Jump to content

Recommended Posts

Posted (edited)

Are there any limitations on the duration of a timer. I set a timer for a long time after start of game and it did not seem to activate, so I wondered if the timers are for shorter duration and maybe another mcu is used for much longer delays like the ones used to turn on searchlights at sunset. ( whatever that mcu is called )  

Edited by TP_Jacko
Posted

Hi TP_Jacko,

 

What time period did you specify? Have you tried the timer in a very simple test mission to make sure it is triggered but does not fire when it should? For example, mission begin --> timer --> spawner --> vehicle object.

 

I think that the MCU to turn searchlights on at sunset is a Date Time Trigger.

 

Regards,

 

Jim

Posted

Hello Jim,

I think this is part of a bigger bug  in my mission design that I am counting down I want to put a good 30+ min delay in from mission start

Posted

I use 90 and 120min delays and I'm pretty sure they work

Posted (edited)

~S~ Jacko,

 

From early on, I've used this method to spawn AI.

 

MCU Mission Begin ----> MCU Trigger Timer (Set to X Minutes after Mission Starts) ----> Activate ----> Whatever AI Plane (with Enable unchecked) ----> First Waypoint ---> "Operational Duties".

                                                                                                                                                            |                                                                                                 ^

                                                                                                                                                             ----------->MCU Trigger Timer (set to 2 seconds delay)-------|

 

 

I also use Events (OnKilled) & (OnPlaneDestroyed) linked to a MCU Trigger Timer set to 5 minutes, linked to another Activate --> another AI w/ Enabled unchecked.

 

That makes a replacement spawn happen (5 minutes after in this case) when an AI is shot down. And that loop can be repeated on the replacements, ad infinitum...

 

I should note here that the replacement spawns will still need to have their own waypoints and combat orders mapped out individually from the AI element that they replace. Can be different.

 

I make short distance Base vs. Base battles, and, what I'm getting at, is that, I've used timers to delay spawns up to 45 minutes after the mission starts, and it's always gone off like clockwork.

 

 

Keep 'em Flying,

 

!S -Jupp- :salute:

Edited by Jupp
Posted

already used 20mn here without any problems

It should work

Posted

Thanks guys at least i now know the timers should do the job.

Posted

be sure the random parameters is set on 100% (it is the default settings but how knows ...)

When you have a doubt on a trigger just link a subtitle to it to let you know it has been triggered

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...