Dr_Cremaster Posted March 24, 2015 Posted March 24, 2015 Hi, does anyone know how to lock/unlock airfields in mp (fakefields) dynamically during mission? I´ve tried to get this to work for some hours but neither activating via trigger nor dynamic creation with a spawner functioned properly. So did i miss something or is this just impossible? Thanks in advance!
AbortedMan Posted March 24, 2015 Posted March 24, 2015 Link a "Command: Behavior" MCU to an airfield. In the Behavior MCU, tick the box next to "Float Parameter" where Float Parameter means specified set of aircraft (table of aircraft can be found in the airfield properties window under "planes"...the number next to the aircraft on the table will be loaded where set of aircraft = Float Parameter number). Locking/unlocking airfields can also be done with the same Behavior MCU by only ticking the "coalition" (or country/nation/team, I forget the exact word) and specifying "Neutral" then linking any trigger/event to the Command: Behavior MCU...to bring it back, make another Command:Behavior MCU triggered on another event and specify whatever country you want it to change to.
No601_Swallow Posted March 24, 2015 Posted March 24, 2015 Very good little run-through, AM. Many thanks.
Dr_Cremaster Posted March 25, 2015 Author Posted March 25, 2015 That´s an excellent guide. Thanks an bunch!
JG300_Tempest Posted May 14, 2015 Posted May 14, 2015 Hi lads, Thank you for this useful information about switching the side of an airfield. Can a counter be added to this ? If yes, then, how ? I explain : I want to activate an airbase from neutral to Russian/German when at least 3 He-111 (human) land safely on the designed airbase. How to do it ? Thank you in advance for your help.
AbortedMan Posted May 15, 2015 Posted May 15, 2015 Hi lads, Thank you for this useful information about switching the side of an airfield. Can a counter be added to this ? If yes, then, how ? I explain : I want to activate an airbase from neutral to Russian/German when at least 3 He-111 (human) land safely on the designed airbase. How to do it ? Thank you in advance for your help. Create a complex trigger zone set to trigger when a named aircraft enters the zone (you can set the name of the He-111 to something like He-111 Supply/Transport/A/B/C/etc in the "planes" menu when clicking on the airfield it originates from), add the name of the aircraft you want that will be counted to the complex trigger (bottom left in advanced properties of complex trigger--name must be EXACTLY the same as the name of the plane on the airfield's planes table screen.) Link that trigger to "OnEnteredAlive" to a counter trigger (set for 3, or whatever number you want) then link that counter trigger to a Command: Behavior trigger configured to do whatever you want to the airfield, then link it to the airfield. (Make sure "check entities" and/or "check vehicles" is ticked in the complex trigger menu, I usually always check them both because I haven't figured out which means which and it seems to work)
JG300_Tempest Posted May 15, 2015 Posted May 15, 2015 Hi AM, Thanks for this quick answer. I thought I tried that yesterday. In fact, I tried to Trigger without counter at first, with a name on a plane (whatever the plane) : "Carrier", and with a OnStationnaryAndAlive Event, for Object "Carrier", which did not work. I try again with the OnEnteredAlive Trigger - but it seems less relevant as an aircraft could just go through the zone (dishonnestly or not) to trigger...I let you know if it's ok. The boxes were ticked properly. There's no particular additionnal " or <> to add to the name in the "Object" table ?
JG300_Tempest Posted May 15, 2015 Posted May 15, 2015 Well, just checked with EnteredAlive & SationnaryAlive and it works for both. Now, I'll put the counter on. Cheers.
Papagon1 Posted February 2, 2021 Posted February 2, 2021 (edited) Hello, I know this post is old, But I cant find any topics closer to my problem. I am trying to make a "Capture the Airfield" mission. That means The airfields start's with a country (German or USSR) and when xx buildings have been destroyed at the airfield, its turning sides. I allso trying to make the AAA's different too. what I mean: I want the flak 38 for german side. Than a 52k on the USSR side. So when Airfield is swaping the other country, its propper AAA changes aswell. In my picture is just what I done so far. I hope its understandable. What I try to make here: -> Allied in Zone = AAA's etc spawns. -> Allied out of Zone = AAA's etc despawns. -> "IF" Allied get in Zone before 10 min time. The AAA's etc will still be there. (and not despawn and/or respawn when allied plane allready are bombing or what ever due to 10 min timer run out. Than next trigger setup will be to make the AAA's etc (including airfield) to swap side after xx buildings gets destroyed. Regards! EDITED: I think I figured it out. NVM this. ? Edited February 3, 2021 by Papagon1
POC Posted February 5, 2021 Posted February 5, 2021 Might not be the most optimal solution, but one easy way to do this would be to simply create the german version of your airfield and deactivate it by default. When the airfield is captured, you deactivate the USSR version and activate the German one.
Habu Posted February 6, 2021 Posted February 6, 2021 (edited) I agree with POC. And do not try to do all the thing in one time. First, work on the change of side, then when it's working, add the spawn despawn for AA units. It will be easier to find any bugs. Edited February 6, 2021 by Habu
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