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352ndRoodster
Posted

G`day Guys, 

                    Still working on my previous mission and have a question about making AI respawn after they have been destroyed. Essentially I want them to respawn after being shot down and respwan at a pre-determined time limit say 3-6 mins. 

 

Any help greatly appreciated. 

 

Roodster 

Dawn Patrol.zip

Posted

I think this may work:

 

 - right click on the planes, and go to "on destroyed", event link the 3 of them to a counter. 

 

 - set the counter to 3

 

 - point the counter to a 3-6 minute timer, which triggers a spawn command object linked back to your AI planes

 

 - Spawned Planes wont follow formations or each other, so you'll need to make waypoints for each plane individually.

 

I dont normally use the spawn command tho - so i may be wrong.

Also come along to the Unprofessionals flyout on sunday nights. (im also in brisbane)

Zooropa_Fly
Posted

Aye, the formation commands don't work with spawners, strangely.

 

I normally use 'on killed', 'on landed', and 'on crashed'.

That seems to cover all eventualities to ensure a re-spawn.

 

For efficiency, I try and set up a single sequence for the fist plane, and copy it as many times as I need once I'm happy the 1st one's doing what it should.

You can then change planes / properties etc. as you wish.

 

S!

352ndRoodster
Posted
11 hours ago, -RS-Nolly said:

I think this may work:

 

 - right click on the planes, and go to "on destroyed", event link the 3 of them to a counter. 

 

 - set the counter to 3

 

 - point the counter to a 3-6 minute timer, which triggers a spawn command object linked back to your AI planes

 

 - Spawned Planes wont follow formations or each other, so you'll need to make waypoints for each plane individually.

 

I dont normally use the spawn command tho - so i may be wrong.

Also come along to the Unprofessionals flyout on sunday nights. (im also in brisbane)

@-RS-Nolly thanks for the advice mate and will try this and see how it goes. I fly with a group of mates and we usually end up on the The Unprofessionals. By the looks of it there has been changes from when it first started out and has been improving since. 

@Zooropa_Fly thanks for the advice mate. Will try this and see how it goes. 

  • Upvote 1
Posted
On 5/25/2020 at 5:05 PM, Zooropa_Fly said:

I normally use 'on killed', 'on landed', and 'on crashed'.

Yep, that's a part of the solution.

 

That one work :

Plane properties === Add event (all links to the same counter) ==> Counter (set with the number of plane of the flight == add target ==> Timer (set the time you want) === Add target ==> Command Spawn === add Object ==> All planes of the flight.

 

That one is better and avoid overloading the server if there is a problem :

Plane properties === Add event (all links to the same counter) ==> Counter (set with the number of plane of the flight == add target ==> Timer 01(set the time to 20sec, see below for other link to add)) == add target ==> Timer 02 (set the time you want) === Add target ==> Command Spawn === add Object ==> All planes of the flight.

 

Timer 01 ==Add Target ==> Trigger Delete === Add Object ===> All the planes of the flight.

352ndRoodster
Posted (edited)

G`day guys,    

                      I "believe" I have followed your advice as above, however I have encountered a few problems.

1. None of the AI aircraft spawn at all now.

2. I also have a truck convoy in 0503 that I would like to have moving but that doesn't seem to be working.

3. I also placed some  "Airfield warning FX" (Sirens & flares) that I downloaded from Alonzo so it should work but.....

 

For the life of me I cannot get them working and I can't figure out why. 

 

If you could have a look at the mission and let me know where I went wrong and how to fix it that would be greatly appreciated.. 

 

Cheers

 

Roodster

Dawn Patrol.zip

Edited by Roodster
Posted

Are your Ai are in 0505 NP 9 ?

If yes, you d'ont have a mission begin

 

What i will do.

 

Mission begin --Add target --> Timer 01 ---- Add target---> Timer 02 ---- Add target ---> Command Spawn ....

 

Link the counter to the ttimer 02.

 

When you open the Editor, go in the menu Tool then check Integrity on save and load

 

it will help you to find some problem, here are some when i open your mission :

Quote

Object(2379:Trigger Waypoint) >> Waypoint must have at least one object connected!
Object(2432:Trigger Waypoint) >> Waypoint must have at least one object connected!
Object(2434:Trigger Waypoint) >> Waypoint must have at least one object connected!

 

Be more precise in your information as you don't name your group.

  • 4 months later...
[TGS]BoS_dserver
Posted

Thanks for all the info on respawn. Can someone point me toward the Command Spawn. All I can find in the mission editor is a Trigger: Spawner.  Thanks. 

 

Posted

Command Spawn and trigger spawn are the same. I didn't use the right word. Sorry.

  • Thanks 1
[TGS]BoS_dserver
Posted

Thanks so much Habu. Much appreciated.  I have attempted to set this up according to the instructions in this thread. When I connect the plane to the counter it no longer appears. If I remove the connection to the counter -  timer and spawn it appears and follows it's waypoints again. Can you look at this small test mission and see if you can spot the error? Thanks for your time and assistance. 

Dogfight.zip

Posted (edited)

Ok,

You didn't build it in the right way.

 

- I deleted the Event on plane took off : Do not uset that event when the plane spawn in the air. It's only when plane start on the ground.

- I add a timer to activate the first waypoint which is need instead of use the on plane took off event. You can also use in the event on plane spawn, but i prefer using a timer which give me a delay, which is better when you have many planes which spawn. With the timer you are sur that the waypoint is activated after that planes spawn.

 

- In plane properties, i uncheck the boxe plane enable. If you use a spawn, that boxe should be uncheck even if it works if it's checked. But, it's better to uncheck it.

 

- I add a Timer spawn long. I use it to manage the time to spawn the plane from the begining of the mission. For exemple, if i know that AI plane has no need to spawn before 10 minutes, i'm going to set that timer to 10 min.

 

- I Use the Timer Spawn short for the loop. That one will define the time i want to set before the plane will respawn once it has been destroyed.

 

- i add a Timer delete/Spawn which must be shorter that the Timer Spawn short. The goal of that one is to prevent any situation which has not been add in the event plane properties. In that case, i'm sure, that the old group of AI plane has been deleted before a new one spawn. You avoid to spawn a new group with some element from the previous AI group which are always active.

 

I enclose the debug mission.

 

Have a look on the debug group in your mission.

 

If you have any question, ask.

 

 

 

AI_Respawn_04_Debug_v1.0.zip

Edited by Habu
  • Thanks 1
[TGS]BoS_dserver
Posted (edited)

Thanks so much for your expertise. I will study this mission. Much appreciated. I am still very new on the editor and still reading through the manual. Thanks again Habu. You rock. You will get mentioned in the credits if I ever finish this mission. 

David ARMAstrong. 

 

Edited by [TGS]BoS_dserver

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