DN308 Posted June 7, 2021 Posted June 7, 2021 Well, I have a mission where a bomber bomb an objective (obvious... :)) But, if it bombs and damage a civilian house, it should activate a waypoint instead of another. 2 choices: - the bomber destroys its target and after its bombing run proceed to a waypoint (A) ; - the bomber damages its target AND a civilian block and after its bombing run proceed to another waypoint (B). Well, I've tried to activate the waypoint A with secondary target success, and to deactivate the waypoint A with primary target failure but it doesn't works as intended. Anyone have a suggestion?
Jaegermeister Posted June 8, 2021 Posted June 8, 2021 (edited) 4 hours ago, DN308 said: 2 choices: - the bomber destroys its target and after its bombing run proceed to a waypoint (A) ; - the bomber damages its target AND a civilian block and after its bombing run proceed to another waypoint (B). Anyone have a suggestion? I think you could have “on damaged” from 1st target activate waypoint A and target your 2 counter. Civilian block also targets counter, which deactivates waypoint A, triggers force complete high, and then activates waypoint B. Your problem there is that if you do not damage the 1st target you will not activate waypoint A so you need something else to do that if you miss. Edited June 8, 2021 by Jaegermeister
DN308 Posted June 8, 2021 Author Posted June 8, 2021 (edited) Right. This is a three bands billard... My logic so far was: - Wpt TL ->; - Cmd Attk area (attk ground); - OnBingoBomb (+ Cplx Trggr OnObjectDroppedBombs) add event link to Wpt x TL Wpt y and then Wpt A; - OnBingoBomb (+ Cplx Trggr OnObjectDroppedBombs) add event link to Wpt x TL Wpt y and if civilian damaged (from counter) Trggr Timer TL Wpt B; In my logic, whatever I do, it activates the Wpt x, but if I do damage on the target OR/AND the civilian, it activates directly the waypoint A OR/AND the waypoint B... If I do damage on civilians, it just activate a Wpt B after two previous Wpt. But if I don't do damage on civilians BUT completely miss the target, there is nothing to activate another Wpt. I think there is a easiest way to do that. Maybe start with two different paths activated or not, depending of the bombing run result... ? Edited June 8, 2021 by DN308
DN308 Posted June 8, 2021 Author Posted June 8, 2021 Another possible logic: - Wpt TL -> Cmd Attk area (Attk ground) ; - OnBingoBomb (+ Cplx Trggr OnObjectDroppedBombs) add event link to a common wpt (a kind of "buffer wpt"); - Counter on objective => : => OK : Mission objective, etc. => Not OK : Mission objective, etc. anyway (another counter is displayed on another targets for the rest of the flight) - Counter on civilians : => No damage : nothing happens and the Wpt A stay active => Damage : Mission objective failure, etc. but also Timer 10s (to let the plane reach the "Buffer Wpt") TL Deactivate Counter success and Wpt A TL Wpt B. What do you think about that?
Sketch Posted June 8, 2021 Posted June 8, 2021 (edited) We start by linking two waypoints to a Force Complete MCU. The bombers can go to either waypoint from the Force Complete. By default we disable the "hit civilians" waypoint using a timer mcu in front of the waypoint and disabling that timer on mission begin. This will, by default, make the bombers go to the "good" waypoint. If the bombers hit and kill any civilian buildings (counter 1), then we deactivate the "good" waypoint and activate the "hit civilians" waypoint. Like this: Bombers will be forced to go to the default "good" waypoint on mission begin, or if they hit a civilian building they will be rerouted to the civilian waypoint. Here's the group: BombersChooseWaypoint.zip Edited June 8, 2021 by Sketch 1
DN308 Posted June 8, 2021 Author Posted June 8, 2021 So simple to read, so difficult for me to figure it out few hours ago... Once again, you are my savior! Many many thanks 1
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