Sim Posted April 22, 2017 Posted April 22, 2017 (edited) I have been trying to create a system where I can deactivate any flight if it gets further than x km from the player (and if it works for single-player missions only - that's fine by me). Since the flights do move and the player could be chasing them for example - using something like proximity trigger makes more sense than static check zones or even complex triggers (otherwise you could unexpectedly deactivate the flight in front of the player eyes when flying out of the fixed zone's area). I have found this snipped in old RoF mission builder manual that tells me you can measure distance between two planes if you object-link them with proximity trigger: However, after a quick test, it seems that this does not work as advertised.. for example: In this setup - the plane "Plane 2" will trigger the proximity trigger (it's not object-linked but is < 5km to "Plane 1"). I was expecting that when you object-link objects to proximity trigger - only those objects will be measured. However, this seems not to be the case and this honestly makes the proximity trigger completely useless if you object-link it like that. Has anyone found any good approach for deactivating flights that are dynamic? E.g. they do not just circle area but actually move with waypoints and can't be fixed with any static zone triggers? Edited April 23, 2017 by Sim
JimTM Posted April 22, 2017 Posted April 22, 2017 Are any of the coalitions in the proximity trigger set to true? Can you post your test mission please.
Sim Posted April 22, 2017 Author Posted April 22, 2017 Are any of the coalitions in the proximity trigger set to true? Can you post your test mission please. Hi Jim, yes all coalitions for planes are set to "true". Attached a very basic mission showing this behavior. 5 seconds into the mission proximity trigger will activate (and will show subtitle if it passes). It's set to closer 5 km, but both linked planes are 10+ km away. proximity-test.zip
coconut Posted April 22, 2017 Posted April 22, 2017 Try setting them to false. It's possible they work in addition to the linked objects. 2
Sim Posted April 23, 2017 Author Posted April 23, 2017 Try setting them to false. It's possible they work in addition to the linked objects. Thanks, that was it. Need to disable coalitions when you link two or more objects to this trigger.
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