Difference between pages "Multiplayer mission creation" and "File:Damage Vautour IIb.png"

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Vautour IIb visual damage
  
= How to create a basic multiplayer mission =
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[[Category:In-game screenshots]]
 
 
:1. Run mission editor (missioned.cmd in WarThunderCDK folder).[[File:Multiplayer Mission Properties.jpg|thumb]]
 
:2. Select a map in '''Select binary dump file''' window by pressing '''...''' tab (all map files are stored here: '''WarThunder\levels''')
 
::''Note: You can edit a mission without loaded map, location in scene viewer is just a preview.''
 
:3. Set basic settings in the Mission Editor.
 
 
 
::*Choose the side toolbar '''Mission Settings -> mission'''
 
::*Choose a name for your mission in '''name''' tab
 
::''Note: You can't use capital letters and there should be no spaces''
 
::*Choose a name for your mission that will be displayed for other players in '''locName''' tab
 
::''Note: You can use space there and for example write down '''[Multiplayer Mission] Test'''''
 
::*Choose a description for your mission in '''locDesc''' tab
 
::*Set a mission type to '''domination''' in '''type''' tab
 
::*Choose a location map in '''level''' tab
 
::*Choose time of a day and weather in '''Weather params''' tab
 
::*If you want to make it a free for all mode (everyone vs everyone without teams) then go to '''Game type params''' and enable '''gt_ffa''' and '''gt_ffa_deathmatch''' options
 
::*Change the number of tickets in '''scoreLimit''' which you can find in '''Versus params''' tab
 
::''Note: by default it's set to 500''
 
::*Change the number of tickets that are lost after someone dies in '''deathPenaltyMul''' which you can find in '''Versus params''' tab
 
::''Note: by default it's set to 1 so it will remove 100 tickets from one of teams every time someone dies, if for example you set it to 0.1 then the game will remove 10 tickets when someone dies''
 
 
 
== Creating slots for players ==
 
 
 
:[[File:Unit Creation Icon.jpg|thumb|Unit creation icon]]1. Create a new unit by pressing '''Create unit''' icon and place it somewhere (you can control the map view by pressing '''SPACE''').
 
:[[File:Unit Properties Icon.jpg|thumb|Unit properties icon]]2. Open it's properties (by for example pressing '''P''').
 
 
 
::*Change the '''Name:''' to '''t1_player01'''
 
::*Switch it's '''type''' to '''armada'''
 
::*Find a '''dummy''' unit in '''Class''' tab and select it
 
 
 
:[[File:Copying Units.jpg|thumb]]3. Copy '''t1_player01''' unit.
 
::''Note: You will need it to create player slots for the mission, so it's preferable to create 16 of them, the game supports up to 32 players per team''
 
 
 
::*Select the unit
 
::*Press '''W'''
 
::*While holding '''Shift''' select one of the displayed arrows and then drag it until a new unit appears
 
::*The CDK will show you a new window, in this window change the '''Count of clones:''' amount to the number that you want in your mission
 
::*Select '''Auto rename'''
 
::*Press '''Ok''', now you should see lots of copies of this unit named '''t1_player02, t1_player03, t1_player04 etc.'''
 
 
 
:[[File:Copying Units 2.jpg|thumb]]4. Create the same amount of '''t2_player''' units by copying '''t1_player''' units.
 
 
 
::*In Unit copying window change '''Name of clone(s):''' to '''t2_player01'''
 
::*Change the '''Count of clones:''' amount to the number that equals amount of '''t1_player''' units (set it to 1)
 
::*Press '''Ok'''
 
::*Now you should see lots of copies of '''t1_player''' units named '''t2_player01, t2_player02, t2_player03 etc.'''
 
 
 
:5. Go back to the side toolbar '''Mission Settings''' and add these units to make them usable as slots for players in your multiplayer mission.
 
