MCU interactions, AI behavior, ground and air operations, dynamic mission design, and many additional practical examples. Feedback, suggestions, and ideas for future topics are always welcome. If there is a specific MCU or mission-building technique you'd like to see explained, feel free to leave a comment. (MCUs).pdf Edited August 5 by slava123456765 3 2
Deacon352nd Posted August 24 Posted August 24 Very interesting. I’ll be interested in the next installment also. Can’t wait. 1 1
slava123456765 Posted August 25 Author Posted August 25 if you need help with the editor, please contact me.
jokash Posted August 26 Posted August 26 You think AI wrote a good MCU when i asked it to write a column attack MCU? A “column attack” MCU setup in the IL‑2 Great Battles Mission Editor isn’t a single MCU you “write” — it’s a logic chain built from several MCUs that make AI aircraft attack a moving ground column (vehicles, tanks, trucks). Below is a complete, working MCU logic chain you can drop into any mission. I’ll give you the exact structure, which MCUs you need, how to link them, and what settings to use so the AI reliably attacks the column. ✅ Column Attack MCU Logic (Working Template) 🎯 Goal AI aircraft detect a moving vehicle column and perform repeated attack runs until the column is destroyed or a timer ends. 🧩 MCUs You Need Translator: Mission Begin Timer (to start attack) Command: Attack Target Attack Area (optional but recommended) Vehicle Column (group of vehicles with waypoints) AI Aircraft Group Complex Trigger (optional: detect player or detect column) Command: Cover (optional: escort behavior) 🔧 Step‑by‑Step Logic Chain 1. Mission Begin → Timer Place Mission Begin Link Mission Begin → Timer Set Timer to 5 seconds (gives mission time to load) Timer settings: Name: StartAttackTimer Time: 5.0 2. Timer → Command: Attack Target Place Command: Attack Target MCU. Settings: Priority: High Attack Type: Ground Weapon: Any Attack Method: Low Altitude (for strafing) or Bombing Target: Attack Area or Vehicle Column Link: Timer → Attack Target 3. Attack Target → AI Aircraft Use Object Link (blue link) to bind the Attack Target MCU to the aircraft group. Select Attack Target MCU Right‑click → Object Link Click the AI aircraft group icon This tells the aircraft: “You will execute this attack order.” 4. Define the Target: Attack Area Place an Attack Area MCU over the column route. Settings: Radius: 300–500 m Height: 0–1500 m Enabled: Yes Link: Attack Target → Attack Area (Object Link) This makes the AI attack anything inside the area — perfect for columns. 5. Vehicle Column Setup Make sure your vehicle column has: Waypoints Command: Move MCU Object Link from Move → Vehicles Event Link from Mission Begin → Move This ensures the column is moving when the aircraft arrive. 6. Optional: Complex Trigger (Player Detection) If you want the attack to start only when the player is near: Place Complex Trigger. Settings: Check: Coalition = Allies Radius: 1500 m Altitude: 0–2000 m Link: Complex Trigger → Attack Target This makes the attack dynamic. 📌 Final Logic Diagram (Text Form) Code Mission Begin ↓ (Event Link) Timer (5 sec) ↓ (Event Link) Command: Attack Target ↳ (Object Link) → AI Aircraft Group ↳ (Object Link) → Attack Area Attack Area (placed over column) Vehicle Column (moving with waypoints) Optional: Code Complex Trigger (detect player) ↓ (Event Link) Command: Attack Target 🛠️ This MCU Chain Will Make AI: Fly toward the column Begin attack runs Strafe or bomb depending on loadout Continue attacking until out of ammo or target destroyed Re‑attack dynamically if the column moves This is the standard method used in official campaigns (e.g., Ten Days of Autumn, Blazing Steppe).
slava123456765 Posted August 28 Author Posted August 28 (edited) I created this mission for myself as soon as I started learning the editor. Ar244b2.zip I will add your instructions, thank you. Edited August 28 by slava123456765
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now