PatrickAWlson Posted May 3, 2021 Posted May 3, 2021 Does the event trigger and subsequent commands follow? Asking because I would like to use bingo bombs to end an attack. However, if the attack is not even close to happening and the Ai jettisons stores then the results will not be what I want.
Gambit21 Posted May 3, 2021 Posted May 3, 2021 30 minutes ago, PatrickAWlson said: Does the event trigger and subsequent commands follow? Asking because I would like to use bingo bombs to end an attack. However, if the attack is not even close to happening and the Ai jettisons stores then the results will not be what I want. Not sure I understand your question. I use "bingo bombs" plus a time (to give the fighters some strafing time) to end all attacks. (plus Force Complete/deactivate attack MCU)
PatrickAWlson Posted May 3, 2021 Author Posted May 3, 2021 6 minutes ago, Gambit21 said: Not sure I understand your question. I use "bingo bombs" plus a time (to give the fighters some strafing time) to end all attacks. (plus Force Complete/deactivate attack MCU) AI will jettison bombs when attacked en route. Does that trigger bingo bombs event and subsequent actions?
Gambit21 Posted May 3, 2021 Posted May 3, 2021 1 minute ago, PatrickAWlson said: AI will jettison bombs when attacked en route. Does that trigger bingo bombs event and subsequent actions? Absolutely IME. The reason is that the logic reads a state of "no bombs" rather than the event of having dropped bombs, or having had bombs, now being empty of bombs. So if you set a "bingo bombs" event, and spawn an aircraft with no bombs, the event will trigger.
PatrickAWlson Posted May 3, 2021 Author Posted May 3, 2021 4 minutes ago, Gambit21 said: Absolutely IME. The reason is that the logic reads a state of "no bombs" rather than the event of having dropped bombs, or having had bombs, now being empty of bombs. So if you set a "bingo bombs" event, and spawn an aircraft with no bombs, the event will trigger. And you can't turn that on or off, can you? Or can you change the bingo bombs action at different points in the flight? Example: If the flight goes bingo bombes en route I would prefer that they just turn for home. if the flight attacks the target i would prefer a somewhat different action.
Gambit21 Posted May 3, 2021 Posted May 3, 2021 (edited) 9 minutes ago, PatrickAWlson said: And you can't turn that on or off, can you? Or can you change the bingo bombs action at different points in the flight? Example: If the flight goes bingo bombes en route I would prefer that they just turn for home. if the flight attacks the target i would prefer a somewhat different action. The 'bingo bombs' is just 'power' if you will...an output that you can use for whatever you wish. So you can set triggers or conditions via an array of MCU logic to get the outcome that you desire. Example: you can feed both bingo bombs from the airplane, and bingo bombs from a Complex Trigger over the target site into a counter set to 2, and output from there. In this way, only bombs dropped at the target activate the desired logic. You can use a large trigger zone to set over the route to govern behavior (upon exit, other logic is triggered/current logic deactivated) etc etc. Or just use the IP waypoint to activate/deactivate logic...Lots of ways to go about it. Edited May 3, 2021 by Gambit21
Nolly Posted May 4, 2021 Posted May 4, 2021 (edited) For a bomber formation in the past I have: - used force complete to get all bombers to drop when leader does, on hitting his attack area - tied the on bingo bombs for all planes to a short timer to trigger the next waypoint for the formation post attack. I think as you want it to be location dependant, a complex trigger will be your friend. Possibly also you can have a logic gate, opened by a checkzone over target. I did not have any issues with AI jettisoning bombs under attack though Edited May 4, 2021 by -RS-Nolly Claritt
DN308 Posted May 5, 2021 Posted May 5, 2021 21 hours ago, -RS-Nolly said: For a bomber formation in the past I have: - used force complete to get all bombers to drop when leader does, on hitting his attack area - tied the on bingo bombs for all planes to a short timer to trigger the next waypoint for the formation post attack. I think as you want it to be location dependant, a complex trigger will be your friend. Possibly also you can have a logic gate, opened by a checkzone over target. I did not have any issues with AI jettisoning bombs under attack though This logic is interesting . Could you send me an example of it please?
IckyATLAS Posted May 5, 2021 Posted May 5, 2021 Another was is to use the Deactivate and Activate MCU which applies also to MCU's. If you red link a Deactivate MCU to say a Force complete, or a Timer or an Attack or a Check Zone etc. MCU then that one will not trigger until you reactivate it. This allows for very compact and complex logics.
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