Griefhard Posted August 4, 2022 Posted August 4, 2022 Hi there, this problem is driving me insane. I have tried various hours now with and without MIST, but I cannot get it done. Hopefully someone can please help me... I want to "simply" despawn and respawn an AI-group. Regardless of it's status. It could be damaged, killed or perfectly healthy. With either a trigger zone or a F10 menu item I just want to first despawn, then respawn the said group. Example/Actual Task: I have set up an SA-6 Site and called the group of 11 vehicles "SAM SA-6 Group 1". Now if I want to practice (multiplayer with a friend) SEAD operations with HARM, I would be able to just respawn this group, after the search radar is destroyed. All other vehicles could very well be perfectly healthy, but I would like to reset that one group to fully operational with all units. Maybe someone can help, I would very much appreciate that. Thanks!
cfrag Posted August 4, 2022 Posted August 4, 2022 Perhaps try this. Use Communication-->Spawn SAMs-->SAM6 or SAM10 to spawn/re-spawn Uses DML. Everything happens via the trigger zones. Spawn SAM on Demand.miz 1
cfrag Posted August 4, 2022 Posted August 4, 2022 (edited) I just realized that maybe I should briefly explain a bit better how this mission works. Look at the SAM10 Cloner trigger zone. You'll notice that there are three attributes added to the zone. This is what DML uses to activate special functionality There are three attributes: cloner - this tells DML that any unit inside the zone is to be converted to dynamic spawns, that spawn on demand. When the mission starts, they are removed and put into 'cold storage' (as a template) so any time the spawner is ordered to spawn, it creates a copy from the template clone? - (mind the question mark at the end) this tells the cloner which flag to look for. A change in value for that flag tells the cloner to create a new set of clones. The flag it looks for is 'spawn10' - a named flag which are possible now in DCS since around May preWipe - this is an option that allows the cloner to first complete wipe (remove) the last spawn before spawning a new one. It defaults to no, so we set it to yes So where does the flag change on "spawn10" come from? Look at the "Spawn Menu" trigger zone's attributes, and I'm so that you'll figure it out in a few seconds. Edited August 4, 2022 by cfrag 1
Griefhard Posted August 4, 2022 Author Posted August 4, 2022 Thank you - I'll check it out later, when haven access to my home computer. Will report back, if it worked for me.
Griefhard Posted August 4, 2022 Author Posted August 4, 2022 (edited) Wow - that really works fine! Damn fine piece of work, you did there. And easy to use and easy to understand! One more question (I need to look at the manual), but: Can you do it that on init, the units are already placed? **Edit: Found it in the documentation! Thanks again! Great piece of work! Edited August 4, 2022 by Griefhard
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