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Plane take-off by Check Zone MCU group wanted.


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Posted (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 by jollyjack
Posted (edited)

BUMP!  Cannot get this spawning business right:

 

Fw190a3 threesome.jpg

Edited by jollyjack
Posted (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 by jollyjack
Posted (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.

 

image.thumb.png.5a78e85d587332104b45fa193dc784dd.png

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).

 

image.thumb.png.26bdd9908f947ec570acc539ecfd1c6d.png

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 by Sketch
  • Like 1
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Posted (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

 

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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:
206996062__JJspawnrunwaygroup.thumb.jpg.61923131559095821ff770e873a0fbb5.jpg

Runway Spawn fw190a3.zip

Edited by jollyjack
Posted (edited)

Been messing with your super spawning setups, probably done something wrong, and completely stalls the game LoL:

 

PFFFFALTTTTZZZ.thumb.jpg.dc58cc494db39e1dee359956fe1b6cbe.jpg

Edited by jollyjack
Posted

WOW!  ?  That saves airfield storage space.

Did you use the "IHOP Full Stack" MCU for that??

 

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