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Waypoint route switching during a flight for Ai planes?


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Posted

Set two similar wayponted routes to the same target Ai plane, tank, or ship. (Both object linked to the same MCUs)

 

Now is there a way to make the relative position of an attacker, either Ai or Player, switch the Ai target between those 2 waypointed routes?

So that the other route gets control, triggered by distance of the attacker. 

 

Example: let a fleeing plane dive down and switch to fly a low level escape route automatically when attacked.

Then once the attacker is gone, gain height again, and follow the earlier 'normal' route from where its current position is, as set by the 2nd low level route.

 

Been messing with complex triggers, Check zones, and force completes after which re triggering waypoins etc, but i can't get it right yet. Thanks.

Posted (edited)

@jollyjack

Maybe you would be able to do it If you put your waypoint MCU far enough from the area you want your plane make It’s decision.

My point of view :

You would be able to switch from a 1000 m flight to a 100m If a foe ‘s comes Closer than 500m with a proximity MCU and to this 100m to 1000m If it Is further than 800m with another proximity MCU only If your plane would not be able to reach the waypoint (1000m alt or 100m alt) before your entire action (closer then further) ends. You would have to limit the foe’s area of operation to a certain diameter.

It Is my guess only and I must admit that i didn’t try it yet.

 

 

Proximity closer ->OL -> Plane

Proximity further -> ol -> plane

same with player

 

Proxi closer -> TL -> wpt 100m alt = player dive in the direction of the waypoint (let’s say 50km away)

Proxi further -> TL -> wpt 1000m alt = player climb or stay on his initial route to the waypoint (another but at the same location)

 

Don’t know if I am clear enough

Edited by DN308
  • Thanks 1
Posted (edited)

 

You can do it by blacklisting a timer in front of the waypoints and then whitelist a single timer so the ai knows which waypoint to use.

Untitled-1.thumb.jpg.8f981912dc8cc5e5f31e10d418b22224.jpg

 

 

 

You can also have all the switches work on mission begin, and then when an event fires; you blacklist (deactivate) all of the switches but one. Then the ai will use the only active switch and therefore the only active waypoint. You may have multiple 'blacklist' events that leaves only one waypoint open.

Untitled-2.thumb.jpg.6972160c9cad8d9a4f1a551518b81db2.jpg

 

 

 

Here's an example of having many blacklist events, each opening only one waypoint and disabling the rest.

Untitled-3.thumb.jpg.a5fd8dc7158c24c3365748f717d631d6.jpg

Edited by Sketch
  • Thanks 1
Posted (edited)

Thanks guys, especially Sketch for the extensive suggestions. I had something like option one, but for the 'catch" waypoint.

The concept of a 'switch' is probably a timer plus the targetted waypoint?

 

But i had set 2 waypointed routes with differing altitudes, wanting to alternate route (differing in height and speed) , with the plane on the way.

So I must forget that option?

 

----------------------

 

As for understanding the target and object links direction, the line arrows are hard to see. Some are obvious of course, as for object links.

 

I think i'll try no 3 first, and post my findings later.

This as i probably have to disassemble my IL2 rig: the wife ordered a new bathroom and a nearby wall must be taken down. ... sjait !!

--

She likes France, but I hope it's not with a traditional French one:

 

1856224111_french-toiletflip.thumb.jpg.c1dff92855f441d09aaf13ecaf1df8aa.jpg

 

Edited by jollyjack
Posted

Not so funny man… I don’t have this kind of shit hole at home.

We call it a « Turkish WC », not a French one

  • Upvote 1
Posted

I met quite a few in France just recently, mostly in older public toilets, and an occasional cafe.

60 years ago that was a different situation however ....

  • Haha 1

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