TheTrooper Posted May 22, 2022 Posted May 22, 2022 (edited) Hi Everyone, wonder if anyone has done this. I'll give the scenario. There's a command centre at an airbase. If it is not destoyed & blue is in a zone then enemy aircraft will spawn at a randon interva (only if the first group is dead)l. If command centre is dead then no more spawns. Any ideas? Edited May 22, 2022 by TheTrooper additional requirements ----------------------------------------------- Intel® Core™i7 Quad Core Processor i7-6700 (3.4GHz) 8MB Cache | 32GB HyperX FURY DDR4 2133MHz | MSI GeForce RTX 2070 ARMOR 8G |SSD 1TB 970 EVO Plus M.2
cfrag Posted May 23, 2022 Posted May 23, 2022 That can't be easily done with plain ME, using Frameworks it becomes trivial. I'll see if I can throw together a quick demo based on DML (obviously, Mist or MOOSE will work equally well).
cfrag Posted May 23, 2022 Posted May 23, 2022 OK, as promised a short demo (see enclosed .miz). Fly the blue Frogfoot. There's a red Albatross (L-39) that respawns after each kill in random intervals (currently set from 1-3 seconds, you can change that in the delayTime attribute of the "Delay Respawn" zone) as long as the "Commander Kill Me" group is still alive. Once you kill that, respawning stops - what we have is basically an endless respawn loop that can be stopped with a switch. You can adapt that pattern easily to your own needs (e.g. instead of starting a new spawn after killing the L-39. use a regular pulser to spawn an aircraft every random interval, etc.). This mission uses DML, so all your settings are done in Trigger Zones via attributes (simply click on the zones) Below a more elaborate description of what happens: An enemy (ROE Weapons Hold) Su-25T is on an endless respawn loop (cloner-->delay->gated switch->cloner). The loop is broken when the "Commander Kill Me" group is destroyed, which closes the gate, preventing respawn requests to flow through the gated switch. the cloner spawns an L-39C at start, and every time it receives a signal on the "createNewClone" flag when the cloner detects that its clone (the red L-39) has died, it sends a signal via the "ACdead" flag when the delayFlag detects the signal on ACdead, a delay ist started. The delay is randomized from 1-3 seconds (timeDelay attribute) after the delay has run down, the a signal is generated on with the "requestRespawn" flag the requestRespawn flag is run through the (gated) changer, which simply passes it on to the cloner to trigger a new respawn when the gate is open (default). this is basically a standard delayed endless respawn loop UNLESS, of course, the changer is turned off, closing the gate. In that case, the endless loop is broken, and the requestRespawn signal can't flow through the gate.. So what closes the gate? Destroying the "Commander Kill Me" group, which is tracked by the group tracker and sends a signal on the "CommanderDead" flag when the group is destroyed. I've left the verbose flags from most zones on, so you can better track what's going on. Obviously, in a released mission, you'd set verbose to 'no' for the zones. Cheers, -ch Stop the Respawn!.miz
TheTrooper Posted May 23, 2022 Author Posted May 23, 2022 43 minutes ago, cfrag said: OK, as promised a short demo (see enclosed .miz). Fly the blue Frogfoot. There's a red Albatross (L-39) that respawns after each kill in random intervals (currently set from 1-3 seconds, you can change that in the delayTime attribute of the "Delay Respawn" zone) as long as the "Commander Kill Me" group is still alive. Once you kill that, respawning stops - what we have is basically an endless respawn loop that can be stopped with a switch. You can adapt that pattern easily to your own needs (e.g. instead of starting a new spawn after killing the L-39. use a regular pulser to spawn an aircraft every random interval, etc.). This mission uses DML, so all your settings are done in Trigger Zones via attributes (simply click on the zones) Below a more elaborate description of what happens: An enemy (ROE Weapons Hold) Su-25T is on an endless respawn loop (cloner-->delay->gated switch->cloner). The loop is broken when the "Commander Kill Me" group is destroyed, which closes the gate, preventing respawn requests to flow through the gated switch. the cloner spawns an L-39C at start, and every time it receives a signal on the "createNewClone" flag when the cloner detects that its clone (the red L-39) has died, it sends a signal via the "ACdead" flag when the delayFlag detects the signal on ACdead, a delay ist started. The delay is randomized from 1-3 seconds (timeDelay attribute) after the delay has run down, the a signal is generated on with the "requestRespawn" flag the requestRespawn flag is run through the (gated) changer, which simply passes it on to the cloner to trigger a new respawn when the gate is open (default). this is basically a standard delayed endless respawn loop UNLESS, of course, the changer is turned off, closing the gate. In that case, the endless loop is broken, and the requestRespawn signal can't flow through the gate.. So what closes the gate? Destroying the "Commander Kill Me" group, which is tracked by the group tracker and sends a signal on the "CommanderDead" flag when the group is destroyed. I've left the verbose flags from most zones on, so you can better track what's going on. Obviously, in a released mission, you'd set verbose to 'no' for the zones. Cheers, -ch Stop the Respawn!.miz 112.57 kB · 0 downloads Ah cool, I'll have a look later ----------------------------------------------- Intel® Core™i7 Quad Core Processor i7-6700 (3.4GHz) 8MB Cache | 32GB HyperX FURY DDR4 2133MHz | MSI GeForce RTX 2070 ARMOR 8G |SSD 1TB 970 EVO Plus M.2
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