DD_Friar Posted April 6, 2022 Posted April 6, 2022 Salute, As you may have read elsewhere in this forum I have long thought that Tank Crew should have more tactical elements. To that end I have been working on a routine that enables player tanks to be loaded onto a train and then moved to another location on the map (simulating re-supply or new production). I have a problem with my logic and would appreciate the assistance of those that are able. The pictures below explain the process I have put together so will not explain it here. I will just explain the issue I am having. Once one round of tank production and delivery has been completed and you start a second round, when they are ready to be moved by the train, the set of objects that represent the loaded train are disabled but the train to move them (Train B) never appears. If I get this routine working I am happy to bundle it up and add it to the group sharing corner. It has the potential to be used, for example, tanks loaded into ships to cross a certain narrow stretch of water..... TanksOnTrainsV2.zip
jollyjack Posted April 6, 2022 Posted April 6, 2022 (edited) Interesting, i'll have a look, but IMO i am not so very experienced ... Death-match, why not single player? Edited April 6, 2022 by jollyjack
JG7_X-Man Posted April 6, 2022 Posted April 6, 2022 (edited) @DD_Friar So the gist of it all is i.e. "the set of objects that represent the loaded train are disabled but the train to move them (Train B) never appears.", if the train isn't spawning even though the trigger that should spawn the train occurs i.e. "the set of objects that represent the loaded train are disabled". I can't open your mission now as I am at work, but I have found out that enabling/disabling MCUs only enable/disable objects and don't actually "trigger" anything. Something has to pulse the spawn MCU but not an Activate/Deactivate MCU. Edited April 6, 2022 by JG7_X-Man
[DBS]Tx_Tip Posted April 9, 2022 Posted April 9, 2022 (edited) No takers huh... I looked at your mission this morning. Since you moved the Loaded B train with carriages it shows up down the track where you moved it when reactivated. The same for the Empty C train. You can't create logic for trains with carriages as you would for aircraft. Etc... You need to create a separate Loaded B and Empty C train for each instance when they are moved using your logic stream. Which itself needs to be duplicated for each instance. *You cannot copy and paste the actual trains nor their Destination Waypoints. You can copy the logic stream but you need to deactivate those sections of the original. Here is your corrected mission in which the routine runs for 2 tank productions and resupply at the 'Train moved Tanks Spawn Point'. If you want more runs, you can see which sections needed to be deactivated and which needed to be copied. TanksonTrainV3.zip Good Luck with your Mission Design. Tip Edit. Just remembered a couple more things. Trains are notoriously jumpy when activated and may show up catty wankered. I would suggest that the tank drivers when delivering either spawn out or back off when the Loaded B trains are set to be activated. Additionally you of course will need to account for the time lapse should the loaded train get shot up on the way there or back. Edited April 9, 2022 by [DBS]Tx_Tip 2
DD_Friar Posted April 14, 2022 Author Posted April 14, 2022 On 4/9/2022 at 3:24 PM, [DBS]Tx_Tip said: Since you moved the Loaded B train with carriages it shows up down the track where you moved it when reactivated. The same for the Empty C train. You can't create logic for trains with carriages as you would for aircraft. Etc... Salute @[DBS]Tx_Tip Sir, Many thanks for taking the time to provide a solution. I will download it and have a look at what you have different to my original code. I thought by having train b run from start to delivery point and disabled then train c run from delivery point back to start and disabled, when they were re-enabled it would be back at their original points. Oh what a wicked web I am weaving for myself! Your advice is much appreciated. On 4/6/2022 at 6:41 PM, jollyjack said: Interesting, i'll have a look, but IMO i am not so very experienced ... Death-match, why not single player? Edited April 6 by jollyjack @jollyjack It is for a multiplayer scenario I am currently building for a match between two squads. 1
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