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Alert take off with plane already visible at mission start


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Posted

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

Posted
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.

Posted (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 by toutenglisse
Posted
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.

Posted
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).

Posted
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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