Deacon352nd Posted September 19, 2019 Posted September 19, 2019 While making a practice mission for my group that has objects that can be destroyed, I'd like to have them re-spawn after a certain period of time while the group is off to another area that has targets. In this way I can make fewer areas with targets and stop the need for flying all over the place. So how do I get them to re-spawn? Thanks in advance to anyone who answers.
JimTM Posted September 19, 2019 Posted September 19, 2019 (edited) You do not need to respawn the objects, you can repair them. See "Damage or Repair an Object" on pg. 133 of the editor manual. If for some reason you really want to respawn an object, here's how: The bridge sends an OnKilled event message to the 5-minute timer "5m", which triggers "Delete Bridge" and 1-second timer "1s". Timer 1s then triggers "Spawn Bridge". UPDATE: My mistake. You cannot delete and spawn objects such as bridges. You can repair them. Edited September 24, 2019 by JimTM
LLv34_Temuri Posted September 23, 2019 Posted September 23, 2019 WOOT? Spawning static objects works nowadays?
Habu Posted September 23, 2019 Posted September 23, 2019 What do you call static object ? If it's the object in the buton Block, the answer is no, you can't interact with them (spawn, delete). It's something i would like.
LLv34_Temuri Posted September 24, 2019 Posted September 24, 2019 10 hours ago, Habu said: What do you call static object ? Blocks, like bridges in JimTM's example picture.
Alonzo Posted September 24, 2019 Posted September 24, 2019 10 hours ago, LLv34_Temuri said: Blocks, like bridges in JimTM's example picture. Bridges are not blocks ?. You can do the repair stuff for a bridge.
JimTM Posted September 24, 2019 Posted September 24, 2019 9 minutes ago, Alonzo said: Bridges are not blocks ?. You can do the repair stuff for a bridge. But you cannot delete and spawn them. I corrected my post above. However, I ran into a weird issue testing the damage command. I copied and tested the damage part of damage/repair scenario demo'ed in editor manual sample mission FMEManualPracticeDiveBombingBridges (see Zarubovka Bridge 3 in grid 0202-6). In test mission JimTMTestDeleteSpawnStaticObject, the damage function would not work, but it works (and repair works) in the editor manual sample mission. I'm puzzled! Here are the missions in case anyone wants to sleuth the answer: JimTM - Test Delete and Spawn.zip
Deacon352nd Posted September 25, 2019 Author Posted September 25, 2019 My original question related to vehicles, not static objects. My intent was to have moving columns re-spawn at their original starting point a few minutes after they had been destroyed.
Habu Posted September 26, 2019 Posted September 26, 2019 For vehicle, there is no problem. In the advanced properties of each vehicle. Do a Onkill link to a timer which is link to a counter. Then link the counter to a timer and a spawn. Vehicle --- Onkill --- Timer --- Add target---> Counter (set on the number of vehicle)--- Add target ---> Timer --- add target --> Spawn --- Add object ---> Vehicle. Here is what i 'll do to avoid any problem, and be sure that the road will be safe. Vehicle --- Onkill --- Timer --- Add target---> Counter (set on the number of vehicle)--- Add target ---> Timer 01 --- add target --> Timer 02 --- Add target --> Spawn --- Add object ---> Vehicle. -----------------------------------------------------------------------------------------------------------------------------------------------------------------|--- Add target---> Delete --- Add Object ---> All vehicle.
Gambit21 Posted September 26, 2019 Posted September 26, 2019 Each vehicle should have its own “on-killed” counter set to 1, then each of those piped in to the “total vehicles” counter. The reason for this is sometimes an entity will fire off more than one “killed” message. I personally would randomize the size and makeup of the convoy each time, rather than spawning the exact same group.
ironk79 Posted January 3, 2020 Posted January 3, 2020 On 9/26/2019 at 8:07 PM, Gambit21 said: Each vehicle should have its own “on-killed” counter set to 1, then each of those piped in to the “total vehicles” counter. The reason for this is sometimes an entity will fire off more than one “killed” message. I personally would randomize the size and makeup of the convoy each time, rather than spawning the exact same group. Good Info, had this occurring yesterday, counter triggered despite only 2/3 vehicles got destroyed. Checked ME and replayed and everything worked fine. Now i know the reason.
CCG_bexhausted Posted January 13, 2020 Posted January 13, 2020 On 9/26/2019 at 7:46 PM, Habu said: -----------------------------------------------------------------------------------------------------------------------------------------------------------------|--- Add target---> Delete --- Add Object ---> All vehicle. A very important and indispensable point in my opinion to avoid problems. If a vehicle is not cleared its waypoints are not available for the vehicle that is to spawned and use the same waypoints. Therefore the vehicle that spawns is going to do anything because it won't know where to go!
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