kontiuka Posted October 10, 2014 Posted October 10, 2014 I understand what this does but I'm not sure what the point of it is. If the plane doesn't have an AI pilot and you can't jump into it, then isn't the same effect achieved with a static aircraft? Actually, it would be nice if you could jump into it.
Isegrim Posted October 10, 2014 Posted October 10, 2014 Its for Combined Arms if this Option is on, CA Commanders cant give orders to this unit or jump into it. BTW: it seems to be broken ISE "Blyat Naaaaa" - Izlom
Sabre-TLA Posted October 10, 2014 Posted October 10, 2014 Actually from the manual: UNCONTROLLED. When setting an AI group to a “Takeoff from Ramp” (cold start) waypoint, the Uncontrolled check box can be used to have the AI group appear at their starting location on the ramp, but not begin the spool up sequence until initiated by an AI TASK trigger as set by the START Command in the Triggered Actions of the group. In this case, the group aircraft will appear in the mission in parked configuration and remain as such until triggered to “come alive”. So to the OP, you can't start static aircraft in the ME. This option allows you to have static like aircraft that are visible but then start at a later time. I've used it and works pretty well (haven't tested in the latest version yet but will post an update when I do). 1 MapleFlagMissions - Read Our Blog for Updates
kontiuka Posted October 10, 2014 Author Posted October 10, 2014 Actually from the manual: UNCONTROLLED. When setting an AI group to a “Takeoff from Ramp” (cold start) waypoint, the Uncontrolled check box can be used to have the AI group appear at their starting location on the ramp, but not begin the spool up sequence until initiated by an AI TASK trigger as set by the START Command in the Triggered Actions of the group. In this case, the group aircraft will appear in the mission in parked configuration and remain as such until triggered to “come alive”. So to the OP, you can't start static aircraft in the ME. This option allows you to have static like aircraft that are visible but then start at a later time. I've used it and works pretty well (haven't tested in the latest version yet but will post an update when I do).Thanks much. Tried it and it works fine.
Vespa Posted October 18, 2014 Posted October 18, 2014 UNCONTROLLED. When setting an AI group to a “Takeoff from Ramp” (cold start) waypoint, the Uncontrolled check box can be used to have the AI group appear at their starting location on the ramp, but not begin the spool up sequence until initiated by an AI TASK trigger as set by the START Command in the Triggered Actions of the group. In this case, the group aircraft will appear in the mission in parked configuration and remain as such until triggered to “come alive”. So to the OP, you can't start static aircraft in the ME. This option allows you to have static like aircraft that are visible but then start at a later time. I've used it and works pretty well (haven't tested in the latest version yet but will post an update when I do). Ahh...finally I got it! I was looking for this feature and now you gave the hint! Thanks :thumbup: Just a request...could you explain a bit more about AI TASK-START Command-Triggered Actions for Group? A screenshots of the ME would be helpful a lot...I'm a bit lost in the ME :huh: Thanks a lot for your efforts and time.
Stonehouse Posted October 18, 2014 Posted October 18, 2014 Have a look at the mission here http://www.digitalcombatsimulator.com/en/files/348122/ it uses that style of setup to start the Luftwaffe alert fighters if I remember rightly. It also has an example of a moving trigger zone I'm pretty sure on the inland based German aircraft which is used to trigger the first set of coastal based fighters.
Sabre-TLA Posted October 19, 2014 Posted October 19, 2014 Here are some screen shots. First one shows the Start command added to a flight on the ramp. Second one shows a trigger that will start the parked aircraft 10 seconds into the mission (could be any kind of trigger to launch though). MapleFlagMissions - Read Our Blog for Updates
Vespa Posted October 19, 2014 Posted October 19, 2014 Thanks a lot Sabre-TLA really appreciate your efforts and helps. I got it!
Wrecking Crew Posted October 19, 2014 Posted October 19, 2014 Can a Tactical Commander Start an Uncontrolled a/c, or does the a/c need to be started first like from an event? WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
xcom Posted October 20, 2014 Posted October 20, 2014 @WC Tactical commander cannot start it using the CA features. You could add radio menus that will start the controller for the a/c ,once selected. Here is the way to do the start event for controller based on groupName (done by Grimes) - Group.getByName(groupName):getController():setCommand({["id"] = "Start", ["params"] = {}, }) We have found that using planes uncontrolled instead of spawning them in is better for server stability as the module/object is already in the mission. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
Vespa Posted October 20, 2014 Posted October 20, 2014 You could add radio menus that will start the controller for the a/c ,once selected. Here is the way to do the start event for controller based on groupName (done by Grimes) - Group.getByName(groupName):getController():setCommand({["id"] = "Start", ["params"] = {}, }) We have found that using planes uncontrolled instead of spawning them in is better for server stability as the module/object is already in the mission. Sounds really interesting...so a player can add a radio entry to start an uncontrolled stopped Aircraft? What are the params in the code above? Thanks for explaining
Sabre-TLA Posted October 20, 2014 Posted October 20, 2014 Here is an example using the F10 menu in the comms menu. You are in the A-10C and you can use F10, F1 from the comms menu to start the Uncontrolled flight at Batumi.Example Radio Command Start Uncontrolled Aircraft.miz MapleFlagMissions - Read Our Blog for Updates
Vespa Posted October 21, 2014 Posted October 21, 2014 Just a question...does the command appear in the comms menù for each player? Any way to make it available just for a Commander/pilot?
xcom Posted October 21, 2014 Posted October 21, 2014 It is explained in the DCS Scripting engine - http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World/Part_1#missionCommands [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
Vespa Posted October 21, 2014 Posted October 21, 2014 Thanks Xcom...the link it's really useful...I have to read and learn all that page...
monkie Posted January 9, 2015 Posted January 9, 2015 In the past I have used this very command to allow myself to activate and then jump into the aircraft using the alt-J command. However it now seems to not work. After the aircraft is activated and is starting on the ramp I try to ALT-J into the aircraft while looking at it using the F2 view. I get the message "Unable to enter aircraft, plane control is not available" Bug or new feature? Sager Laptop, i7-6700k 4.00GHz, 16GB RAM, GTX 980M, 1920x1080, TIR 5, Windows 10
monkie Posted August 5, 2016 Posted August 5, 2016 Still broken :( Sager Laptop, i7-6700k 4.00GHz, 16GB RAM, GTX 980M, 1920x1080, TIR 5, Windows 10
Doum76 Posted September 20, 2016 Posted September 20, 2016 (edited) Here are some screen shots. First one shows the Start command added to a flight on the ramp. Second one shows a trigger that will start the parked aircraft 10 seconds into the mission (could be any kind of trigger to launch though). Wow, thanks a lot for the screen shots, because i've found threads about the Trigger Perform Command « Start », but i was looking in the Advanced Waypoint Actions Perform Cammand list and it wasn't there, so i thought the option was taken out, and was screwed for some aircraft AI Aircraft delayed start up, but with your screenshots it helped a lot to fin in was in the Perform Command of the Triggered actions of the aircraft and not the waypoint. :)) Thanks Edited December 6, 2016 by Doum76
Aphrodite51503 Posted May 21 Posted May 21 It works perfectly every time I use it in all of my missions Because it just doesn't seem to be realistic to have an airport without a bunch of plane sitting around doing nothing Plus the fact that you can always start it later so it will take off and do something But it just plain looks better than a static planes Set the plane to uncontrolled Set it to start in the mission editor Set a trigger for it to delay x number of seconds Select for that group to start The plane will take off and do whatever you assigned it to do But it won't happen at the mission store it'll happen later in the mission
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