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Posted

 

As you can see in many films, when an aircraft is damaged or a pilot is injured, the rescue workers are always ready on the runway.
I thought about how to simulate it:
See mission (since I can't simulate a wound, I replaced it with "bingo bombs" in the mission) So drop bombs so that it works.

1.png

2.png

Ambulance test.zip

Posted

I don’t have time to download/look at your mission. Do you have a question or what?

Posted

Remember me that CloD script, in what the ambulance (and other service vehicles) came after a plane landing and... run over plane. ?

Posted
5 hours ago, namhee2 said:

...
See mission (since I can't simulate a wound, I replaced it with "bingo bombs" in the mission) So drop bombs so that it works.

...

 

You could test using an OnDamaged event, with Damage set to Threshold and Damage Report set to, say, 60 (i.e., 60% life remaining). This assumes that the pilot of a plane with 40% damage is likely injured. Of course, this may not be true if the hits are just on the wings, or the event may not trigger if the pilot is hit and plane damage is less than 40%.

Posted
3 hours ago, Sokol1 said:

Remember me that CloD script, in what the ambulance (and other service vehicles) came after a plane landing and... run over plane. ?

 

lol - great feature!

 

There is no way in this editor to make an ambulance drive to an aircraft. 

You'd have to taxi to a specific spot, (damaged no less) making this endeavor a bit pointless I think.

Jaegermeister
Posted
15 hours ago, Gambit21 said:

 

lol - great feature!

 

There is no way in this editor to make an ambulance drive to an aircraft. 

You'd have to taxi to a specific spot, (damaged no less) making this endeavor a bit pointless I think.

 

Actually, you could line the runway with Checkzones targeting ambulance waypoints. Wherever the crashed plane stopped, you would have it activate that waypont with an "on plane crashed" command. The Ambulance would pull out and follow you down the runway stopping at the last waypoint you activate with the Checkzones

 

Ambulance.thumb.png.86b9006fb0df11f00e34efd5110768c1.png

 

Your issue is going to be whether or not the Checkzones activate or not and whether the plane is considered crashed or not since there is an "Emergency Landing", "Crashed", "Landed" and one more state of being that I forget ATM. Only 2 of them activate the command. I would have to look it up from my Crash Landing mission end goal tests. Also Checkzones become unreliable after landing and don't work right anymore.

 

The bottom line is that it would work sometimes.

 

You could substitute Complex Triggers for the Checkzones checking Player AC for "Stationary and Alive" and it would probably actually work.  

  • Upvote 1
Posted
4 minutes ago, Jaegermeister said:

 

Actually, you could line the runway with Checkzones targeting ambulance waypoints. Wherever the crashed plane stopped, you would have it activate that waypont with an "on plane crashed" command. The Ambulance would pull out and follow you down the runway stopping at the last waypoint you activate with the

checkzones

 

Yes - but contingent on you landing on the runway in a normal fashion, sometimes not possible with heavy damage.

 

 

4 minutes ago, Jaegermeister said:

 

The bottom line is that it would work sometimes.

.  

 

Right

We’d need a “drive at” MCU or similar.

 

Jaegermeister
Posted (edited)

Just for grins...

It appears to work to me. 

 

Ambulance Test.zip

Edited by Jaegermeister
  • Thanks 1
Posted

I’ll look later -logic is  just on the runway correct?

=gRiJ=Roman-
Posted

It could be a nice addition to realism you guys find the way. Thanks to all. :)

  • Upvote 1
Jaegermeister
Posted (edited)
9 minutes ago, Gambit21 said:

I’ll look later -logic is  just on the runway correct?

 

Yes, that's correct

 

You have to crash on the runway and survive though

Edited by Jaegermeister
  • Upvote 1
Posted (edited)
33 minutes ago, Jaegermeister said:

Just for grins...

It appears to work to me. 

 

Ambulance Test.zip 10.98 kB · 0 downloads

I have just tested, your variant is of course much better, thank you

Edited by namhee2
  • Thanks 1
Jaegermeister
Posted
Just now, namhee2 said:

I have just tested, your variant is of course much better, thank you

 

Your welcome. It is an interesting little feature. I can see it being useful but all those complex triggers are a handful.

I would use Checkzones, but I have found them not to work very well after you land

 

Posted

Now that everything is working out with the ambulance, we still need the fire brigade.

OIP.jpg

Posted
1 hour ago, Jaegermeister said:

 

I would use Checkzones, but I have found them not to work very well after you land

 

 

That’s odd...

I haven’t seen any problems.

Any particular circumstance?

Jaegermeister
Posted (edited)
1 hour ago, Gambit21 said:

That’s odd...

I haven’t seen any problems.

Any particular circumstance?

 

Yes, after you land, the checkzones will not detect the player aircraft on the ground. It has to do with the AI landing logic. As the flight leader changes from plane to plane in the landing pattern, the game ceases to recognize a plane once it lands. That's why the radio calls start changing from No. 1 being flight lead to No. 2, or whoever hasn't landed yet. With the Checkzones object linked to the player as flight lead, they start detecting whoever is leading the flight but not landed yet. I have been told that the landing AI is a legacy artifact they are stuck with for now.

 

It makes Checkzones useless for controlling triggers after landing. I tested it extensively with the landing directions in Lightning Strikes and resorted to Complex Triggers

 

Maybe I should report it in the tester forum.

 

 

 

 

Edited by Jaegermeister
Posted

@Jaegermeister

 

Migjt be aircraft specific.

For example I have check zones operating after landing in several places in Hell Hawks, as well as in the new A-20 project.

 

Are your check zones object linked?

Mine are, which might be the difference.

Jaegermeister
Posted (edited)
38 minutes ago, Gambit21 said:

 

Are your check zones object linked?

Mine are, which might be the difference.

 

Yes, everything was set up and working, it was just detecting the wrong aircraft. I had Checkzones on the taxiways, activated with “on plane landed”, and triggering a message with which way to turn. It was object linked to the Player, but once the Player AC landed, the checkzones started detecting Plane 2 or after that plane landed, the next plane in the landing pattern. I figured it out when the next plane flew overhead and activated the Checkzone. I got a turn notification when I was nowhere near the correct location.

 

Its tricky to duplicate, but I’m sure I could get a track if I ran through it enough times. I just haven’t had the time to mess with it.

 

It could be specific to the P38, or it might even be fixed now. It’s been at least 6 months since I tried it.

 

 

Edited by Jaegermeister
Posted

I did use in one of my scripted mission a collection of spheres that create a kind of landing tunnel for a training mission to check that the player landed as it should on the runway, no too much on the borders and not before or after. This is connected to other events like OnLanded etc.

Did not think to use that logic to drive cars to a given spot along a plane. Interesting. My missions are already so heavy that maybe I will skip that for the moment ? 

JG1_Butzzell
Posted

S! All,

Just to show my age, you do know that the ambulance thing was real in Red Baron 3D.  It came right to your plane. In single player you then got a convalescent hospital screen.

Posted

Generally speaking, IL2 is poor in airfield animations.

  • Upvote 1

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