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Posted

So, I'm trying to do what I call a 'Liberation' Mission where one side is trying to take over air bases and such, but I'm running into an issue:

What I want to do is make it where when Saipan Airport is captured by the Allies (Blue Force), they get their land-based fighters available for use. I've set the script where if the area is cleared of Axis (Red Force) troops, and only Allied troops are in it, the groups in question activate, and are available for use. However, in a test, all it does is go "Your flight is delayed, please wait". Does anyone know how best to fix this so that I can make this work right?

Posted

I thought that the "Delayed" message comes up when the parking locations for the slots are all occupied. What is your method to block the flights? Can you set up a mission to test your method on a an airfield that is only occupied by a single unit and then 'liberated'? 

Posted
5 hours ago, cfrag said:

I thought that the "Delayed" message comes up when the parking locations for the slots are all occupied. What is your method to block the flights? Can you set up a mission to test your method on a an airfield that is only occupied by a single unit and then 'liberated'? 

I'll run a test and get some screenshots

Posted

OK, so, my first test shows that when they 'start from ramp', it works, but when it 'starts from ground', it doesn't.

20220102211420_1.jpg

and here's how I set up the triggers for the test

20220102211425_1.jpg

Posted (edited)

It was a bit difficult to follow what the problem actually was, but with some testing i found out what you meant. 

So the problem here is actually that, when a plane's skill level is set to 'client', AND is late activated. Once you jump in, you get a delay message stating that 'your flight is delayed'. If, while sitting in that client, a trigger is activated activating that group, the plane spawns in.

However, if you try to jump in that group with 'choose role' AFTER the trigger has activated the group, you don't spawn in and you get an infinite 'your flight is delayed' message and you never spawn in.

Does that about sum it up?

Also, i wasn't able to reproduce your test stating that it works when starting from ramp. Whether starting from ramp or ground, both cases were the same for me. as long as try to take control after the trigger happens, the flight is infinitely delayed.

 

ok, having tested all that, i can see why this isn't working. Since a group wont spawn in before a player takes control, the late activation flag doesn't really exist, and so the trigger doesn't actually trigger it. When you do take control, the flag is set but the trigger has already happened. So you have to wait for another trigger.

 

Though not ideal, i can think of 2 workarounds for this:

1) when the base is captured, setup a continuous loop (every 10secs or so) that keeps triggering the activation. This mean you have to wait a max of 10 secs when you try to jump in those planes. (tested this, it works)

2) remove the late activation flag, but block the planes in with static objects so they are unusable. Then use a trigger to remove those objects when you want them to be usable. this also works, but is probably less elegant. 

 

Also, there  is this:
https://github.com/ciribob/DCS-SimpleSlotBlock/blob/master/SimpleSlotBlockGameGUI.lua
 

maybe that helps?

 

Edited by nighteyes2017
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