=JFC=Danger13 Posted June 16, 2020 Posted June 16, 2020 Hi, Just started learning mission builder and got stuck. i want to make AI plane spawn at 3k and fly a route, in dogfight mission not coop. with some help from a couple of founders i managed to get the he111 To spawn in at 3k as requested, but wont fly the route, it spawns and orbits. it doesn't seem to want to fly to the first waypoint i created a take off and landing route, which works, so i reset the altitudes of that one to 3k and set plane properties to in air. still just orbits. used mcu's-- mission start timer takeoff. plane properties, on takeoff with waypoint as the target tried replacing "take off" with "activate", still the same thx Stalingrad.rar
JimTM Posted June 16, 2020 Posted June 16, 2020 Notes: Clear the enabled checkbox in the advanced properties of the plane so it does not show up until activated. I'm not sure if OnMovedTo works. You could replace it with OnPlaneTookOff (I think this will fire if the plane is already in the air) or you could remove it and trigger the following from your 30-second "Trigger Timer": 2-second timer ------> First Waypoint Object link the other waypoints to the plane. See "Make a Plane Take Off, Fly a Route, and Land" on pg. 61 of the editor manual. Add a taxi path to Airfield to control the landing pattern of the plane. About halfway down in this post, see "Land command, one airfield object with taxi path". See "Make a Plane Taxi to and From a Runway" on pg. 63 of the editor manual. In your case, your plane will only use the "...From a Runway" part of the setup. Use descriptive labels for your MCUs, for example, - Waypoint1, Waypoint2, or WP1, WP2 - 30-Second Timer or 30s - Activate Plane Make your miscellaneous objects (e.g., blocks, bridges) that are not directly related to your mission into a group before you create your mission objects and logic. See step 5 in "Populate the View Port with Buildings and Other Objects" on pg. 51 of the editor manual.
=JFC=Danger13 Posted June 16, 2020 Author Posted June 16, 2020 Thanks JimTM, i can make them taxi and take off and fly a route like that i have been pawing over the manual, but when i do the same for an air start instead of a take off start, the plane just orbits where it is. i cant seem to find an mcu to direct the plane to the first waypoint, if i use "take off", it orbits. if i use the planes advanced options and set the planes trigger to OnPlaneTookOff , it orbits. i will try the timer settings and see is that makes a difference.
Zooropa_Fly Posted June 16, 2020 Posted June 16, 2020 Have you object linked the waypoint back to the plane ?
=JFC=Danger13 Posted June 16, 2020 Author Posted June 16, 2020 yes, i just tried what JimTM said in above post, plane spawns in 30sec and orbits. target from plane to waypoint and then object linked the waypoint back to the plane. i can make a plane taxi,take off, flight a loop and land,all fine, its the airstart causing me the issue.
JimTM Posted June 16, 2020 Posted June 16, 2020 2 minutes ago, =JFC=gunnycook said: yes, i just tried what JimTM said in above post, plane spawns in 30sec and orbits. target from plane to waypoint and then object linked the waypoint back to the plane. i can make a plane taxi,take off, flight a loop and land,all fine, its the airstart causing me the issue. Delete the event message from the plane then and set up the timer-to-waypoint logic I mentioned.
=JFC=Danger13 Posted June 17, 2020 Author Posted June 17, 2020 in short i just want to get a plane to air start and fly to waypoint 1, i think i can get the rest from the manual. so i have changed it for ease. A he111 air start at 3k with speed 350 images attached show plane and waypoint properties so far. i have renamed everything according to JimTM, plane still spawns and orbits. cant find the correct plane event to link the plane to waypoint 1. i really would like to try and nail this so i can crack on building missions.