 
 
::*Select '''player_teamA'''
 
::*Press '''wing''' to add new slots and add all '''t1_player''' units there one by one
 
::*Select '''player_teamB'''
 
::*Press '''wing''' to add new slots and add all '''t2_player''' units there one by one
 
::''Note: they can't be added as squads (by putting all units in for example t1 and t2 '''squad''' unit) if you do that then the mission will simply not work''
 
 
 
== Creating respawn zones for players ==
 
 
 
=== Setting up a trigger for respawn action ===
 
 
 
:1. Choose the side toolbar '''Triggers / Missions Obj. Navigat'''[[File:Trigger properties icon.jpg|thumb|Trigger properties icon]]
 
:2. Press the '''Trigger''' button to create a new trigger
 
:3. Press the '''Properties and Trigger/MissionObj info''' icon which you can find on top toolbar to show the tab with trigger properties.
 
:4. Select your new trigger and change it's '''Name''' to for example '''respawn'''.[[File:Creating Respawn Zones.jpg|thumb]]
 
:5. Make sure that '''Enabled''' is switched on.
 
:6. Change the '''Events''' type to initMission.
 
::''Note: You need to do it this way because otherwise you will need to wait at least 30 second after launching the mission to be able to select one of available spawn zones''
 
::*In lower part of this toolbar select '''periodicEvent {time=1.00}''' in the '''Elements:''' window
 
::*Select '''Elements''' button on the bottom and press '''periodicEvent'''
 
::''Note: (if nothing happens then select one of folders in the '''Elements:''' window and then switch back to '''periodicEvent {time=1.00}''')''
 
::*A new window should appear, select '''initMission''' there and press '''Ok''' or double click on '''initMission'''
 
 
 
=== Adding air spawns for aeroplanes and ground spawns for ground units ===
 
 
 
:1. Create areas for respawn action.[[File:Area Creation Icons.jpg|thumb|Area creation icons]]
 
::*Press one of area creation icons on the top toolbar
 
::*Press the ground on the map view in the place where you want to put your respawn area
 
:::*press only if you selected the first icon ('''Point''')
 
:::*press and drag (you change it's size by doing that) if you selected other icons ('''Sphere''', '''Cylinder''' or '''Box''')
 
:2. Change properties of your area.
 
::*Change '''Name:''' to '''t1_spawnarea_01'''
 
::*Make at least 10 areas that are named '''t1_spawnarea_01''', '''t1_spawnarea_02''', '''t1_spawnarea_03''' etc.
 
::*copy all created '''t1_spawnarea''' areas and call them '''t2_spawnarea_01''', '''t2_spawnarea_01''', '''t2_spawnarea_01''' etc (you need them for both teams)
 
::''Note: If those spawns are meant to be for airplanes then place them in the air''
 
::''if for tanks then place them on the ground''
 
::''if for ships then place them on the sea level''
 
:3. Add a respawn action.
 
::*Press the '''Action''' button in the trigger properties toolbar
 
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 
:4. Add respawn areas to '''missionMarkAsRespawnPoint''' action.
 
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 
::*Add all existing t1_spawnarea areas to the tab next to '''target''', you can create more of them by just pressing a wide '''target''' tab below
 
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission ('''air''' for airplanes, '''tank''' for ground units, '''ship''' for boats and ships)
 
:5. Copy existing '''missionMarkAsRespawnPoint''' action to make respawn zones for the second team.
 
::*Below the '''Elements:''' window, there should be a '''copy''' tab, select '''missionMarkAsRespawnPoint''' action and then press this '''copy''' tab
 
::*Press '''Paste ...''' tab, a new window should appear
 
::*Select '''missionMarkAsRespawnPoint''' action there and press ok
 
::*Now you should see two the same actions in the '''Elements:''' window, select the second one
 
::*Change all '''target''' areas to those that are meant to be for the second team (B / T2)
 
::*Switch the '''team''' tab to '''B'''
 
::''Note: You can speed up changing '''target'''s by creating an '''area_squad''' unit and then putting all '''t2_spawnarea''' areas there, then selecting this squad in the '''missionMarkAsRespawnPoint''' action properties''
 
 
 
 
 
=== Adding airfield spawn for airplanes ===
 
 
 
:1. Create an airfield unit.
 
