kraut1 Posted March 25, 2024 Posted March 25, 2024 (edited) Hi, I have totally overworked a EMG supply mission to a escort mission for a AI C47 that evacuates wounded soldiers from Kokoda to Port Moresby. Everything seems to work now, apart of one Detail: about 1 minute or less after the C47 has reached the final position on the airfield and has switched off the engines the planes vanishes. And I think this is a general mission setting. In general no problem for me but in this case I don't like it because protecting the plane was the main purpose for this comparable long mission. Which settings could I try to change this? Many thanks in advance. (of course I am responsible for this issue because I have changed the original EMG mission) Edited March 26, 2024 by kraut1
Billsponge1972 Posted March 25, 2024 Posted March 25, 2024 In the aircraft advanced properties there's a check box for "delete after death". If you uncheck that box the plane will hang around for the whole mission. Hope this helps. 1
kraut1 Posted March 26, 2024 Author Posted March 26, 2024 8 hours ago, Billsponge1972 said: In the aircraft advanced properties there's a check box for "delete after death". If you uncheck that box the plane will hang around for the whole mission. Hope this helps. Thanks for your answer, but in this mission "delete after death" is already unchecked for the mentioned AI plane. And, because there is still a complex game logic by EMG in the mission I made 2 further tests: 1 with all existing EMG game logics deleted and one with fakefield Port Moresby "delete after death" unchecked too: Both test missions worked in general, but both still with the problem that after the engines of the transport stopped and ca. 15 seconds after the doors wre opened the plane vanished: (of course I am responsible for this issue because I have changed the original EMG mission)
kraut1 Posted March 26, 2024 Author Posted March 26, 2024 Seems to be simple default that the plane vanishs: Is there a way to avoid that the plane disappears?
Billsponge1972 Posted March 26, 2024 Posted March 26, 2024 I see. What about a low % damage return to base command? Don't know if the plane would complete its mission with that box checked though.
kraut1 Posted March 26, 2024 Author Posted March 26, 2024 55 minutes ago, Billsponge1972 said: I see. What about a low % damage return to base command? Don't know if the plane would complete its mission with that box checked though. Thanks, could be a solution for other situations. For this mission the C47 take off in Kokoda and shall Land at Port Moresby (Adler in Kuban Map). So returning would be not so good. But maybe I try a trick: I place a deactivated C47 at the exact location where the landed one will stop and disappear and activated by a check zone and a timer some maybe 5 or 10 seconds after the real C47 disappeared the other C47 will be activated. Could work.
Billsponge1972 Posted March 26, 2024 Posted March 26, 2024 Yes. That sounds like a good workaround. I doubt there's a way to set a different home base airfield after the plane has taken off to implement my idea.
Zooropa_Fly Posted March 26, 2024 Posted March 26, 2024 Take control of deleting the original plane via an 'on landed' event, then spawn a new one in it's place 100ms or so after the first one deletes. You shouldn't need check zones or the like. S! 1
WWSitttingDuck Posted March 26, 2024 Posted March 26, 2024 This is a small pain, but it works for what you need to do. Also, been a while since I did this, so this is all from memory. Pretty sure it is right. lay down a grid of fire pits or runway markers where the plane is going to land. What you need to do is find exactly where the planes touches down. Play the mission and watch the plane land, and note the markers closest to that spot. once you know that location, place a complex trigger right before that spot. make it a sphere with a radius of only 10m or so. link it to the plane and an "on entered" event. Have the complex trigger set to trigger a "command force complete" mcu, and link that to the "command land" for the plane. might be a good idea to have some subtitles set to go off along with all the logic so you can get a visual of what is working, and what might not be working. so the plane comes in for the landing, and right before it touches down, the cmd land is cancelled, but it is so close to the runway it completes the landing. The engines will keep running, but it will not disappear. 1
