Gambit21 Posted January 18, 2017 Posted January 18, 2017 Here's a screen shot, zoomed in thus you can't see the boundary of the complex trigger. This Ju52 is NOT enabled - I have it set to spawn when the leader of the players flight enters this space and 'finishes alive' However, when this aircraft is piped into the trigger as shown, it's present at the beginning of the mission. When not piped into the complex trigger, it's not present as I would expect. I haven't tested a check zone yet, as I really want the complex trigger functionality - but this doesn't seem like normal behavior. I haven't missed anything with the complex trigger that I can see...and don't have troubles with complex triggers elsewhere. This Ju52 should be invisible/not present until the trigger is tripped by the AI Ju52 Leader.
Gambit21 Posted January 18, 2017 Author Posted January 18, 2017 (edited) I may have just answered my own question - not setting "Germany" Now see I thought this was an optional filter, not necessary if you call out an object by title alone in the list. Everywhere else with other triggers I always set that parameter, thinking I was unnecessarily just covering my bases. Edited January 18, 2017 by Gambit21
Gambit21 Posted January 18, 2017 Author Posted January 18, 2017 Replacing the Complex Trigger with a check zone results in the aircraft being invisible/not present at the beginning of the mission as you would expect.
JimTM Posted January 18, 2017 Posted January 18, 2017 So, if I understand correctly, you have another AI Ju-52 called PLeader that is outside the 40m radius of the complex trigger and when that plane enters the radius OR finishes alive (which is the current setting of the complex trigger), the new PLeader Ju-52 is spawned.
Gambit21 Posted January 18, 2017 Author Posted January 18, 2017 Except "on entered" is piped into a text message to the left out of the image, "onfinishedalive" is piped into the spawner. When I use the check player, the aircraft is not present at mission begin, although it won't spawn either.
Gambit21 Posted January 18, 2017 Author Posted January 18, 2017 I take that back it does spawn with the check player...but maybe having another location/bug issue with it (same location) testing.
JimTM Posted January 18, 2017 Posted January 18, 2017 (edited) Ah, I understand re. "OnObjectEntered" and "OnObjectFinishedAlive" but what is the "check player" that you refer to? Do you mean "Check Plane"? Edited January 18, 2017 by JimTM
Gambit21 Posted January 18, 2017 Author Posted January 18, 2017 I meant check zone - I switched to that instead to test. It worked fine in my "MCU test mission" which is at another location on the map - but not at the location/airfield in the mission itself. This is the same location with the bugged landing behavior and I'm starting to think this airfield is causing more aberrant behavior than just the airfield/taxi problem. I haven't tested the complex trigger/spawn away from this location, I'll do so tomorrow morning.
Gambit21 Posted January 20, 2017 Author Posted January 20, 2017 Yep - this spawn logic works just fine at a different location. Kolodezi is bugged Habu.
Habu Posted January 21, 2017 Posted January 21, 2017 I'll try to have a look on it tomorrow. Did you try with other plane, or only the JU52 ?
Gambit21 Posted January 22, 2017 Author Posted January 22, 2017 Just Ju52 - and works correctly at Kolodezi if I import the same group into a new mission file.
Gambit21 Posted January 22, 2017 Author Posted January 22, 2017 So to be clear, at more than one airfield location I'm getting MCU's that don't work properly (this includes not only taxi behavior but spawn behavior) when placed in an existing, work in progress mission build. However copying that EXACT group and re-pasting into a new mission at the same location results in that group behaving as designed. That's why I sent you both broken and working examples. I'll repaste a simple group here tomorrow where a NOT 'enabled' aircraft is visible at the beginning of the mission (shouldn't be because it gets spawned later) and that exact same aircraft is invisible/not present if I re-paste it into a new mission file. Same as with the land/delete problem I mentioned before.
WWSitttingDuck Posted January 22, 2017 Posted January 22, 2017 Can remember when some people had issues when they "copied and pasted" stuff in ROF. Might want to try this. Select everything you want to include, right click and "save selection to file", give it a descriptive name, and save to your data/missions folder. Then in the next test mission, find the "Groups" button (under mcu's?), locate the group you just made, and add it to the mission. just keep in mind, when you make a group, you loose all links to objects outside of the group.
Gambit21 Posted January 22, 2017 Author Posted January 22, 2017 Thank you but as I said pasting is how I'm fixing the problem - it's not causing the problem.
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