::* Select '''Create unit''' icon on the top toolbar [[File:Unit Creation Icon.jpg|thumb|Unit creation icon]]
 
::* Select created unit
 
::* Open it's properties (by for example pressing '''P''')[[File:Unit Properties Icon.jpg|thumb|Unit properties icon]]
 
::* Change it's '''Name:''' to '''airfield_01'''
 
::* Change it's '''type''' to objectGroups[[File:Airfield Properties.jpg|thumb]]
 
::* Select one of available airfields in '''Class''' tab
 
::''Note: all names of airfields start with '''dynaf_'''''
 
::* Change it's '''army''' to 1
 
::''Note: depends for which team you want to make it, remember that 1 = A team, 2 = B team'''
 
:2. Add a respawn action.
 
::*Press the '''Action''' button in the trigger properties toolbar
 
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 
:3. Add the airfield to '''missionMarkAsRespawnPoint''' action.
 
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 
::*Add '''airfield_01''' to the tab next to '''target'''
 
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 
::*Select '''isAirfield'''
 
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 
::*Select '''Object''' and set it to '''airfield_01'''
 
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission (air)
 
 
 
 
 
== Creating capture zones ==
 
 
 
::1. Create a new area and call it '''capture_zone_01'''.
 
::2. Create a new trigger.
 
::3. Add a new action called '''missionMarkAsCaptureZone'''.
 
::*Assign your new area to '''target''' (you should be able select '''capture_zone_01''')
 
::*Set to '''which''' army it should be assigned by default (after launching your mission, 0 - neutral, 1 - A, 2 - B)
 
::*Set '''canCaptureOnGround''' if you want to be able to capture it by staying on the ground in the capture zone area (disabled by default)
 
::*Set '''canCaptureInAir''' if you want it to be able to capture it while being in the air (enabled by default)
 
::*Set '''canCapturebyGM''' if you want to make it capturable by ground units
 
::*Set '''onlyPlayersCanCapture''' if you want it to be capturable only by players
 
::*Set '''CaptureNoPenalty''' if you want to disable ticket drain when it's captured by one of teams
 
::*Add '''tags''' to select which unit types are allowed to capture this zone
 
::''Note: you can adjust how fast it drains tickets in '''missionSetProperties''' action, there are two '''ctaCaptureZone''' options which control that''
 
 
 
 
 
 
 
''Note: You can find more informations about the Mission Editor '''[[Instructions for Using the Mission Editor|here]]''' and more informations about triggers here '''[[Triggers|here]]''' ''
 
 
 
== Saving your mission ==
 
 
 
:1. On the most top bar select '''Mission Editor'''
 
:2. Press '''Save mission (Ctrl+M)'''
 
:3. Select where you want to save your mission and set its name, remember to save it as '''.blk''' file
 
 
 
That's all, now all you need to do is to upload your mission somewhere or on [http://live.warthunder.com/feed/ live.warthunder.com] site, but don't forget to add a proper image and description for your mission. You will find more details [[How to launch a custom mission in the game|here]].
 
 
 
:''Note: any hosting service will do as long as the link ends with '''.blk''' and don't forget to delete '''https://''' part of that link, otherwise the game won't be able to read it unless it's a live.warthunder.com link'' 
 
 
 
= Options and functions available in multiplayer missions =
 
 
 
== Versus mode parameters ==
 
 
 
:* scoreLimit: Total amount of tickets in MP mission (by default it's set to 500)
 
:* timeLimit: Time limit in MP mission (by default it's set to 30 minutes)
 
:* deathPenaltyMul: Sets the multiplier of removed tickets after someone dies (by default it's set to 1.0 = 100 tickets per death)
 
:* postfix: Adds a gamemode name before the mission name
 
:* ctaCaptureZoneEqualPenaltyMult: Sets the multiplier of tickets drain when both teams have captured the same amount of zones (when each team have at least 1 zone captured, both team will lose tickets with this mul)
 
:* ctaCaptureZoneDiffPenaltyExp: When one team have on N more captured zones - enemy tickets will decrease faster. Mul calc as (if zones_num_t1 < zones_num_t2): (zones_num_t2 - zones_num_t1) ^ ctaCaptureZoneDiffPenaltyExp
 
:* useAlternativeMapCoord: If checked will use alternative map coordinates
 
:* useKillStreaks: Unknown
 
:* allowedKillStreaks: Unknown
 
:* randomSpawnTeams: Unknown
 
:* remapAiTankModels: Unknown
 
:* isBotsAllowed: Disables or enables bots
 
:* battleAreaColorPreset: Select the color type of the battle area
 
:* ingnoreInvulnerableTimer: Disable or enable a spawn protection (making the player not able to be damaged)
 
