TP_Silk Posted December 7, 2018 Posted December 7, 2018 Found something odd tonight. I run a practice map on a Dserver for my squadron that relies on spawner groups. What has happened with it up to now is that a plane or group of planes will fly into an area around a target or set of targets and cause it/them to spawn. Some of these groups have randomisers attached, but those don't seem to be the problem. What should occur is that after spawning the enemy unit(s) should stay active until destroyed or until all player aircraft have left the zone (10km radius) for 1m or more after which they can respawn next time that a player enters the zone. What was happening tonight was that the initial spawn would occur, the unit would de-spawn after approximately 20 seconds then 50 seconds later either it or a new group would re-spawn. From memory, these timings are approximately what my check-zones were set to so that aircraft would stay spawned or de-spawn for proximity. I suspect, though that something in the way that timers are handled has changed. I know that there are two new parameters, but I haven't used either of these in this mission. For comparison I later ran one of my missions that uses activate/deactivate commands instead of spawner commands and everything seemed to work fine. I attach a copy of the mission files at the link below. https://app.box.com/s/datnthonqhs2u1zdxkt208d0eyo5ax6e 1
JimTM Posted December 8, 2018 Posted December 8, 2018 I believe the last paragraph of this post is your answer. 1
TP_Silk Posted December 8, 2018 Author Posted December 8, 2018 Yes, that will be it. The groups I use are based around bits and pieces that I borrowed from Coconut via your mission editor groups. Thanks for spotting that. I hope they come up with a simple solution soon as it was boring to have to re-set the map every time that we'd used a group or had to fill the whole map with encounter areas just to get an hour's practice in before missions.
WWSitttingDuck Posted December 8, 2018 Posted December 8, 2018 I hope I am not understanding what Coconut is saying correctly........ Timers now do not work the same as they worked before the update??????
coconut Posted December 8, 2018 Posted December 8, 2018 I've updated the incriminated groups. See 1 1
TP_Silk Posted December 9, 2018 Author Posted December 9, 2018 (edited) You, sir, are an absolute diamond in a beach of mainly pebbles. Thank you. I love how this community comes together to solve these little hiccups. Edited December 9, 2018 by TP_Silk
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now