Zooropa_Fly Posted June 17, 2020 Posted June 17, 2020 (edited) It looks like wp1 is calling for the plane after 2 seconds, when it's not been activated yet. Try setting the wp1 timer to 32 seconds.. or connect the 30s timer to the 2s timer, rather than from the mission begin. Edited June 17, 2020 by Zooropa_Fly
coconut Posted June 17, 2020 Posted June 17, 2020 Regarding the event to use: iirc it’s called OnSpawnCommand. Choose from the plane pop up, click on the spawn mcu, then click on the waypoint.
Zooropa_Fly Posted June 17, 2020 Posted June 17, 2020 Does 'onspawned' work in the case of an activation then ?
=JFC=Danger13 Posted June 17, 2020 Author Posted June 17, 2020 After all the help i have received i would like to say thanks to all for that. finally managed to get the plane to air start and fly to waypoint 1, BUT, it still performs a right turn for around 5 or 6 seconds before heading to wp1. sp i made it a flight of 4 in the group and its a bit messy to start but eventually sorts itself out, will go for the 30+ next and see if i lose any. Again, thanks for all the help, better than some forums i have frequented ?
coconut Posted June 17, 2020 Posted June 17, 2020 3 hours ago, Zooropa_Fly said: Does 'onspawned' work in the case of an activation then ? No 1
JimTM Posted June 17, 2020 Posted June 17, 2020 1 hour ago, =JFC=gunnycook said: After all the help i have received i would like to say thanks to all for that. finally managed to get the plane to air start and fly to waypoint 1, BUT, it still performs a right turn for around 5 or 6 seconds before heading to wp1. sp i made it a flight of 4 in the group and its a bit messy to start but eventually sorts itself out, will go for the 30+ next and see if i lose any. Again, thanks for all the help, better than some forums i have frequented ? Try this demo mission (unzip to \mission folder): JimTM - Test Air Start to Waypoint.zip After 10 seconds, the planes are activated. 2 seconds later, the waypoint is triggered. 2 seconds later, the planes are ordered to fly in a V formation. The planes go straight for the waypoint. Note that the OnPlaneTookOff event in your mission does not work. You need timers instead.
=JFC=Danger13 Posted June 17, 2020 Author Posted June 17, 2020 47 minutes ago, JimTM said: Try this demo mission (unzip to \mission folder): JimTM - Test Air Start to Waypoint.zip 5.51 kB · 1 download After 10 seconds, the planes are activated. 2 seconds later, the waypoint is triggered. 2 seconds later, the planes are ordered to fly in a V formation. The planes go straight for the waypoint. Note that the OnPlaneTookOff event in your mission does not work. You need timers instead. Thats brilliant, thanks. i adjusted mine according to yours and its bang on the money, i see how the timers work off each other, would explain a lot now knowing that. I can see this is going to be interesting using this builder ? thanks for your time S~.
jollyjack Posted June 19, 2020 Posted June 19, 2020 (edited) On 6/17/2020 at 7:03 PM, coconut said: No onspawned can be addressed via add report, and you van trigger something, f.i. (via timer) a subtitle. the spawner here (blue arrow) is triggered via a timer from a waypoint from another plane Edited June 19, 2020 by jollyjack
JimTM Posted June 19, 2020 Posted June 19, 2020 1 hour ago, jollyjack said: onspawned can be addressed via add report, and you van trigger something, f.i. (via timer) a subtitle. the spawner here (blue arrow) is triggered via a timer from a waypoint from another plane ... If I understood correctly, Zooropa_Fly's question related to the activation trigger rather than the spawner trigger. You can set up an OnSpawned report for a spawner trigger but not an activation trigger.
Zooropa_Fly Posted June 19, 2020 Posted June 19, 2020 That's correct Jim, it was just because 'Activate' was used in the screenshot rather than spawn. Just thought i'd check - might have been handy if it worked, although I never expected it to. S!
sonnykims Posted August 18, 2020 Posted August 18, 2020 I was having the same problem just now. Thanks JimTM, your advice fixed it. Love this forum and the support that the "All Knowing One's" give to help others.
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