:* allowedUnitTypes: Select which unit types are allowed in your mission
 
:* useCustomSuperArtillery: Enable or disable custom artillery type for use in tanks and ships
 
:* customSuperArtillery: Sets the custom artillery type
 
<div class="mw-collapsible mw-collapsed" style="width:25%">Available custom artillery types:<div class="mw-collapsible-content">
 
:* structures/streakartillery_203mm_r100m
 
:* structures/streakartillery_203mm_r150m
 
:* structures/streakartillery_203mm_r150m
 
:* structures/streakartillery_203mm_r200m
 
:* structures/ussr_152mm_d1
 
:* structures/ussr_122mm_m30_smoke
 
:* structures/ussr_152mm_ml20
 
:* structures/ussr_152mm_ml20_large
 
:* structures/ussr_203mm_b4
 
:* structures/ussr_quest_large_art
 
:* structures/germ_3x280mm_sk_c34
 
</div></div>
 
:* missionType: Lets you select a mission type which you will be able to select in game (you need to set it up by adding proper actions and conditions)
 
:* maxRespawns: Set the number of available respawns
 
:* allowEmptyTeams: Lets you play alone in multiplayer missions
 
:* missionCostMul: Unknown
 
:* respawnTimeMultiplier: Sets a multiplier of how long it will take to respawn (respawn counter)
 
:* useSpawnScore: Enables Spawn Points system (for more details check '''Enabling Spawn Points system''' category)
 
:* country_allies: Set a country for the first team
 
:* country_axis: Set a country for the second team
 
:* mission: Makes it possible to set different mission settings like tickets amount for different gamemodes (AB, RB, SB)
 
:* groundKillWpBudget
 
::* max_players: Unknown
 
::* max_total_budget: Unknown
 
::* min_total_budget: Unknown
 
::* min_total_budget_multiplier: Unknown
 
::* supposed_personal_part_of_total_budget_for_one_player:Unknown
 
::* min_mul_for_personal_price: Unknown
 
 
 
== Game type parameters ==
 
 
 
:* gt_mp_tickets: Enables or disables tickets functionality (can be used in SP missions)
 
:* gt_mp_capture: Enables or disables capture zones (by using '''missionMarkAsCaptureZone''' action, can be used in SP missions)
 
:* gt_mp_solo: Unknown
 
:* gt_cooperative: Parameter used for creating cooperative missions
 
:* gt_reload_explosives: Unknown
 
:* gt_ffa: If enabled, will change the mission into a free for all mode (everyone vs everyone without teams)
 
:* gt_race: If enabled, will change the mission into a race mode (it's the best to use it with '''beginRaceMode''' action)
 
:* gt_football: If enabled, will change the mission into a football mode (to make it work you need to use options from the '''football params''' tab and copy these two lines under the '''mission{''' block: isPhysPredictionEnabled:b=yes isPreciseCollisionDetectionEnabled:b=yes )
 
:* gt_last_man_standing: If enabled, will change the mission into a battle royale mode (to make it work you need to use '''missionSetBattleRoyaleArea''' action)
 
:* gt_mp_score: Unknown
 
:* gt_versus: Disables or enables it's multiplayer functionality
 
 
 
 
 
== Enabling Spawn Points system ==
 
 
 
:Spawn Points system is a feature that can allow you add an additional spawn requirement, the need of gaining Spawn Points by completing various mission objectives or destroying units controlled by players. In Realistic Battles for Ground Forces they are needed if you want to spawn in another vehicle after you loose your current one, better vehicles require more Spawn Points and every time you die it will increase Spawn Points requirements. In Enduring Confrontation game mode you need Spawn Points to spawn in better airplanes, right after joining to battle you get 200 SP which allows you to spawn in airplanes with the lowest Battle Rating in bracket of that battle (for example 5.0 in 5.0-6.3 battle) and in a vehicle that has higher BR by 0.3. This section will explain how to make this system work in the custom multiplayer missions.
 
