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AV_2Pattes

IA spawn point for training in multi

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For training purpose in my squad, I would like to set up a IA spawn point for a enemy fighter that can be triggered any number of time one the IA fighter has been taken care of.

 

Here is what I did so far (I got timer 2s along all chains of commands):

 

complex trigger (on entry event)

          |---> activate IA fighter (with attack area for 10 min)

          |---> deactivate complex trigger (to prevent another spawn while IA fighter is still active)

 

and to reactivate the trigger:

 

IA fighter (on destruction event)

          |---> counter to 1 (reset after use)

                        |---> activate the complex trigger

 

The script work the first time for sure, but appear to be inoperative after a while (stopping conditions unclear).

 

Is this due to the type of events I report to the counter ("destruction" only, you have also "killed", "damaged", etc.) ?

 

Is anyone know how to fix this, or may be got a better idea to obtain a similar results ?

 

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I wondered if you need the counter.

Maybe it works without just call the deactivate when the AI is destroyed.

 

If you run a QMB with 1 AI killed 3 times you can load the game into the Editor and see how its set up for more clues

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If you run a QMB with 1 AI killed 3 times you can load the game into the Editor and see how its set up for more clues

Thanks for the tip, I let you know what I figure out ... 

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Thanks all for your advices !

 

JimTM mission do exactly the trick (just tested it) except that I think we need to provide the list (and nationality) of the object to detect in the complex trigger. In this case:

 

 

  Country = 201;
  ObjectScript = "luascripts\worldobjects\Planes\fw190a3.txt";
  ObjectScript = "luascripts\worldobjects\Planes\fw190a3-c.txt"

 

I think this solve the thread ;)

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You're welcome.

 

FYI, in this post, Habu said not to specify scripts with "c" in them (the second one in your example). Not sure why.

Edited by JimTM

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