CougarFFW04 Posted October 28, 2021 Posted October 28, 2021 Hi everyone, I would like to be able to do the following scenario where a flight takes off to intercept another flight if there is an enemy incursion in a given area with the pre-requisite that the interceptor planes are visible from the start of the mission. My problem is not in the realization of this task (easy with a simple trigger) but rather the fact that for the planes to be visible in the parking slot since the beginning of the mission it is necessary to choose a "stopped engine departure" and of course it is not what we expect for planes taking off on alert... How to do it ? Thanks
toutenglisse Posted October 29, 2021 Posted October 29, 2021 2 hours ago, CougarFFW04 said: ...How to do it ?... Hi, you can put a soldier in front of each hot start plane, with a wpt to go away from plane's nose. Set a "once" trigger, conditions - time > 1, actions - Group stop (for each soldier). When your enemy group triggers the "alert", set actions - Group resume (for each soldier). This way the soldiers will prevent planes to move before alert is triggered.
dark_wood Posted October 29, 2021 Posted October 29, 2021 Why don't you use "Start" option, combined with uncontrolled option and a flag? See here: Hope it helps
toutenglisse Posted October 29, 2021 Posted October 29, 2021 (edited) 6 hours ago, dark_wood said: Why don't you use "Start" option, combined with uncontrolled option and a flag? See here: ... I understand that OP knows it, but as it is only possible with a "cold start" jet it needs 2mn to start engine when "alert" is triggered, instead of instantly taxiing to runway. The other possibility, other than using a soldier, is to use script, but it means scripting everything because dynamically created units can only be handled during mission by script. Example here in this short track : (1st Viper is ME created and blocked by soldier until "alert" flag is triggered at 8-10 seconds, 2nd is scripted - "uncontrolled" at first then replaced by a "hot start" one when "alert" flag turns true) Vipers-alert-ready-ME-or-Script.trk Edited October 29, 2021 by toutenglisse
dark_wood Posted October 29, 2021 Posted October 29, 2021 35 minutes ago, toutenglisse said: I understand that OP knows it, but as it is only possible with a "cold start" jet it needs 2mn to start engine when "alert" is triggered, instead of instantly taxiing to runway. Well, 2 minutes isn't that long, and it will be more realistic, no one keeps fighters with started engines for alarms Just trigger an alarm sound, put some soldiers/techs to run, vehicles to move away and you have the scene ready to go But, of course, you can delay it with a soldier placed in front, that is the easiest way to do.
toutenglisse Posted October 29, 2021 Posted October 29, 2021 45 minutes ago, dark_wood said: Well, 2 minutes isn't that long, and it will be more realistic, no one keeps fighters with started engines for alarms Yes but I don't know, maybe depends on the type of alert (Top Gun reference lol : when Mav' is on "alert 5" on the deck, he is already engines idle on the catapult, until Ice' situation requires the launch).
CougarFFW04 Posted October 31, 2021 Author Posted October 31, 2021 On 10/29/2021 at 8:16 AM, dark_wood said: Why don't you use "Start" option, combined with uncontrolled option and a flag? See here: Hope it helps Exactly what I was doing and it's the problem... I want rapid reaction and no time waisted to spart-up engine.. On 10/29/2021 at 2:47 AM, toutenglisse said: Hi, you can put a soldier in front of each hot start plane, with a wpt to go away from plane's nose. Set a "once" trigger, conditions - time > 1, actions - Group stop (for each soldier). When your enemy group triggers the "alert", set actions - Group resume (for each soldier). This way the soldiers will prevent planes to move before alert is triggered. Workaround I ws looking for. Thanks
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