 
 
::1. Go to '''Mission Settings:> Versus params''' and enable '''useSpawnScore'''
 
::2. If you haven't saved the mission yet then do it now
 
::3. Open the blk mission file in Notepad
 
::4. Scroll down to the '''mission{''' block
 
::5. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right[[File:Screenshot of a Spawn Points system.jpg|thumb]]
 
 
 
customSpawnScore{
 
  base_respawn_points_coef:i=250
 
  br_diff_mul_Air:r=0.0
 
  br_diff_mul_Tank:r=0.0
 
  max_br_diff:r=0.0
 
  spawn_pow:r=0.0
 
  // If you want to add multipliers for specific vehicles units or types then add them here and remove '''"//"'''
 
}
 
 
 
::6. Save the file, reload the mission in the Mission Editor
 
:::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 
 
 
:: Explanation of what Spawn Points system lines do:
 
::: ''Note: Setting them to 0.0 will disable selected features (the one with the number set to 0.0)''
 
 
 
:::* base_respawn_points_coef: Sets a default Spawn Points amount, for example if you set it to '''1''' then you will need '''1 SP''' to spawn in vehicles
 
::: ''Note: If you set it to 1 you will be give every vehicle an exact Spawn Points value, so if you set it to 700.0 then you will need '''700 SP''' in game to spawn in it''
 
:::* br_diff_mul_Air: Sets a multiplier of Spawn Points for airplanes which depends on what BR do they have (the higher BR the higher needed SP amount)
 
:::* br_diff_mul_Tank: Sets a multiplier of Spawn Points for tank which depends on what BR do they have (the higher BR the higher needed SP amount)
 
:::* max_br_diff: Increases a difference of Spawn Points between units with different Battle Rating
 
:::* spawn_pow: Increases Spawn Points requirements after every death
 
 
 
 
 
::: You can also set a multiplier for every single vehicle or group of them (sorting by their type)
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">Available Spawn Point names for specific unit types:<div class="mw-collapsible-content">
 
  exp_fighter:r=0.0
 
  exp_bomber:r=0.0
 
  exp_assault:r=0.0
 
  exp_tank:r=0.0
 
  exp_heavy_tank:r=0.0
 
  exp_tank_destroyer:r=0.0
 
  exp_SPAA:r=0.0
 
  exp_ship:r=0.0
 
  exp_torpedo_boat:r=0.0
 
  exp_gun_boat:r=0.0
 
  exp_torpedo_gun_boat:r=0.0
 
  exp_submarine_chaser:r=0.0
 
  exp_naval_ferry_barge:r=0.0
 
</div></div>
 
 
 
::: To add a multiplier for a specific vehicle you need to add it's name and then add ''':r=0.0''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 
::: Example:
 
::::''bf-109g-14:r=1.5''
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">Here's an example of entire block:<div class="mw-collapsible-content">
 
customSpawnScore{
 
  base_respawn_points_coef:i=1
 
  br_diff_mul_Air:r=0
 
  br_diff_mul_Tank:r=0
 
  max_br_diff:r=0
 
  spawn_pow:r=0
 
  us_m4a3e8_76w_sherman:r=700
 
  us_m4a3e2_76w_sherman_jumbo:r=1100
 
  p-47d:r=1100
 
  p-47d-28:r=1100
 
  p-51d-5:r=1100
 
  p-51d-10:r=1100
 
  p-51d-20:r=1100
 
  p-38l:r=1100
 
  a-20g:r=1100
 
  germ_pzkpfw_VI_ausf_b_tiger_IIh:r=2000
 
  germ_pzkpfw_VI_ausf_h1_tiger:r=1500
 
  germ_pzkpfw_VI_ausf_e_tiger:r=1600
 
  germ_pzkpfw_V_ausf_g_panther:r=1200
 
  germ_panzerjager_nashorn:r=700
 
  germ_panzerjager_panther:r=1400
 
  germ_panzerbefelhswagen_jagdpanther:r=1400
 
  fw-190a-8:r=1100
 
  bf-109g-6:r=1100
 
  bf-109g-10:r=1100
 
  bf-109g-14:r=1100
 
}
 
</div></div>
 
 
 
== Limiting amount and type of units available for respawn ==
 
 
 
:This script allows you to set a specific number of available respawns for specific vehicles or types of them, you can limit how many times can one team respawn or how many times can players use a specific vehicle.
 
