tovivan Posted December 10, 2015 Posted December 10, 2015 I have a little mission in which next to the whole A-A combat I want a Tu-160 to fly from one side of the map to the other, pose as a little bait for the blue planes, and if it survives to respawn and do it all over again. I managed to get the plane to respawn by creating a zone in Krymsk and then: CONTINUOUS ACTION > UNIT INSIDE ZONE + UNIT'S SPEED LOWER THAN > EXPLODE UNIT second trigger CONTINUOUS ACTION > GROUP DEAD > DO SCRIPT "if not Group.getByName('tu160') then mist.respawnGroup('tu160', true) end" This works in it's basics, the problem is that the Tu160 explodes on Krymsk's taxiway and then the wreckage blocks the next Tu-160 from getting to the spot where it's supposed to explode so it can respawn again. Now I would really love it if somebody could tell me how I can get planes to respawn or even just die without exploding them or at least if there is a possibility to clean up the wrecks before the next Tu lands. Thank you!
baltic_dragon Posted December 10, 2015 Posted December 10, 2015 Have you tried to use the trigger "Deactivate Unit"? It just makes the unit.. disappear. But the game treats it as dead. For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel. Details about the WinWing draw can be found here. Also, please consider following my channel on Facebook.
tovivan Posted December 10, 2015 Author Posted December 10, 2015 (edited) Have you tried to use the trigger "Deactivate Unit"? It just makes the unit.. disappear. But the game treats it as dead. Hey, baltic_dragon, thank you for your response! Yes, I tried deactivate (but "Group Deactivate"), but for some reason it didn't work. The Tu shut down and it's crew were simply standing around. Plane and crew remained. No new Tu respawned. EDIT: okay, I remade the trigger and it works for first time, but second time the tu160 comes into the trigger zone, shuts down, crew disembarks and then nothing happens. Hm. EDIT #2: discovered something strange. Even though the trigger is continuous, the Tu will not trigger it the second time it seems. I also tried an "explode unit" trigger over a nearby lake and while the Tu exploded fine the first time, it didn't next time and just continued flying. So, basically, the continuous trigger ain't continuous. :( Edited December 10, 2015 by tovivan
tovivan Posted December 10, 2015 Author Posted December 10, 2015 Okay, I got it working! :joystick: I did it by changing the first trigger into more complex: CONTINUOUS ACTION > ALL OF GROUP IN ZONE GROUP ALIVE [OR] UNIT INSIDE ZONE GROUP ALIVE > GROUP DEACTIVATE GROUP DEACTIVATE Yup, it seems like it needs that deactivate order TWICE. One had it deactivate only once. With two actions it keeps on deactivating like a Duracell bunny. :D I still can't believe I did it! baltic_dragon, big kudos and thanks to you for pointing me in the right direction, thanks! :beer: Now off to populate the mission with senseless AI flights. :D :pilotfly:
Stonehouse Posted December 10, 2015 Posted December 10, 2015 Could you add a DO SCRIPT as a trigger action and have do Unit.getByName('whatever tu160 unit name is'):destroy() end destroy() was how I was cleaning up planes that had taxied in and shutdown after landing in GCICAP. They just disappear. <edit> lol you posted that you had an answer just as I posted.
tovivan Posted December 10, 2015 Author Posted December 10, 2015 Could you add a DO SCRIPT as a trigger action and have do Unit.getByName('whatever tu160 unit name is'):destroy() end destroy() was how I was cleaning up planes that had taxied in and shutdown after landing in GCICAP. They just disappear. <edit> lol you posted that you had an answer just as I posted. Solved my problem, but will definitely keep your version written down, thanks! :)
baltic_dragon Posted December 11, 2015 Posted December 11, 2015 Okay, I got it working! :joystick: I did it by changing the first trigger into more complex: CONTINUOUS ACTION > ALL OF GROUP IN ZONE GROUP ALIVE [OR] UNIT INSIDE ZONE GROUP ALIVE > GROUP DEACTIVATE GROUP DEACTIVATE Yup, it seems like it needs that deactivate order TWICE. One had it deactivate only once. With two actions it keeps on deactivating like a Duracell bunny. :D I still can't believe I did it! baltic_dragon, big kudos and thanks to you for pointing me in the right direction, thanks! :beer: Now off to populate the mission with senseless AI flights. :D :pilotfly: Hey! Glad it worked! :thumbup: For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel. Details about the WinWing draw can be found here. Also, please consider following my channel on Facebook.
Pikey Posted December 11, 2015 Posted December 11, 2015 I just ran the respawn unit line and the original one disappeared. No explosion required ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
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