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Posted

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.

Posted
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.

Posted
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

Posted
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.

Posted

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.

Posted
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!

Posted

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

 

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Posted
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]sigpic65507_1.gif[/sIGPIC]

Posted
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]sigpic65507_1.gif[/sIGPIC]

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