 
 
:To make this script work:
 
::1. If you haven't saved the mission yet then do it now
 
::2. Open the blk mission file in Notepad
 
::3. Scroll down to the '''mission{''' block
 
::4. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right [[File:Screenshot of a Shared Pool script.jpg|thumb]]
 
 
 
customRules{
 
  name:t="sharedPool"{
 
  teams{
 
    teamA{
 
    playerMaxSpawns:i=5 // 5 spawns per player
 
    spawnLimit:i=100 // 100 spawns for team
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=100
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
  }
 
  }
 
}
 
 
 
::5. Save the file, reload the mission in the Mission Editor
 
:::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 
 
 
:: Explanation of what Shared Pool script lines do:
 
:::* teamA: Under this block you put all units that you want to restrict for the '''A''' or '''1''' team
 
:::* teamB: Under this block you put all units that you want to restrict for the '''B''' or '''2''' team
 
:::* spawnLimit: Sets a maximum amount of respawn for team
 
:::* playerMaxSpawns: Sets a maximum amount of respawns per player
 
:::* limitedUnits: You put there all vehicles types or specific ones and add ''':i=''' with a number, it will set a spawn amount limit for that specific unit
 
:::* unlimitedUnits: You can set if you want to make amount of specific units unlimited
 
 
 
::: To set amount of respawns for a specific vehicle you need to add it's name and then add ''':i=1''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 
::: Example:
 
::::''bf-109g-14:i=1''
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">Here's an example block:<div class="mw-collapsible-content">
 
customRules{
 
  name:t="sharedPool"
 
 
  teams{
 
    teamA{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=80
 
    limitedUnits{
 
    us_m4a1_76w_sherman:i=10
 
    us_m4a2_76w_sherman:i=18
 
    us_m4a3e2_sherman_jumbo:i=12
 
    us_m4a3e2_sherman_jumbo_cobra_king:i=8
 
    us_m4a3e2_76w_sherman_jumbo:i=6
 
    us_m4a3e8_76w_sherman:i=10
 
    us_m18_hellcat:i=8
 
    us_m36:i=10
 
    us_halftrack_m15:i=8
 
    us_halftrack_m16:i=8
 
    p-47d:i=4
 
    p-47d-28:i=4
 
    p-51d-5:i=4
 
    p-51d-10:i=4
 
    p-51d-20:i=4
 
    p-38l:i=4
 
    a-20g:i=4
 
    }
 
    unlimitedUnits{
 
    us_m4a2_sherman:b=yes
 
    us_m24_chaffee:b=yes
 
    us_m10:b=yes
 
    }
 
  }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=80
 
    limitedUnits{
 
    germ_pzkpfw_VI_ausf_b_tiger_IIh:i=2
 
    germ_pzkpfw_VI_ausf_h1_tiger:i=3
 
    germ_pzkpfw_VI_ausf_e_tiger:i=3
 
    germ_pzkpfw_V_ausf_a_panther:i=8
 
    germ_pzkpfw_V_ausf_g_panther:i=10
 
    germ_panzerjager_nashorn:i=8
 
    germ_panzerjager_panther:i=4
 
    germ_panzerbefelhswagen_jagdpanther:i=4
 
    germ_flakpanzer_IV_Wirbelwind:i=8
 
    germ_pz_IV_L70:i=10
 
    fw-190a-8:i=4
 
    bf-109g-6:i=3
 
    bf-109g-10:i=3
 
    bf-109g-14:i=3
 
    }
 
    unlimitedUnits{
 
    germ_pzkpfw_IV_ausf_H:b=yes
 
    germ_pzkpfw_IV_ausf_J:b=yes
 
    germ_panzerbefelhswagen_IV_ausf_J:b=yes
 
    germ_stug_III_ausf_G:b=yes
 
    }
 
  }
 
  }
 
}
 
</div></div>
 
 
 
[[Category:War Thunder CDK]] [[Category:Custom_missions]]
 

Latest revision as of 15:50, 4 November 2019

Vautour IIb visual damage