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dog1

bomber is destroyed but its not

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hello below is a copy of a mission i'm developing where the 4 bombers must get back to base . They do get back and yet i get the message during the battle period that a  bomber is destroyed  when its not and they all get back to base at conclusion of objective and mission . Can anyone pls take a look and point out the error  .tks 

mission to forum.rar

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Hi,

 

Primary goal is for all bombers to return to base?

Secondary goal is to kill at least 2 enemy aircraft?

 

The thing computers do best is count.  You want all 4 bombers counted when they land.  You put in a counter MCU set to 4. Go into the object menu of each bomber and link it to the counter with  on object landed event. That counter target links to your primary success MCU and subtitle.

 

The four bomber are also linked to to your primary mission failure with the On object destroyed or on object killed. Your leader plane needs to be linked to the failure mcu as well. On object destroyed or on object killed. This way you need to survive as well.

 

You do not need the complex trigger which is not doing anything anyway, You have several mission begin MCUs that are unnecessary . What they trigger can all be done by a single mission begin mcu and a timer.

 

Take a look at this for other ways of doing things.

bomber mission.zip

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BUTZZELL

 1) bombers must get back to base . 

2) kill 2 always works well , there is never an issue there .

my problem was  i was getting the message bomber destroyed when it was not  .

since then i set up a copy of the mission and these are the 2 ways i have made them work .

A) i used the checker which is generic , not specific to a single object name .

B) i used complex trigger with names and counter , unchecked cylinder . 

C) together with the complex trigger  to the right the bombers report different damages to objective , if any do , its mission failed . this time it worked .  

I will  look into your mission and report back with results .

complex and bomber must survivie.png

Edited by dog1

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i just looked into your mission and its very interesting , i see you dont use any checker or complex trigger on the tarmac to trigger an event on landing . i did'nt know a plane landing at base had a reaction on its own and therefore can send its own selected message for the event back  . I thought you need an MCU to read that . As for begin MCU i always wanted to do what you did in the mission  which is use one set to start several actions . thank you very much for your time and support .

test 1.png

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i note you use the timer to reconnect the WP's at end of combat period . i was using force complete command MCU in other cases . Also you use multiple attack area commands . So the timer is quite a powerful MCU . when would you prefer to use the force command MCU instead to trigger the next event ?

timer actions.png

Edited by dog1

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S!  The multiple attack MCU was for safety.  I wanted to make sure the bombers bombed so that was one attack MCU. I also wanted to make sure your wingmen attacked enemy fighter sooner rather than later. The attack area is moved a little to the east. The escort attack area is much larger than the bomber attack area. That helps the escorts engage a little earlier.  The train first waypoint is started when an airplane waypoint is hit.  There is only one train waypoint and it is at end of track. This way the train does not start early and run to end of track. When two enemy are shot down it not only triggers the secondary success, it makes any remaining enemy RTB.  If you fly the mission it should work OK. Occasionally a bomber will get shot down. You can not protect them all. For increased difficulty add an extra enemy plane.

 

There are many ways to do the same thing.  Whatever works is all that maters.

 

good luck

 

 

Edited by JG1_Butzzell
  • Upvote 1

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hello , there seems to be some misunderstanding in your last message , you say The train first waypoint is started when an airplane waypoint is hit.  There is only one train waypoint and it is at end of track. T . but its still the way i placed it .

nice add to the 2 killed aftermath . copy that .

2 killed return to base.png

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1) what is the event message in purple sent from the WP 1 escort to the train WP which makes it depart  ? you cant send a purple message event from a  WP , only target and object   red and green . the only way i know would be to add a timer and begin MCU to the WP .Pls clarify .  

2) I see you connect the attacking wp's to the area attack MCU , is it necessary when they are anyway entering that area to attack hostiles ?  

3) what is that sub message and timer from WP 1 bomber ?

4) i added a train and both get destroyed , i also lose 2 bombers . i added a  train survives MCU set as failed separately .

5) i also added player must land with a separate set of MCU's from the bomber set you installed .

1-28-2019 2-51-47 PM.png

Edited by dog1

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7 hours ago, dog1 said:

1) what is the event message in purple sent from the WP 1 escort to the train WP which makes it depart  ? you cant send a purple message event from a  WP , only target and object   red and green . the only way i know would be to add a timer and begin MCU to the WP .Pls clarify .  

It is just a target link (red) from escort way point to train way point. Colors may look strange in picture.

7 hours ago, dog1 said:

2) I see you connect the attacking wp's to the area attack MCU , is it necessary when they are anyway entering that area to attack hostiles ?  

I am not sure. I think it activates the MCU and sends the proper command to the planes.

7 hours ago, dog1 said:

3) what is that sub message and timer from WP 1 bomber ?

That is a 10 minute timer that activates the RTB way points for both bomber and escorts. Message is  -mission complete RTB-   You could drop the mission complete and just leave it RTB

 

7 hours ago, dog1 said:

4) i added a train and both get destroyed , i also lose 2 bombers . i added a  train survives MCU set as failed separately .

Good idea. Creates a more variable mission.

7 hours ago, dog1 said:

5) i also added player must land with a separate set of MCU's from the bomber set you installed .

 

If you check, the bombers and the leader plane all connect to a counter set to 5. It counts if these planes all land. That counter activates the mission success MCU. If the leader is killed or crashes it activates the mission failed MCU. Likewise if 2 bombers are destroyed it activates the mission failed MCU

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1) its interesting that just because you teased the train WP with anything that hits it makes it start . it saves 2 MCU actions .

2) you use force command in certain cases but in some you dont  like the connecting the WP's to go back to base  at end of combat period with just a timer  , i was always doing it with force command . 

3) I had to redo the Pitomnik airfield again . you had them land on 2 separate strips , it does'nt work well unless you add an extra  chart set ,  park , taxi  , VPP . i also added a fake airfield and named it German etc this way they all do land and not circle above for ever  .

 the mission is turning out pretty well with surprise random results , sometimes both trains are destroyed sometimes not  . want them definitely all destroyed each time add more bombers etc . want to destroy bombers , add more AAA to distract them from main objective and give time for the fighters to shoot them down . same goes for each event  , so far it has 3 objectives which is enough for one 20-25 mn  mission  .  

A) note the landing area redone 

B) note the fighters that land must be at least 3 to be a success while a failure if 2 get shot down .

C) you did the bombers that all must come back alive .

D) what is the difference with the complex trigger MCU event object entered , object entered alive ?   

landing zone sector mcu's.png

Edited by dog1

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S!  

 I had the bombers landing on the bottom air strip and the escorts on the top. It was so they would not hit each other. Also the player could come in and land on the top airstrip so he would not have to watch for bombers landing.  I got rid of the airfield. No one is taking off. When they land they de-spawn.

 

The counter for bombers landed could be changed to 4.   It counts bombers and the player so 3 bombers and 1 player is success.

 

Not sure why you would want to use entered alive unless you did not want a shot down plane activating something.

 

Sounds like you are doing rather well. It takes a lot of experimentation to see how things work.

 

Suggestion:  there is a compilation of saved groups at the top of this sub forum. Those groups do a lot of things and are all set to go. It is worth downloading them and seeing how they work.

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so  entered alive is to avoid something dead activating in the area . i will certainly take a look and copy the groups of interest here . I usually copy an image of an action in missions to a folder for future references . this really helps me . thanks for pointing out .   

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