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Ala13_Kokakolo
Posted

I have a simple coop and I am trying to do as follows:

 

A group of planes in a coop mission. There is no waypoints whatsoever. I select one plane and I want the remaining planes to disappear. What I have done is use the OnTookOff Event linked to the plane I select. The problem is it seem the game does not detect i am taking off. What do I have to do so the game knows I am taking off?

SCG_Schneemann
Posted

Please post the mission so someone can take a look at it.

Ala13_Kokakolo
Posted

I have not finish doing my testing and at the moment is just a plane in a coop mission with a onTookOff event linked to a message. There is no message when i take off... I am afraid there is nothing else.

Ala13_Kokakolo
Posted (edited)

I have change the system. There is a delete MCU with a 10 minutes timer linked to each plane. There is also one Trigger Check Zone in front of every plane. Every time a player takes a plane, he or she moves the plane to start the taxi and activates the Trigger Check Zone so the delete trigger is disabled before it deletes the plane. When the timer gets 10 minutes, every plane which has not been moved (ia) gets deleted.

 

Cooperative.zip

Edited by Ala13_Kokakolo
Posted

Checkzones are expensive. You can probably do the same thing with a single checkzone trigger that covers all your planes over the base.

Posted (edited)
1 hour ago, [TWB]Sketch said:

Checkzones are expensive. You can probably do the same thing with a single checkzone trigger that covers all your planes over the base.

 

Here's a test mission without check zones:

JimTMTestCoopDeleteAIPlanesV2.zip

Planes for unoccupied slots are deleted 10 minutes after the mission is started by the participants.

Edited by JimTM
  • Thanks 1
  • Upvote 1
Posted
5 hours ago, JimTM said:

 

Here's a test mission without check zones:

JimTMTestCoopDeleteAIPlanesV2.zip

Planes for unoccupied slots are deleted 10 minutes after the mission is started by the participants.

Best answer here. ^^^ Wish this had a voting system for best answer like Stackoverflow.com

Ala13_Kokakolo
Posted (edited)

Using only ONE checkzone will not work because you can not link just one check zone to every plane individually, one per plane is necesary.

 

I tryied your system before, but I do not know why it does not work with me. When I tried it it did not detected my onTookOff. I will try it again.

 

(few minutes later...)
 

Ok. Now I have discovered sthg. Your mission works fine (I was sure it will) so why it did not before with me? The answer is I did linked a subtitle to the took off event to see when it detects teh take off. Apparently if you link a subtitle to a ontookoff event, the subtitle does NOT work. Weird.

 

OK, I am officially an idiot. I know why it did not work in my first attempt. I linked the trigger deactivate directly to the delete MCU. So it deactivated it on took off, but it was still linked to the timer, so when the timer went of, it again activated it and deleted my plane LOL. I have to link the on Took off event to the timer LOL... Thanks JimTM, your solution is clean and easy. Thank you very much.

Edited by Ala13_Kokakolo
SCG_Schneemann
Posted

Yep... timers are your friend... even if you have them set to 0 seconds.

Posted

I use 0 sec timer/nodes all the time.

In any case it’s always good to place one so that you have immediate flexibility later if needed. :)

LLv34_Temuri
Posted
11 hours ago, Gambit21 said:

I use 0 sec timer/nodes all the time.

In any case it’s always good to place one so that you have immediate flexibility later if needed. :)

So true!

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