jollyjack Posted December 25, 2021 Posted December 25, 2021 (edited) Has any one got a Rocking & Rolling group for a parked plane take off? One Q: do i need a spawner too, and the plane 'enabled'', or just an activate trigger, and the plane not 'enabled' ? I had it working once, can't really get it right, but this is what i want: JOB: Any plane (player AND all Ai enemy) enters a CZ with in 40km distance, and then a bunch of fighters take off and do their usual defending (cover) or attacking business. Thnkx. Edited December 26, 2021 by jollyjack
jollyjack Posted December 26, 2021 Author Posted December 26, 2021 (edited) BUMP! Cannot get this spawning business right: Edited December 26, 2021 by jollyjack
jollyjack Posted December 27, 2021 Author Posted December 27, 2021 (edited) I got it to work, the trick is use a separate spawner for each plane in a group, and a formation command right after take off. PS with spawner logic enable the plane MCU. Edited December 27, 2021 by jollyjack
Sketch Posted December 27, 2021 Posted December 27, 2021 (edited) If you're using a Spawner MCU, the Formation Command MCU will not work. Formation Command MCU is for activated entities only (not spawned in entities). Here is how I am activating in a Quick Reaction Force (QRF), having them take off, and then fight enemies once they're in the air. Make sure you use No Taxi Take-off option in the Take Off Command MCU, and place and rotate the planes correctly on the runway you want them to take off from. Enemy planes enter the QRF Checkzone -> QRF planes are activated -> QRF planes take off -> Once the take off complete event fires, QRF planes climb to the Climb Waypoint MCU or begin attacking enemy planes right away (the waypoint is medium priority) -> QRF planes begin hunting for enemy planes with the Command Attack Area MCU Here is the group to place in your missions: QuickReactionForce.zip ____________________________ To do the same logic with a Spawner, you will have to give each plane their own individual logic. To get the plane to take off, you need to link "OnSpawnedReport" to the Spawner, Plane, and the Take Off Command MCU. You still need to have a No Taxi Take-Off and position and rotate each plane correctly so they don't hit each other when they take off. Actually, it's more important with this setup, because the planes don't care about the other planes (since they act alone). The nice thing about this logic, is each plane acts on their own instead of as a group. Therefore, each plane could theoretically attack different players (though it doesn't always happen that way). Here we have similar logic... An enemy plane enters the QRF Checkzone -> Each Spawner MCU spawns in a QRF Spawned Plane -> The Spawned Plane takes off -> Spawned Planes climb -> Spawned Planes hunt enemy planes Here's the group to reverse engineer: SpawnedQuickReactionForce.zip Edited December 27, 2021 by Sketch 1 1
jollyjack Posted December 28, 2021 Author Posted December 28, 2021 (edited) Could be a nice add-on for Jim's manual, i'll keep it it in my ME manuals folder. thanks Sketch. For your archive: compiled the info: https://www.mediafire.com/file/nypt97f0kyz6p21/Spawning_by_Sketch.zip/file ---- I figured out this one & saw this working for me in a test, only the 3 planes still take off at the same time, formation seems to work. The whole tour d'amour below but waypoints etc positioning set for proper overview: Runway Spawn fw190a3.zip Edited December 28, 2021 by jollyjack
jollyjack Posted January 4, 2022 Author Posted January 4, 2022 (edited) Been messing with your super spawning setups, probably done something wrong, and completely stalls the game LoL: Edited January 4, 2022 by jollyjack
Beebop Posted January 5, 2022 Posted January 5, 2022 WOW! ? That saves airfield storage space. Did you use the "IHOP Full Stack" MCU for that??
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