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No_85_Gramps

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Posts posted by No_85_Gramps


  1. If you want to try the complex trigger look at this. I find it easier to just list the countries for detection. Now click on add event, select on object entered, and for the target select the timer that triggers the waypoint. US or GB plane flies within 1000m's, complex trigger fires, sets off the trigger timer  that triggers the waypoint that starts the train moving. Just replace the mission begin MCU with the complex trigger.

    complextrig.jpg.c534972f970d01369160ff2a0d8a3edb.jpg

     

    I, and many others, have struggled with the ME. It's complicated for sure, but with the help of others here, I started to slowly figure things out. And you can always ask questions! I asked quite a few myself when I first started.

     

     

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  2. You don't always need two waypoints. One at the stop point is generally enough, but I needed two here due to the severe curvature of the tracks (with only the last waypoint used the train would de-rail shortly after moving. One of those weird ME things...).

    Think of enabled/disabled like this:  Enabled - train all steamed up and ready to move, enabled un-checked - train on the track but not steamed-up.

     

     

     

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  3. Here is a simple train group photo. The train is set to enable, when the mission begins there is a timer that links to the waypoint, the waypoint then links to the train to get it moving. When it reaches the waypoint, it triggers the second waypoint. If your train is not set to enabled (train advanced properties), it would have to be trigger activated before the waypoint gets triggered. If you replace the mission begin mcu with your complex trigger it should work.

    simpletrain.thumb.jpg.bcea28670fbe2b9e48906cdeb98ca859.jpg

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  4. 11 hours ago, Beebop said:

    Anyway, so I am left with the same questions.  When I copy this group of MCU's and objects and paste them into another mission. why don't the Stuka drop their bombs? 

    Everything is identical, MCU's, Waypoints and Links, but when the Stuka's reach the target area they don't drop.  (I also tried making these items into a Group with the same result, no attack).

    There is only one difference, the distance between the planes spawning and the target area.  The Waypoint just prior to the Attack Area is the same distance away, only the first Waypoint is set back for timing purposes.  Also the last waypoint and CMD Land is set further away.  Could moving those waypoints have any influence on the behavior of the aircraft or affect the reliability of the Attack Area MCU?

     

     

     

     

    A few weeks ago I was working on a bomb group of 87's and they attacked as they should, I added two more groups (110's/Ju88's) with a random trigger. The trigger worked but then none of them dropped bombs. I exported the group, deleted it from the mission, saved the mission, re-opened the mission, added the group back-in and still no bombs dropped. Finally I deleted the group and re-built it from scratch and now it works fine. Just one of the pitfalls in working with the ME. I spent quite some time getting it to work, but could never pinpoint what caused the problem. I still think the ME can be fun, but I have a warped sense of humor!

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  5. 45 minutes ago, Leon_Portier said:

    Huh, I wonder how that works.

    Each plane was a book with different views from the cockpit. You select a page and then I try and counter by selecting a page that would lead to a firing solution. Could keep going for quite a while and it's been ages (late seventies) since I played. Sold it off to a collector a couple of years ago.


  6. Attached is a small file that contains a small arrow, and a large arrow group. You'll have to take a look at how they are set-up in order to determine size and direction. Can't recall were I found these, although I sure it was here on the forums. I also seem to remember a post about using arrows but can't for the life of me remember where it is. You can extract these to the template folder for importing into missions.

    arrowgroups.zip

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  7. I was not able to get this to work no matter what logic I tried. I'm pretty sure that it may have something to do with the formation command. Only on the bridge does a damaged/destroyed tank prevent the convoy from continuing. It would be way to much work to make up a convoy of individual vehicles that has to navigate through a city. I just going to leave it as is for now, as long as the allied fighters do their job the convoy will make it across the bridge. Thanks to everyone for their advice and suggestions!


  8. I've noticed that a convoy on a road will navigate around damaged/destroyed vehicles that are in the convoy, but once on a bridge a damaged/destroyed vehicle will not be passable by any remaining vehicles. In this particular situation I have a convoy of tanks/halftracks and once on the bridge the lead tank sometimes loses a track due to enemy fire, which stalls the rest of the convoy. Try as I may, I have not been able to figure out how to delete the lead tank so the convoy can proceed. I've tried ondamaged/ondestroyed events connected to delete and disable but they do not work. I know a destroyed vehicle should delete after about 8 minutes, but that does not help. I'm wondering if the fact that it's a convoy, with a formation command, has anything to do with it. As a side note you may want to look at the screenshot I posted in that forum that shows the outcome of the convoy.

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