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Posted (edited)

Call me dumb, thank you,  but i tried using fake vehicles, but what clever things can be done with them?

Found a group with 10 of 'em called Ai-spotters by Alonzo. What's up?

Edited by jollyjack
Posted

A number of things where you need the functionaly of a vehicle, but you don't want to actually show the vehicle.

I used one to make sure the AI would NOT hit a bridge, but would bomb very close (the player being the hero, should hit the bridge). I ended up placing a fake vehicle close to the bridge and used 'Attack'  MCU to make sure they would dive bomb exactly that location.

 

Other functionality you may use that way: Spotter (mark enemies on the in game map), Repair/Rearm etc. or if you want to create an explosion you can blow it up, but we have a special animation for that now.

 

 

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Posted

I use them for my random shelling/explosion generators.

 

Spawn/OnDamageComplete - boom 

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Posted

And be aware of the fact that 'fakes' (blocks / vehicles) may still have a collision model...

 

On my first tests with this kind of vehicles (used for rearm/refuel)

I managed do collide with them damaging my plane.

 

Maybe this has been changed in the meantime, maybe not...

 

Deci

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Posted (edited)

Here's a video demonstrating some examples of fake blocks and vehicles in your missions:

 

 

And here is the mission:

FakeVehicleExample.zip

 

 

1 hour ago, JG4_Deciman said:

And be aware of the fact that 'fakes' (blocks / vehicles) may still have a collision model...

 

On my first tests with this kind of vehicles (used for rearm/refuel)

I managed do collide with them damaging my plane.

 

Maybe this has been changed in the meantime, maybe not...

 

Deci

Fake Blocks and Vehicles do have collision. It's how they detect onHit and onKilled events

Edited by Sketch
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  • Upvote 3
Posted

For years I've been wondering what these fake vehicle and blocks are all about. Thanks Sketch, I can see they have a valid use and how brilliant of the team to come up with the idea. 

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  • 2 weeks later...
Posted

I use them as master control of AAA batteries. In any case I use them as an entry point to command multiple fixed artillery units and also some fixed vehicles like searchlights. They are not visible and I also make them to be invulnerable. So I put them in the woods somewhere where nobody will ever go. In this way also after some heavy bombing the remaining groups remain operational in a coordinated way. 

 

This also allows to reduce the number of links on the map when working with the editor, and when you copy and paste a whole group the links internal to the group are preserved. So you only need to link to the Master object (fake vehicle) and you control the whole group.

 

You can also use fake vehicles inside craters on a bombed runway. In this way if you are not careful and run on a crater you hit the fake vehicle (this did work in older versions  I hope it is still true) and get damaged, which is realistic. Otherwise the sim does not consider the craters as a physical modification of the terrain. It is only visual.

 

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  • 4 weeks later...
Posted (edited)

Tried setting it up for Batt Todt, but it's kind of complicated what all these levels of damage do with Todt.

 

Updated, original, no changes:

FakeVehicleExample Sketch 4.702c.zip

Edited by jollyjack

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