ENO Posted July 6, 2014 Posted July 6, 2014 (edited) Eh guys- quick question... I'm setting up a target range so guys can practice on SAMs / AAA etc and units are activated via the F10 radio menu (I hope). I have it set up (I think) so that when guys go into the radio menu and select a certain radio item, values are established for certain flags and the aircraft they've chosen appears. I'm curious... if you "respawn" a unit that has been destroyed- will it respawn in a fashion that would be available again as late activated by radio menu? Ie: Does it respawn as the late activated unit or respawn as the live version of the unit that just got destroyed? Maybe a clone group would be better- with the task delay being a group dead of some sort? mist.scheduleFunction(mist.cloneGroup, {'groupName', true}) I suppose I can just use the group dead condition for the respawn script to happen... and if I use "switched condition" I could probably have that just keep reloading as desired? Edited July 6, 2014 by ENO "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ENO Posted July 7, 2014 Author Posted July 7, 2014 Okay so I went and tried to take charge of my own question and while muddling with the ME through TV9 I tried late activating a unit after the respawn script dialogue and then blew up the unit. Nothing happened. Well, no respawn anyway. ( if not Group.getByName('1') then mist.respawnGroup('1', true) end Strangely I'm not getting any errors in my log either- usually I have something pop up. I can only see the map- so the unit may actually have respawned but I can't see it- but I don't think so. Anyway- if anyone has some insights I'd appreciate it. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
eekz Posted July 7, 2014 Posted July 7, 2014 (edited) I did it like that. I have a unit with late activation. Something happens in a mission and the unit has been activated and destroyed. Then I do: switched > if group '1' dead > flag x in on switched > time since flag x = y (y should be more than 1 sec*) > 'if not Group.getByName('1') then mist.respawnGroup('1', true) end' + flag x is off + flag y is on switched > time since flag y = 1 > activate group '1' + flag y off *- I've noticed that there should be 'time since flag' more than 1 second (3-4 should be fine) to make the group respawned by the script correctly in 100% of cases. I used time since flag 1 second and many times I've got my group not spawned. I use 10 sec to make sure. Edited July 7, 2014 by eekz 1 VIRPIL Controls Servers
Xeno426 Posted July 11, 2014 Posted July 11, 2014 I did it like that. I have a unit with late activation. Something happens in a mission and the unit has been activated and destroyed. Then I do: switched > if group '1' dead > flag x in on switched > time since flag x = y (y should be more than 1 sec*) > 'if not Group.getByName('1') then mist.respawnGroup('1', true) end' + flag x is off + flag y is on switched > time since flag y = 1 > activate group '1' + flag y off *- I've noticed that there should be 'time since flag' more than 1 second (3-4 should be fine) to make the group respawned by the script correctly in 100% of cases. I used time since flag 1 second and many times I've got my group not spawned. I use 10 sec to make sure. So I assume you're using an external script and not just the ingame triggers. How would I go about doing this? I'm just trying to get four different air groups to cycle through respawning.
danielzambaux Posted April 9, 2021 Posted April 9, 2021 On 7/11/2014 at 1:50 AM, Xeno426 said: So I assume you're using an external script and not just the ingame triggers. How would I go about doing this? I'm just trying to get four different air groups to cycle through respawning. You would have too place down four separate groups, and set a trigger for once each groups dead a second spawns in, with the first activated at mission start and the second, third etc on late activation, ps, he is using MIST
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