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Posted

Hi all,

 

I noticed that artillery does not restart firing using a timer to timer link. I followed the example in the Tangmere guide, which I changed.

It works once then stops.

If someone can confirm or otherwise.

 

Thanks.

MYIL2UPDATED.rar

Jaegermeister
Posted (edited)

I moved your MCUs around so I could see how they are connected without scrolling all over the place. 

 

The main thing I see other than way more timers than you need, is the "Proximity Trigger" should trigger timer #44 directly. Eliminate the "Trigger Activate" MCU #40 and that part should work. Also if you have a timer trigger activating more than 2 other MCU's it can be inconsistent.

 

Untitled.png.90fd3cb26b70a8857725b0fe9b208ba2.png

 

How are you trying to reactivate the artillery? Your other set of MCUs linked to the artillery Attack Area is not triggered by anything.

 

Untitled.thumb.png.fd8817da4628b848a32497cb9786414f.png

 

 

Edited by Jaegermeister
  • Upvote 1
Posted

Thanks for response.

 

Found my error, i did not untick 'Limit Ammo'. So guns fire continuously now.

 

About the proximity group, correct if wrong, way i see it is you need to Activate the timer if the plane leaves area early as it becomes deactivated.

Jaegermeister
Posted
5 hours ago, eddyflight said:

About the proximity group, correct if wrong, way i see it is you need to Activate the timer if the plane leaves area early as it becomes deactivated.

 

Honestly I've never tested "Trigger Activate" to see if it behaves the same as a Trigger Timer, Waypoint, Proximity, etc. Maybe it's just a trigger with no adjustable parameters. I'll look at that a little closer. I have always triggered timers directly without an activate MCU in between the trigger and the timer.

 

What I was pointing out is that you are using timers to trigger timers and triggers to trigger timers to trigger other timers. That's a bunch of stuff you can cut out and simplify. It's up to you though, as long as it works it's all good.

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