Galwran Posted July 24, 2016 Posted July 24, 2016 Hi, what would be the best way to know if certain aircraft shelters are destroyed? Can I for example place planes inside? I would like to build a mission in which the task is to attack on a base and destroy the sheltered planes. The mission would be succesful if certain % is destroyed. But if I recall correctly, you cannot trigger events by destroying buildings that are on the map. Same goes for other per-set base resources like the trucks.
71st_AH Rob Posted July 24, 2016 Posted July 24, 2016 You could try placing a static aircraft in the parking space that are shelters and check to see if they are destroyed.
Galwran Posted July 27, 2016 Author Posted July 27, 2016 You could try placing a static aircraft in the parking space that are shelters and check to see if they are destroyed. Sadly the first test was not succesful. I set an AI plane in the shelter to deactivate on mission start. I wasn't able to destroy the shelter with 4 MK84s, weird.
71st_AH Rob Posted July 27, 2016 Posted July 27, 2016 Sadly the first test was not succesful. I set an AI plane in the shelter to deactivate on mission start. I wasn't able to destroy the shelter with 4 MK84s, weird. Try a static one instead. Also try your deactivated AI in an open spot on the ramp and see if you get a different result from inside the shelters
Galwran Posted July 27, 2016 Author Posted July 27, 2016 Try a static one instead. Also try your deactivated AI in an open spot on the ramp and see if you get a different result from inside the shelters I'm afraid that static planes cannot be parked inside the shelters. At least I failed to do so.
feefifofum Posted July 27, 2016 Posted July 27, 2016 Place an AI flight and select "Takeoff from ramp." Place your AI flight in the desired parking space and check the "Uncontrolled" box. Now the plane will be detectable as damaged/destroyed and parkable like a live unit but the AI won't do anything besides sit in the cockpit and pick their nose. :) If you want them to say start up and try to take off after the first couple of bombs hit, just program a flight plan and use the trigger "AI Task Push -> Group name - > start" when you want them to move. THE GEORGIAN WAR - OFFICIAL F-15C DLC
Galwran Posted August 1, 2016 Author Posted August 1, 2016 Place an AI flight and select "Takeoff from ramp." Place your AI flight in the desired parking space and check the "Uncontrolled" box. Now the plane will be detectable as damaged/destroyed and parkable like a live unit but the AI won't do anything besides sit in the cockpit and pick their nose. :) If you want them to say start up and try to take off after the first couple of bombs hit, just program a flight plan and use the trigger "AI Task Push -> Group name - > start" when you want them to move. Thanks, this worked!
Pikey Posted August 2, 2016 Posted August 2, 2016 You can test static object destruction with MIST fairly simply, to get things like houses and bridges. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
Steggles Posted August 4, 2016 Posted August 4, 2016 Also using MIST - you could use the GetDeadMapObjsInZones function. Have a few trigger zones covering the shelters, and run that function on the zones and count how many are destroyed. I use this function a lot normally for taskings to destroy a particular building within a town, or a particular bridge etc. All depends on preference what way you want to go about it. -16AGR- 16th Air Guards Regiment is always looking for pilots - http://www.16agr.com EWRS - Early Warning Radar Script Specs: Gigabyte Sniper Z5-S Intel i5-4670k 3.4GHz OC'd 3.9GHz w/ Thermaltake 120mm Water 3.0 Pro Liquid CPU Cooler 16GB RAM Gigabyte GTX 1080 TM Hotas Warthog: SN: 06976 Saitek Pro Flight Combat Rudder Pedals TrackIR5 with TrackClipPro & Oculus Rift 2x 28" 4k UHD Monitors (3840x2160 each) + 1280x1024
Ripcord Posted August 5, 2016 Posted August 5, 2016 the AI won't do anything besides sit in the cockpit and pick their nose. :) Hmmm, I thought the AI nose-picking was broke in the last release. Will have to try this. Or maybe I am confusing it with something else. : ) [sIGPIC][/sIGPIC]
Ripcord Posted August 5, 2016 Posted August 5, 2016 If you want them to say start up and try to take off after the first couple of bombs hit, just program a flight plan and use the trigger "AI Task Push -> Group name - > start" when you want them to move. That would be a cool idea. Then you'd have to really hustle to hit them before they got airborne. [sIGPIC][/sIGPIC]
feefifofum Posted August 8, 2016 Posted August 8, 2016 Only in alpha, nose picking confirmed in 1.5.4. :lol: THE GEORGIAN WAR - OFFICIAL F-15C DLC
Recommended Posts