Jump to content

Despawning ONLY AI in a COOP


Recommended Posts

JGr2/J34b_Matthias
Posted

I'm trying to take a mixed flight of AI and Human aircraft in a Coop mission and essentially drop all the AI out without dropping the human flown planes too. 

 

I had a pretty easy way I did this successfully way back when in ROF but cannot remember / the same method may not work in IL2.

Tips or tricks on how to proceed?

 

Deactivate, destroy, and delete triggers don't seem to work by themselves.  I know I could give them all a command to land to separate them out from the humans but that keeps the AI eating resources...  Of course... I could always land them right next to a hostile flak gun...

 

Any easier suggestions?


 

Posted

Delete or Deactivate should work fine.

Hate to ask.. but you sure you've 'object-linked' back to the planes ?

 

Getting them to land isn't ideal - takes the AI an age to land.

I sometimes just send them to a WP well away from the action and low to the ground, that way the disappear without being noticed.

  • Like 1
JGr2/J34b_Matthias
Posted (edited)

Yes I've object linked backed to the planes - when I use delete or deactivate it also despawns the planes the human pilots are flying out too - literally right out from under them.

 

And yes I forgot how long it takes AI planes to land in queue... ty for that reminder.  A distant waypoint and a flak gun it looking like an even better option.

Edited by J5_Matthias-Sch27b
Posted

What still works is a timer in combination with a Delete. If the plane doesn't move then it will get deleted after a couple of minutes.

Another thing that might work is to use the 'ObjectFiredFlare' event, so that a player can delete any planes still sitting on the ramp.

JGr2/J34b_Matthias
Posted

Hmm yeah these planes are all in the air, not stationary on a ramp.  But good thought!

Posted

There's a couple things you could do...


You can set all planes to a waypoint away from the conflict. Once a plane reaches that waypoint, you would use a Complex Trigger to a Delete MCU (as other have suggested) that would be object linked to every single playable plane. The CTX will delete any planes that enter it. After X minutes, you can deactivate the CTX and save a little bit of resources if you want. Players, of course, will not go towards that waypoint - they typically follow icons on the map, so only the ai will get deleted once they hit the CTX. This is probably the best and easiest solution.

 

You can adjust the available planes in the mission editor; if you know exactly how many players have signed up or will join your mission. This is how PWCG does it through his interface. With this solution, there's no ai to worry about, but it could be a pain in the butt to go into the editor and add 'one more plane' for all the late comers.

 

You setup a complex trigger, and any plane that leaves the CTX but does not fire a flare will be deleted (including players). This is more complex logic and would require your players to fire a flare, but at least you'll know they're not lizardbrains. ?

Just some suggestions. Good luck in your mission building.

Posted

Just thinking out loud here...But what if we had a 3rd party lobby (like Hyperlobby) where players can enter and create a coop mission ad hoc and then you would only see slots for the players (unless you would want to fill up with AI) ? 

  • Upvote 1
Posted
5 hours ago, SYN_Vander said:

What still works is a timer in combination with a Delete. If the plane doesn't move then it will get deleted after a couple of minutes.

Another thing that might work is to use the 'ObjectFiredFlare' event, so that a player can delete any planes still sitting on the ramp.

Thank you Vander, i never tought about that one for interact. I use named plane.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...