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Posted

SjODDVq.jpg

 

This is my mulitplayer mission. I want to have three out of the 10 paratroops land near the tank. If they land successfully, then the tank gets fully repaired.

 

At the same time, if the tank gets destroyed by the enemy, I want smoke to come out of the tank (the siren mcu that I forgot to rename). This way the ju52s pilots know which tank to drop their troops on... 

 

I want this cycle to repeat as well. So if it gets repaired, then it can get destroyed... and then get repaired.... and then destroyed and so on... until time runs out (which I have setup already).

 

I believe I have it setup correctly, but a second set of eyes would be great. 

Posted (edited)

Nice group Sketch, I like your idea!

 

I can think of two issues:

  1. There should be a target link from "Paratrooper Landed?" to "Repair 1 Tank". I don't think you need the Trigger Activate (ID: 1323)
  2. The IN/OUT checkzone pair paradigm does not work in MP. Not a big issue here since it only controls a visual effect (the smoke), but it's a pretty serious one for AA and other types of targets.

Point 2 might come as a surprise, but consider the following scenario:

  • Player A enters the zone. Stuff gets spawned/started. Nice.
  • Player B enters the zone. Nothing special happens, all is well.
  • Player A leaves the zone. Stuff gets despawned/stopped, but player B is still there!

I just flew on my server, and I've witnessed this very bug, I believe. In practice it's not too big a problem because it's common for planes doing ground attack to re-enter the zone regularly, and targets keep being respawned.

 

I have posted a group that does this correctly, I believe. I'll see if I can find the link.

 

EDIT: Found it. See https://forum.il2sturmovik.com/topic/14803-groups-sharing-corner/?p=348289 (AutoAAGer/AutoAARus)

Direct link to ZIP: https://forum.il2sturmovik.com/index.php?app=core&module=attach&section=attach&attach_id=20994

Edited by coconut
Posted (edited)

Thanks Coconut. For the tank block - do I set it to not delete after death? I do not want the object to disappear throughout the match. Also what is the best smoke effect to represent "drop stuff here"?

Edited by [TWB]Sketch
Posted

Not to derail but I believe I have the AAA spawner setup correctly. I'm not sure what's different about your spawner versus mine.

 

Q6nsf0q.jpg

Posted (edited)

Not to derail but I believe I have the AAA spawner setup correctly. I'm not sure what's different about your spawner versus mine.

 

Sorry, it seems I've pointed you to the wrong group. See below for the correct mechanism:

 

post-31381-0-25188800-1484499236_thumb.jpg

 

When an enemy plane is detected by "5000m", the checkzone deactivates itself and spawns AAA.

It also starts two timers: one that is set to 1min and deactivates the AAA, and another one that is shorter (50s) and reactivates "5000m".

When "5000m" is reactivated after 50s, and two situations can arise:

  • if any enemy plane is still within radius (it could be a new one, or the previous one), then "1min" is triggered again, which effectively resets it.
  • If no enemy plane is detected within 10s, "1min" fires and despawns AAA.
Edited by coconut

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