kraut1 Posted March 27, 2024 Author Posted March 27, 2024 (edited) 21 hours ago, Billsponge1972 said: Yes. That sounds like a good workaround. I doubt there's a way to set a different home base airfield after the plane has taken off to implement my idea. 20 hours ago, Zooropa_Fly said: Take control of deleting the original plane via an 'on landed' event, then spawn a new one in it's place 100ms or so after the first one deletes. You shouldn't need check zones or the like. S! 19 hours ago, WWSitttingDuck said: This is a small pain, but it works for what you need to do. Also, been a while since I did this, so this is all from memory. Pretty sure it is right. lay down a grid of fire pits or runway markers where the plane is going to land. What you need to do is find exactly where the planes touches down. Play the mission and watch the plane land, and note the markers closest to that spot. once you know that location, place a complex trigger right before that spot. make it a sphere with a radius of only 10m or so. link it to the plane and an "on entered" event. Have the complex trigger set to trigger a "command force complete" mcu, and link that to the "command land" for the plane. might be a good idea to have some subtitles set to go off along with all the logic so you can get a visual of what is working, and what might not be working. so the plane comes in for the landing, and right before it touches down, the cmd land is cancelled, but it is so close to the runway it completes the landing. The engines will keep running, but it will not disappear. Hi All, Thanks very much for your suggestions! I think each of them could be a good solution depending on the individual situation. After testing some too-complex variants that did not work and consumed endless time I decided to try a more primitive variant: In a test run I measured the time between the OnLanded Event when the subtitle of the Sucess message appears to the moment when the stopped plane disappears. 02:14 minutes. For the replacement I used a bit shorter time 02:10 minutes. After that at first the original plane is deleted and 1 second later the replacement one activated. (Time / Orientation could be still a bit optimized). Video / OnLanded subtitltle / activation of replacement at 02:25 of YouTube video) : Transport Plane in the mountains at Kokoda airstrip, one OnLanded event activates the subtitle off success (15328) and the second one the process to delete the original plane and to activate the replacement plane. replacement plane, to be activated later Edited March 27, 2024 by kraut1
Stonehouse Posted March 27, 2024 Posted March 27, 2024 (edited) Passing thing I noticed that isn't a big problem and more an FYI in case it was useful to you. I don't know if the skins exist out there but if they can be found the RAAF removed the red dot from aircraft markings to avoid confusion with Japanese aircraft. No yellow circle around the blue and the fin flash was also just blue and white with no red. RAAF C47s tended to just be olive drab or two tones of green and pale underside. I've no skills at skinning unfortunately. Douglas Dakota C-47B – RAAF Amberley Aviation Heritage Centre (raafamberleyheritage.gov.au) Edited March 27, 2024 by Stonehouse 1
kraut1 Posted March 27, 2024 Author Posted March 27, 2024 1 hour ago, Stonehouse said: Passing thing I noticed that isn't a big problem and more an FYI in case it was useful to you. I don't know if the skins exist out there but if they can be found the RAAF removed the red dot from aircraft markings to avoid confusion with Japanese aircraft. No yellow circle around the blue and the fin flash was also just blue and white with no red. RAAF C47s tended to just be olive drab or two tones of green and pale underside. I've no skills at skinning unfortunately. Douglas Dakota C-47B – RAAF Amberley Aviation Heritage Centre (raafamberleyheritage.gov.au) Thanks, in general I know. But maybe you can help me: I don`t know when this change was done? We have for example an early RAAF P40 Skin with the red dot / same as RAF, that was used for some time in early 1942. If we have a "blank" or "generic" C47 skin only with the blue / white RAAF markings I would use it. Interesting would be a 1942/43 "blank" or "generic" P40 skin only with the blue / white RAAF markings too.
Stonehouse Posted March 27, 2024 Posted March 27, 2024 (edited) I believe it was circa October 1942 that all red was removed from nationality markings and insignia, but it began around July 1942 with the introduction of blue and white roundels and fin flashes. Useful reference info here (relevant to you is also the comments re Boomerang paint schemes lower down in the thread as they can be taken as a general guide): RAAF Marking's and Codes | Aircraft of World War II - WW2Aircraft.net Forums Edited March 27, 2024 by Stonehouse 1
kraut1 Posted March 27, 2024 Author Posted March 27, 2024 Optimized replacement / Short Video, only some seconds: @Billsponge1972 @Zooropa_Fly @WWSitttingDuck 1
kraut1 Posted March 27, 2024 Author Posted March 27, 2024 48 minutes ago, Stonehouse said: I believe it was circa October 1942 that all red was removed from nationality markings and insignia, but it began around July 1942 with the introduction of blue and white roundels and fin flashes. Useful reference info here (relevant to you is also the comments re Boomerang paint schemes lower down in the thread as they can be taken as a general guide): RAAF Marking's and Codes | Aircraft of World War II - WW2Aircraft.net Forums Thanks, In this case the markings could be correct: Battle of Kokoda / end of July 1942.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now