near_blind Posted May 4, 2015 Posted May 4, 2015 Howdy, I'm trying to make a scenario where the pilot has to stop an elyna by making a low altitude, high speed pass. However I can't help but notice that naval units don't have hold or switch waypoint actions. Is there an alternative way to stop a ship, or failing that, is there a way to deactivate the moving ship once a condition is met, and spawn a static one at it's position?
feefifofum Posted May 4, 2015 Posted May 4, 2015 Have you tried setting GROUP AI to OFF with a condition flag? Not sure if this will stop them once they're already moving though. THE GEORGIAN WAR - OFFICIAL F-15C DLC
Wrecking Crew Posted May 4, 2015 Posted May 4, 2015 Is there an alternative way to stop a ship, or failing that, is there a way to deactivate the moving ship once a condition is met, and spawn a static one at it's position? Hi near_blind, In Moa's Pirates Of The Crimean mission there are motion-less ships that do get deactivated and replacements spawn in at the same place on the next event and then sail to their destinations. We haven't seen that mission on Hollo Pointe in quite a while, as ships had a problem with disappearing when you got close to them. But recently it seems that this may be fixed (i'd posted a screenie in the Firehouse thread). I have a script that determines the map location of a unit helicopter and spawns infantry. You sure could use that for your ship idea. See my last post in this thread. I'll get the ol' Pirates dusted off this week and see how it performs. 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.
near_blind Posted May 5, 2015 Author Posted May 5, 2015 Thanks crew, I'll give it a look after work tomorrow
ESAc_matador Posted May 6, 2015 Posted May 6, 2015 stop group IA and start group IAstartstopnaval.miz
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