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Spawn Flight of 4 109's - only spawns the leader


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Posted

Just adding some eye candy to one of the Ju52 missions.

Spawn Group with check player works just fine - only it's a flight of 4 109's and it only spawns the leader.

They are of course properly target linked to the leader.

 

I thought at first that maybe it was because only the leader needs to be disabled, and the rest of the flight enabled.

That didn't work - in that case it only spawned 3 and 4 (no number 2 for some reason)

 

So I'm stuck - any suggestions?

Posted

Jim, just saw "do not spawn objects that are in a formation" in your manual.

 

I have spawn/patrol groups with no waypoints already in use, but what I'm trying to do is spawn/trigger a flight with waypoints.

It's proving tricky for some reason.

 

I can't 'activate' an air start flight

Posted

Yes, i wish they changed that.

Posted

...

Spawn Group with check player works just fine - only it's a flight of 4 109's and it only spawns the leader.

...

 

 

I'm not sure what you mean exactly by "Spawn Group with check player". I assume that you mean spawn a formation but what does the "check player" part mean? Posting your mission or at least a test subset of your mission would help.

 

 

Jim, just saw "do not spawn objects that are in a formation" in your manual.

 

I have spawn/patrol groups with no waypoints already in use, but what I'm trying to do is spawn/trigger a flight with waypoints.

It's proving tricky for some reason.

 

I can't 'activate' an air start flight

 

The full note that I gave was "Do not spawn objects that are in formation because the wingmen do not follow commands given to the leader". Do the groups (I assume it's "formations" rather than "groups") that you spawn follow commands given to the leader? I'll need to see exactly what you are doing to understand what's working and what's not. However, I don't have any experience with spawning (or activating) formations; I wrote the usage note based on the experience of other builders in the forum.
Posted

Away from my PC until later - much hated typing on phone so I'll keep it short. I have a flight of 109's air starting on a timer. Through testing I've figured out how far away to place them so they pass the player's flight (head on-ish) at the right time. They're just eye candy/immersion. They have no job. This testing was time consuming so I'm trying to get an air start flight (more than one AC) to spawn, with waypoints via a check player or complex trigger.

 

Spawning a flight of ONE/single aircraft like this - say as cover, or attack area, no waypoints - no problem.

 

I can keep doing it Just with a timer - just trying to save resources and make timing easier with lest testing.

Posted

Just thought of a possible - maybe obvious fix.

Object link all 4 AC to the spawn MCU - not just the leader.

Posted

OK, here is my revised attempt at this.

This setup spawns the aircraft (air start) when the player enters the check zone.

The spawn trigger is then immediately deactivated or it keeps spawning flights - obvious to you, I just learned. :)

 

All four aircraft are spawned, the leader progresses to the waypoint, however none of the rest follow.

Unless I misunderstand, there is no work around for this behavior?

post-23599-0-24794500-1483665582_thumb.jpg

Posted

Yes there is, it's just annoying.

 

You have to link as objects all the planes in the formation, not just the leader.

That goes for all subsequent waypoints and commands (e.g. attack, land, etc.)

 

It becomes visually messy with that many green lines, but it works.

 

At least that's what I learnt on my own. If someone has a more elegant solution, I'd love to learn about this too.

  • Upvote 1
Posted

Ahh...thanks Monkey.

Messy indeed - but I'll take it.

 

S!

Posted

For Spawn AI, here is how i work :

 

For exemple, i will use 3 AI.

 

i do a group for every plane.

 

i work on one plane and do all i want it does (waypoint attack, RTB, etc..). I name the waypoint and all command with Plane 01. Once i finished with one plane, I do a group for that plane which i name Plane 01. Then i copy /past the group Plane 01 and name it Plane 02. I rename waypoint and command with plane 02. I copy /past once again the group Plane 01 and name it Plane 03 and rename the waypoint, etc.. with Plane 03.

 

For all the group i will use only one spawn which will be link to subgroup.

 

Then I do a group with group Plane 01, Plane 02 and Plane 03 which i name [name of plane] AI Air.

 

I select the icons of the global group and save it in the mission folder for having it in the Group button.

 

When i want to work on waypoint and change it ,

 

i ungroup all my subgroup of plane (01, 02, 03), then i have all the data in the same group [name of plane] AI Air, and i can select the same waypoint for the 3 plane at the same time and move it easily.

Posted

Thanks Habu

That mostly makes sense to me, but to be honest you lost me at...

 

"Then I do a group with group Plane 01, Plane 02 and Plane 03 which i name [name of plane] AI Air"

 

Since I thought they were already grouped before this step.

If you have time to post an example, that would help. 

Posted

Yep, that's what i though. I'm going to post an exemple of one of my group as soon as possible.

 

Here are more explanation.

 

[name of plane] AI Air = Main Group

Plane 01 = Sub group of main group [name of plane] AI Air

Plane 02 = Sub group of main group [name of plane] AI Air

Plane 03 = Sub group of main group [name of plane] AI Air

Posted

There's a work around of sorts that works for a pair of fighters. Spawn the leader and the second plane, order the second plane to cover the first one. The two planes should not be linked to each other. Now you can give orders to the first plane and the second will follow.

Posted

Salutations coconut,

 

Would this work with a 'player' craft to create AI wingmen of sorts?

Posted

No, not that I know. For that we will need the coop mode I think.

Posted (edited)

No, not that I know. For that we will need the coop mode I think.

You're right if it work like in RoF.

 

 

 

There's a work around of sorts that works for a pair of fighters. Spawn the leader and the second plane, order the second plane to cover the first one. The two planes should not be linked to each other. Now you can give orders to the first plane and the second will follow.

That's a solution, but i prefer not using the cover command in that case. Planes are more free if you set them with a low waypoint settings.

 

 

 

Gambit, here are some pic and my group if you want to practice.

 

https://www.dropbox.com/s/tuzflofskww8jtc/JU52%20Aerial%20bridge.zip?dl=0

 

That group is compose of 4 groups of 3 JU52, 1 group of 2 BF109, 1 group of 2 MC202 and 1 group of 3 JU87.

 

JU52 drop Cargo.

BF109 and MC202 patrol in the area where fly JU52 and JU87.

JU87 do ground attack.

 

All these groups are infinite.

When a group is totaly destroyed (3 planes), then the same groupe spawn again.

When a group or a part of a group arrive at the last waypoint, there are delete and a new group spawn.

 

To everyone, feel free to use the group.

 

c5914de1d185a409528fa167df5c7266840b4d84

 

40c51d13ff5b46b8400c9c64598182da0ab3880b

Edited by Habu
Posted

Thank you Habu - I will make good use of your teachings as always. :)

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