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Posted

I wanted to make a simple mission to practice interception against two groups of F-15C AI. With the first group is all right, but the second group is not going to be activated.

 

The condition for activating the second group is all of the red coalition are dead, or anyone from the red coalition went into the zone activation. I've tried various combinations but second group will not be activated. :(

 

Would anyone want to help me? The mission is attached.

A-A_2x4F-15AI.rar

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Posted (edited)

Not anyone, than all in red coalition is dead. I need this so I don't have to often restart the mission. TY

Edited by kobac

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Posted

This will be difficult, as non-activated groups are not counted as "Dead". Also I think when a client respawns the group will stop being dead. So the only way this would work is for every slot to be spawned in, and for all the clients to be killed.

 

But, I don't quite understand why you want to activate the second blue group when all red (i.e. clients) are dead. It would seem to make more sense to me that you activate the second blue group when the first blue group are dead; possibly also requiring a red player to be in the activation zone?

Posted

Because I don't want to restart mission to often, and when the first group of blue kill us all, we just change slots and take off again.

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Posted

Still don't understand why you would want to activate the next blue group while the first one is still alive, though.

 

I think your best bet would be to make a large zone covering the entire 'combat area' (i.e. not including the airbases you spawn on), and use a "PART OF COALITION (red) IN ZONE" 'switched condition' trigger to increment a flag.

 

That way, when a red player enters the zone, flag gets increased (to 1 initially). Then you can have a normal 'once' trigger with condition "flag value equals 1" to activate the first AI group. Another 'once' trigger condition "flag value equals 2" to activate the second AI group, etc.

 

To spawn the next group, all red players will need to exit the zone (so that the condition of the "switch condition" trigger is no longer true), and then one of them re-enter (making it true again). If everyone gets shot down, that counts as "exiting the zone". If someone survives, they just can fly back to the base area to meet up with the respawning players, thus exiting the zone.

 

Or you could use a smaller zone that people will probably no longer be in once the combat starts.

 

This would probably be the easiest way to set it up without using a dynamic group creation script, which would allow you to spawn infinite groups. It would be fairly easy to add several waves this way, potentially with different numbers of enemies and different weapon loadouts to make it progressively more difficult.

Posted

MISSION START -> NO CONDITION -> DOSCRIPT FILE (GET MIST FROM HERE : https://github.com/mrSkortch/MissionScriptingTools/releases/tag/4.1.61)

 

ONCE -> PART OF BLUE COALITION IN ZONE (COMBAT ZONE) ->ACTIVATE GROUP1

SWITCHED CONDITION -> GROUP #1 DEAD -> DO SCRIPT (if not Group.getByName('GROUP1') then

mist.respawnGroup('GROUP1', true)

end)

 

This assumes you name your enemy group "GROUP1"

 

nomdeplume is correct - respawning bad guys without needing to restart a mission is most easily achieved with the MIST scripting function. If you learn the technique above, it will make this /all future mission making infinitely easier.

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Posted

Ahh ... now I have to study and MIST. I'll see if it can be easier, thank you anyway.

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Posted

The problem is the situation you're describing can lead to your own group being severely outnumbered. If 4 bandits shoot you down, and you spawn 4 more next time you take off, this could quickly lead to big problems for you.

 

You are better off telling your hostile group to orbit an area and SEARCH THEN ENGAGE IN ZONE (delete the default CAP advanced waypoint action), then spawning a second group of bandits when the first is dead. This way it won't even be relevant where everyone is; as long as you don't fly into the engagement zone bandits will just orbit.

 

Of course, if you want to do things this other way that's your call but it sounds a little convoluted for creating a simple dogfight map. :)

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