Gambit21 Posted December 31, 2016 Posted December 31, 2016 ...I have to leave (don't want to...just want to keep working on this!) but I figured I'd drop this here before I head out the door for you guys to check. I moved it off of the cluttered airfield so that it's easier to see. It's simple - the player taxis up behind the "on parking" aircraft, and they start up and taxi away. The Check Zone is object linked to the player AC Did I miss anything? I have convoys setup on Check Zones that work fine, but not sure if I need to do something a bit different with aircraft taking off (because of the Take Off command) As an aside... I have to say, I'm still a bit confused by the "Activate" MCU. I see some use it as a matter of course no matter what, (habit?) then other times I see "mission begin" straight to a timer then object liked to the vehicle or AC with no "activate" anywhere to be seen. Also one more questions...Complex Triggers If I have "player" in the objects list, then I don't need to add the aircraft type to the scripts list - correct? Also at that point to I still need to designate "Germany"?? Trying to fully understand that thing. I have a few working just fine, but wasn't sure if I needed to specify aircraft type or country (again of player is the object) If not, then I realize the other two parameters are definitely necessary. Thanks for any help. Off to a New Years party that I wish I could skip.
Gambit21 Posted December 31, 2016 Author Posted December 31, 2016 Had time for a quick test before leaving - no sign of life from the AI flight. Maybe I do need the "activate" command?
Urra Posted December 31, 2016 Posted December 31, 2016 I believe u may be right, or spawn b4 takeoff command?
andyw248 Posted January 1, 2017 Posted January 1, 2017 Two questions: what does the green link between Gannet Lead and the right border of the screenshot do? what is the purple event link between Gannet Lead and the 2s timer for? Can't see the direction from the screenshot
Gambit21 Posted January 1, 2017 Author Posted January 1, 2017 Both to the first waypoint. Object link and report on took off.
JimTM Posted January 1, 2017 Posted January 1, 2017 (edited) Some thoughts: - You don't need the timers that trigger the takeoff command and the waypoint because you are not waiting for any mission logic to complete. However, you may still choose to delay before takeoff and the triggering of the waypoint. - You can reduce the time after mission begin if you want, but it's not important. I usually use 2s; I don't know what the minimum time required is. - In your check zone trigger, make sure that you have not set a coalition to True since you have an object link set up. Review the other settings too. - In your small scenario, you don't need to activate the plane because you probably want it to be visible right away. Make sure that you select "Enabled" in the advanced properties for both planes. There may be instances where you want it to be inactive (and invisible) until you need it, which saves resources in a complex mission. Finally, place the leader ahead of the wingman because the wingman may block the leader's path. - For the complex trigger translator, I assume that you are referring to the Object Names List, right? If you put the exact name of the player plane (including capitalization) in that list and select Check Planes, then you don't need to specify any other fields. Edited January 1, 2017 by JimTM
Gambit21 Posted January 1, 2017 Author Posted January 1, 2017 Regarding the complex trigger - yep I was referring to the names list. Thank you for verifying that. With the planes the leader being ahead is just a result of my hasty paste job for the screen shot. Might be a coalition problem - Plane settings are solid. I'll check it when I get home. Thank you.
Habu Posted January 1, 2017 Posted January 1, 2017 Also one more questions...Complex Triggers If I have "player" in the objects list, then I don't need to add the aircraft type to the scripts list - correct? Also at that point to I still need to designate "Germany"?? In the complex trigger, Object script list, Countries and Object names list are filters. They can work indivually, or combined. Exemple 1 : if i use a plane named Transport in my mission. There is only one plane in that mission which is named Transport. i'll use : Object names list (be careeful in the namming, i already have problem with long name, so keep the name as short a possible and avoid space). Exemple 2 : In my mission German and Soviet use one plane named Transport I'll use : Countries and Object names list Exemple 3 : In my mission German and soviet have several plane which are named Transport I'll use : Object script list and Countries, and Object names list
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