KittyVCAW-1 Posted July 8, 2019 Posted July 8, 2019 I'm pretty positive this is user error but I can't figure it out. I'm sorry if I'm not explaining this clearly I'm not the best at that. Basically I have a group of ground targets. I want to have a 50/50 probability that attacking these targets could launch an enemy plane in response. First I have a Mig-29 set to LATE ACTIVATION on an airfield. I have a trigger that says "if group alive less than 100 then throw a flag with a random value between 0-10." Then a second trigger "if flag is less than 6 activate group Mig-29." But as soon as the mission starts he starts his engine and starts flying. If I remove that Task Push "activate group" he never starts up. So what am I missing because in my head this should be working. Thanks if you can help me. Nobody likes me because I'm unsafe.
dark_wood Posted July 8, 2019 Posted July 8, 2019 (edited) Hi, can you be more clear about "Task Push "activate group""? This option is usually used if you checked "uncontrolled". For "Late activation" just do: ONCE > second flag is less than 6 > group activate Mig-29 Maybe you should set that random flag to be 0 or 1, then just do: ONCE > second flag value equals 1 > group activate Mig-29 and also check the other option (for debugging): ONCE > second flag value equals 0 > message: "Flag value is 0 - no Mig-29" Test the mission several times, to see that random flag works. Edited July 10, 2019 by dark_wood
dorianR666 Posted July 9, 2019 Posted July 9, 2019 thats because all flags are 0 by default so if you are checking for "< 6" than that condition will be true right at the beginning of the mission CPU: AMD Ryzen 5 1600X GPU: AMD RX 580
wfg.Reaper Posted July 9, 2019 Posted July 9, 2019 @Jonnie2Bad Here is a quick way of doing what your asking about, .miz attached.Spawn 50-50.miz
KittyVCAW-1 Posted July 10, 2019 Author Posted July 10, 2019 thanks boys will take all this and see what i can do with it and report back maybe tomorrow. Nobody likes me because I'm unsafe.
KittyVCAW-1 Posted July 12, 2019 Author Posted July 12, 2019 Thanks for this working as desired now. Took me a few days to find the time but thanks again. Nobody likes me because I'm unsafe.
KittyVCAW-1 Posted July 27, 2019 Author Posted July 27, 2019 so after testing this unit spawns every time regardless of what i set the probability to. Also tried just having him activate after 5 seconds from mission start and he never activates. This editor is the most frustrating thing I've ever tried to use nothing works as advertised it seems. Can anyone help? 1. test.miz this is me just trying to get a unit to spawn after the mission begins....nothing ever happens. I dont get it? 2.Training.miz This is my retarded attempt at a mission. I want the mig to have a random chance of spawning when you attack a group of apv. He spawns every time regardless of what the flag value is set at. Makes zero sense to me.test.mizTraining.miz Nobody likes me because I'm unsafe.
near_blind Posted July 28, 2019 Posted July 28, 2019 1) In Test.miz you used a trigger type of "mission start". The trigger runs at the start of the mission (when time is zero) to check if time is more than ten. This condition can never be satisfied, so the MiG never activates. Switching the trigger type to Once fixes this. 2) I couldn't open your second mission, it's got a mod I don't have. I've attached an example of a mission that does what it sounds like you're trying to do. There are a group of BTR-80s. If they take casualties, a flag is set to a random value between 1 and 100. If the flag value is greater than 50, it spawns a MiG-29.Rando Example.miz
KittyVCAW-1 Posted August 2, 2019 Author Posted August 2, 2019 thanks for your reply I understand about mission start trigger now. Second issue i think i had a string of really good luck. I just have the random value set between 1 and 5 and landing on 3 activates. I had six flights in a row where he spawned each time. It looks like its working alright now. I should have bought a lottery ticket i think. Nobody likes me because I'm unsafe.
ahmad.skywalker Posted August 20, 2019 Posted August 20, 2019 Hi, when i use late activation, unit is invisible until i activate it. is this possible that late activated objects stays visible before activating?
ahmad.skywalker Posted August 21, 2019 Posted August 21, 2019 ok. i found a solution. but not completely. i set its fuel to 0 so it will not turn on its engines(aircraft is not set to late activation in this way). but i need after my aircraft reaches to taxiway(in a small trigger zone), AI aircraft's fuel becomes 100% and starts the engines. any solution?
dark_wood Posted August 22, 2019 Posted August 22, 2019 https://forums.eagle.ru/showthread.php?t=190880
Recommended Posts