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Posted

Is there somewhere a Rearm and Refuel logic?

 

I want to add one in a mission but I can't find it in the @JimTM guide, nor in the forum.

I might be blind though...

 

If someone can guide me with a link to or post here a logic, it would be really kind

Posted

Gorgeous! Many thanks for your outstanding job!

Posted (edited)

Cheers! Thanks for the refuel/rearm post go to @=KG76=flyus747, and the resources post brings together a lot of great contributions from a lot of generous contributors.   :salute:

Edited by JimTM
Posted

I must have done something wrong...

It seems so easy but nothing works... Maybe the Maintenance Radius is too small, or is there something like a proxymity MCU to use, or another MCU, in conjonction with the vehicles?

It seems that trucks only could work, but mine don't want to.

RRR logic.png

Posted

I'm not sure if you can have "zero" as a time modifier and have the MCU work as an RRR. My understanding is, if you have a zero value in any of the repair, rearm, or refuel modifiers; the logic will assume you do not want the vehicle to be a RRR vehicle. That's my first guess anyway.

 

It could also be, as you suggest, the radius of the maintenance area is too small. For our missions on Combat Box, I set the radius at 150m. Here's an image of your radius size versus mine and the scale of an A20 (one of the bigger planes in the game).

 

image.thumb.jpeg.71b4cdef1c1c142a6d382099bf60cbff.jpeg

Here's a topdown view of the radius differences. Your players will need to be very close, and they may not be able to turn their plane around.

 

image.thumb.jpeg.e9fc2ef673b8b083a2cef85f4361908d.jpeg

And here's a perspective view.

  • Thanks 1
Posted
10 minutes ago, Sketch said:

I'm not sure if you can have "zero" as a time modifier and have the MCU work as an RRR. My understanding is, if you have a zero value in any of the repair, rearm, or refuel modifiers; the logic will assume you do not want the vehicle to be a RRR vehicle. That's my first guess anyway.

 

It could also be, as you suggest, the radius of the maintenance area is too small. For our missions on Combat Box, I set the radius at 150m. Here's an image of your radius size versus mine and the scale of an A20 (one of the bigger planes in the game).

 

image.thumb.jpeg.71b4cdef1c1c142a6d382099bf60cbff.jpeg

Here's a topdown view of the radius differences. Your players will need to be very close, and they may not be able to turn their plane around.

 

image.thumb.jpeg.e9fc2ef673b8b083a2cef85f4361908d.jpeg

And here's a perspective view.

My personal logic was that I didn’t want the trucks to serve the other A-20 on a nearby spot (which have its own set of trucks.

Also, the truck here is a fuel truck. I also have above a « repair » truck and next a ammo truck. Each of them have their speciality, that’s why they have only a value for what it’s supposed to be. If it doesn’t work , I’ll try your tip.

 

 I have put the radius to 35m to try, but I should try your tip too and put it at 100m or so.

 

So you confirm that there’s no need for a specific MCU?

 

Thanks anyway. I will let you know if it works.

Posted

Solved!

 

I used your tips @Sketch:

- 50m Radius

- No '0' value in all the RRR

 

So, I don't really know which one was an error, but it works now.

  • Like 1
Posted

It's the 0 value which neutralise the RRR effect.

 

 

Posted

Ok, Thanks a lot

Posted

If you want to be selective then you can create a logic with an activate or deactivate MCU on the vehicle that allows for RRR. Use a Vehicle or a Fake Vehicle (invisible) and then you deactivate or activate it only for certain specific objects.

To do that you create two identical CheckZone that are centered on your Vehicle and have the same radius as your RRR area. You Object Link the two Check Zone to the objects that are allowed to be serviced. One of the CheckZone is made to fire when the object enters the zone and the other is made to fire when the object leaves the zone. When the object enters the zone if it is a legitimate one to be serviced (it is object linked) then the corresponding CheckZone will fire and Activate the Vehicle and so activate the RRR. When leaving the other CheckZone will fire and deactivate the Vehicle thus deactivating the RRR capability for other objects that may enter into that area but should not be serviced.

 

 

Posted

Nice! Thank you so much.


I wanted my plane (player) to enter je service area on a parking while my leader is serviced on another. 
Once serviced I wanted the mission’s ending…

However, it cannot be. There’s no possibility to fire an objective with a message or event link

  • 6 months later...
=1stROF=stevie
Posted (edited)
On 12/2/2022 at 12:47 PM, IckyATLAS said:

... Use a Vehicle or a Fake Vehicle (invisible) ...

 

 

 


It looks like the chosen vehicle requires to have a yellow triangle in the preview, otherwise it won't work to use RRR. Fake Vehicle does not work (anymore?)

 

image.png.698d0a899ed29a1353c5f8e1213cec09.png

Edited by =1stROF=stevie
Posted

 

The yellow triangle indicates that when the vehicle is destroyed, the explosion is bigger. There is no link with RRR.

 

 

Posted
On 6/6/2023 at 10:49 AM, =1stROF=stevie said:

Fake Vehicle does not work (anymore?)

That is possible. I will give it a check. Things do change but we are never informed, like we had the the MCU Set Value that did not work as expected for some time and then worked again. 

=1stROF=stevie
Posted
20 hours ago, Habu said:

 

The yellow triangle indicates that when the vehicle is destroyed, the explosion is bigger. There is no link with RRR.

 

 

Funny thing is, that it currently seems to work only with vehicle with the triangle.

JG4_Deciman
Posted

Strange thing...

 

It should work with ANY vehicle (or even block???)

 

Place Vehicle of your choice

Create entity (IMPORTANT) and set same Nation as 'to be refueled/rearmed/... nation'

Make Vehicle active on mission Start (IMPORTANT)

 

Next is only to set the right Advanced Properties for that Vehicle:

Multiplier for 'Refuel time', 'Rearm time', ... higher than 0

Maintenance Radius set to the Range you want.

 

And any Plane entering that Radius should be able to Rearm, Refuel, ... (as you've set the vehicle)

 

Deci

 

Posted (edited)

I checked with my old test mission, and it's fine.

 

I don't think that RRR works with blocks.

 

Maybe there is a problem with one vehicle.

Edited by Habu
=1stROF=stevie
Posted (edited)

I've tried several things, but it doesn't budge.

I am using spawner (multiplayer). It just doesn't work with fake_vehicle.


It's no biggy, cause i'm hiding the truck in in a hangar now. Just noticed that it increases tick by a quite a margin, so it spawns on range detection too (like the rest off the airfield). Once the airfield is captured by the other country, i change it. Maybe that has to do with it. 

 

Thanks though

<S>

Edited by =1stROF=stevie
Posted

I don't think it works with the Fake vehicle. I never tried.

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