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Posted

I'm trying to add to my mission some AAA that should be activated by enemy planes entering into a trigger zone ( again following Prangster's guide )...but nothing happens even if I'm exactly above the AAA position.

Attache the group file just in case anyone could have a lool.

Thanks

Soviet_AAA_Battery.zip

Posted

When using complex triggers, you have to check both boxes in the picture attached.

 

 

Check vehicles, and check entities.

 

post-20591-0-58764500-1450030339_thumb.png

Posted

Thanks a lot Monkey .. there are so many things to check in ME that I'm almost lost 

Posted

I haven't tested but I think that "Check Entities" alone will also work, if you do not want to check for vehicles.

Posted

Tried both settings...AAA is activated just checking both vehicles and entities.

I need to activate two enemy aircrafts now...maybe I need to set same settings for them?

Posted

I always use both checkboxes by default and it works for me.

Posted (edited)

Enemy aircraft group doesn't work  :unsure:

Anyone could please have a look? I followed exactly what Prangster says in his guide.

Additional..I wasn't able to target landing point to final waypoint for enemy AI aircraft


Ops...forgot the attached file in previous post....here you are and thanks for any help

Soviet_Lagg-3.zip

Edited by 150GCT_Vespa
Posted

Enemy aircraft group doesn't work  :unsure:

Anyone could please have a look? I followed exactly what Prangster says in his guide.

Additional..I wasn't able to target landing point to final waypoint for enemy AI aircraft

Ops...forgot the attached file in previous post....here you are and thanks for any help

 

 

Ciao Vespa,

 

There are some issues with the group. Mainly, it wont even trigger because you didnt link the OnEnteredEvent to the Activate MCU.

Other things you need to change:

  • The activate MCU needs to be linked as an object to the second plane too. (always to EVERY unit, regardless of them being linked to the flight leader)
  • Same thing with waypoints, link them to every plane.
  • To activate the first waypoint, you need to fire the timer with something. In this case you can also connect the OnEnteredEvent to that timer, so two seconds after spawning the planes, they will get a waypoint assigned.
  • You need to link the waypoints to the next ones (using target), so when the plane reaches it, it knows whats the next step. Treat landing as a waypoint, so after the last waypoint, use a target to the land command and the planes will land after reaching the last waypoint.
  • About the land command: If you arent using an airfied (Fakefield) the planes can still land, but will use the spot where you placed the land and the direction of the yellow line in the land command. I think you placed this one correctly.
  • You need to trigger the attack command with something. You can link the previous waypoint to the attack area, so once they reach the waypoint, they follow the attack command.
  • No need to list every german plane in the Complex trigger if you have the country set as Germany. It's redundant. Use that if you want only certain german planes to trigger the complex trigger.

Please dont take this as a critcism, just giving you some advice so we have one more great mission builder in the community.

Hope that helped, feel free to ask if I wasnt clear.

Soviet_Lagg-3.zip

Posted

Please dont take this as a critcism, just giving you some advice so we have one more great mission builder in the community.

Hope that helped, feel free to ask if I wasnt clear.

Jade_Monkey, mate, I couldnt ever take your help as criticism...I can just say thanks, and I really appreciate it, for taking the time to check my file and point me in right direction.

I've so much to learn from you guys that I can just sit down and listen to you and all the things you can teach to me.

I'd really like to play and have fun with ME...but I know that this will take some time and lots of test, reading and posting help...so again, thanks for giving me the chance to learn more about that.

Said that...I'm going to read and try all you said...I'll be back to you in case of need...be sure about that  :happy:

Posted

Also, i attached the corrected version of the group in my post.

 

However, i did not test it, but it looked like it should.

Posted

Apologies for nitpicking, but I don't think these two specific points are correct:

 

 

 

The activate MCU needs to be linked as an object to the second plane too. (always to EVERY unit, regardless of them being linked to the flight leader) Same thing with waypoints, link them to every plane.
 

 

I used to link activate/deactivate to all vehicles in a group until I found out it wasn't needed. Delete, on the other hand, must be linked to every one, same thing with spawn (but note that spawning vehicles in a group is not a good idea).

As for waypoints, I have always linked them to the leader only, and it's never failed me.

Posted

Apologies for nitpicking, but I don't think these two specific points are correct:

 

I used to link activate/deactivate to all vehicles in a group until I found out it wasn't needed. Delete, on the other hand, must be linked to every one, same thing with spawn (but note that spawning vehicles in a group is not a good idea).

As for waypoints, I have always linked them to the leader only, and it's never failed me.

 

Interesting, I havent had luck with those in the past, so I started linking it to everyone since then.

 

I'll re-test it.

Posted

Really interesting guys ... I'll do some tests about that.

By the way...is there a way to check when an object is activated? just for testing purpose..for example with a message on display ...

Posted

Use a subtitle MCU at the same you activate something.

  • 2 weeks later...
Posted

Has been anything changed with latest updates? Now I cannot get nor AAA or enemy flight activated  :(

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