Gambit21 Posted January 5, 2017 Posted January 5, 2017 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?
Gambit21 Posted January 5, 2017 Author Posted January 5, 2017 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
LLv34_Temuri Posted January 5, 2017 Posted January 5, 2017 Is the spawner targeting every plane in the flight? In addition, when you spawn planes, they don't act as a group. https://forum.il2sturmovik.com/topic/26303-il-2-sturmovik-mission-editor-and-multiplayer-server-manual/?p=426353
JimTM Posted January 5, 2017 Posted January 5, 2017 ... 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.
Gambit21 Posted January 5, 2017 Author Posted January 5, 2017 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.
Gambit21 Posted January 5, 2017 Author Posted January 5, 2017 Just thought of a possible - maybe obvious fix. Object link all 4 AC to the spawn MCU - not just the leader.
Gambit21 Posted January 6, 2017 Author Posted January 6, 2017 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?
Jade_Monkey Posted January 6, 2017 Posted January 6, 2017 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. 1
Gambit21 Posted January 6, 2017 Author Posted January 6, 2017 Ahh...thanks Monkey. Messy indeed - but I'll take it. S!
Habu Posted January 6, 2017 Posted January 6, 2017 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.
Gambit21 Posted January 7, 2017 Author Posted January 7, 2017 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.
Habu Posted January 7, 2017 Posted January 7, 2017 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
coconut Posted January 7, 2017 Posted January 7, 2017 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.
Thad Posted January 7, 2017 Posted January 7, 2017 Salutations coconut, Would this work with a 'player' craft to create AI wingmen of sorts?
coconut Posted January 7, 2017 Posted January 7, 2017 No, not that I know. For that we will need the coop mode I think.
Habu Posted January 7, 2017 Posted January 7, 2017 (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. Edited January 7, 2017 by Habu
Gambit21 Posted January 9, 2017 Author Posted January 9, 2017 Thank you Habu - I will make good use of your teachings as always.
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