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Help Needed with AI Planes not flying to WP1 (Mission included).


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GSHWK_Houndstone_Hawk
Posted

Hi. I could really use some help here after continually banging my head against a brick wall for a whole evening, trying to get a simple flight of 3 AI planes to fly over the player for nothing more than a bit of atmosphere (and deactivating once out of sight). All they are doing though is circling around their spawn-in location. I've done this multiple times before with little hassle so I'm wondering whether or not its a known issue with the 'Rhineland map?'

I wanted to create (and potentially share) a 'sexy' Typhoon training mission, giving the player options and freedom with varying types of ground and air targets.

I think my logic is ok. The player is 'Filmstar 1 with an AI wingman 'Filmstar 2'.

'Filmstar 3' has his separate flight plan and straight after the mission intro media, he moves off and immediately sets off the checkzone trigger for 'Luton flight' to spawn in and fly over the airfield. I've tried various combinations of plane types, differing altitudes (ideally I wanted them flight to fly as low as possible but I'm aware of the limitations to IL-2 with this).

 

If someone could take a look at the mission I'd be so grateful. I've included a dropbox link as it has some media and the mission is around 22mb.

 

Various mission segments have been grouped but the offending AI flight is named 'Luton Flight' and its ID number is 7929 (and the group can be found in grid 1808 on the Rhineland Map.

The AI plane group that triggers the above flight is named 'Filmatar 3' and its ID number is 7570

 

You would need to have both BOBP as well as BON for obvious reasons.

 

Any help would be so gratefully accepted and I'm 'hoping' I've just made a silly mistake but I'm not so sure.

 

The link is as follows:

 

https://www.dropbox.com/s/zyrda4d37hdbihs/Practice Mission - Typhoon Mk.1B.rar?dl=0

PLATE1.jpg

Posted

Things I would check (please excuse me if you have already checked these but I thought about the obvious ones first)

Increase size of waypoint radius

is it not too close / far away from the spawn point

have you object linked first and subsequent waypoints to the lead aircraft in formation

have you triggered the first waypoint with either an output from another MCU or a Mission Begin

Posted

 

GSHWK_Houndstone_Hawk
Posted (edited)

Thank you DD_Friar.

I very much value your reply and yes it's nearly always something basic that we've oversighted but in this case, with the exception of the waypoint radius which could've been a little larger and which I've since changed, all criteria seem to have met.

The spawn-in flight is 6.5 km away from the checkzone trigger which spawns them.

The initial waypoint radius was 300m I believe but after your post, I've enlarged them to a 2000m radius

The 1st waypoint has been target-linked by a 3s timer which in turn has been target-linked from the mission begin & both waypoints are object-linked to the lead aircraft.

 

This format I always use and I've saved it as a group template but it curiously isn't working on this map.

 

HH

Hi Sketch. Wow. Thank you so very much for your video. OK I think I see the logic here to my flaw. However I do wish for the aircraft to spawn in only when that specific aircraft moves so how would I go about achieving this?

I Still thought it would've worked because as you see I have 3 timers coming off the mission begin, for the check zone, the wp1 and of course the formation. You'll note that the 2 timers to the wp1 and formation are 3 seconds long but the checkzone only 1 second as I wanted the checkzone to trigger 1st.

 

Again thank you so much for your stylish and helpful reply.

 

HH

Edited by GSHWK_Houndstone_Hawk
  • Upvote 1
Posted (edited)

Instead of 

 

Mission begin -> formation -> waypoint

(and then hope that the player hits the checkzone to activate the planes)

 

Do this:

 

mission begin -> checkzone -> timer -> activation

                                                        |

                                                         -> another timer -> formation -> waypoint

Edited by Sketch
  • Upvote 1
GSHWK_Houndstone_Hawk
Posted

Sketch.

 

It worked. Understanding your logic a little better, I went mission begin -> 2s timer -> checkzone

then I used the checkzone itself as a base from which to target the 2s wp1 and formation timers (checkzone -> 2s timer -> waypoint 1 (and) checkzone -> 2s timer -> formation

 

You're a diamond. Thank you so much.

 

HH

  • Upvote 1
Posted

Glad it's working! That's exactly how I'd do it.

 

  • Upvote 1
Posted (edited)

In this game there are many things that happen in parallel in the engine. And even if they appear to be in parallel, behind it may be sequential but we cannot control the sequence.

Because of this we may have actions that are done in the background in the wrong sequence like having waypoints or check zones or whatever items that are object linked to things that do not exist. And when they finally do exist the links are then non active hence weird behaviors.

This is why it is important to avoid sequences where things are either undetermined at a certain given moment or where the sequence is not right mainly for the links.

Using additional timers and splitting the action flow to guarantee the right sequence is the best way to go. It makes it for more objects and additional links but in the end is more robust and easier to debug when missions become very complex and very interlinked.

This is also why in my Missions where I have many many Mission Begin MCU I put the first timer with values that can be up from a few seconds to a few tens of seconds depending on the mission design and requirements and when things will be needed.

Edited by IckyATLAS

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