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Uncontrolled option for "my plane".


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Posted

Hello, a long time ago this option was available for "my plane" which was set to "takeoff from ramp", that is, my plane would start after "X" seconds or some other option that I put the trigger on, but I can't do it anymore .

I am referring to the "uncontrolled" option and not the "late activation" option, of course I put the "start" option in the triggered actions.

On AI planes it works perfectly but on "my plane" it doesn't work.

Will this be solved?

Thanks in advance for your answers.

(Google translator)

Posted
16 hours ago, curioso007 said:

On AI planes it works perfectly but on "my plane" it doesn't work.

Just to make sure: are you saying that a player-controlled plane, after the player entered the cockpit, just sat there, and then, without player intervention, sprung to life, started itself up and maybe even started taxiing? Personally, I can't remember that, must have been a long time ago. Mission-design wise I am not sure that such a feature makes sense. When and how does the game hand over to the player?

Posted
57 minutes ago, cfrag said:

Just to make sure: are you saying that a player-controlled plane, after the player entered the cockpit, just sat there, and then, without player intervention, sprung to life, started itself up and maybe even started taxiing? Personally, I can't remember that, must have been a long time ago. Mission-design wise I am not sure that such a feature makes sense. When and how does the game hand over to the player?

Is there a simple piece of script that once an AI plane starts up you can 'TAKE CONTROL' without using the existing ESCAPE and  'TAKE CONTROL' ?

Posted (edited)
1 hour ago, buceador said:

Is there a simple piece of script that once an AI plane starts up you can 'TAKE CONTROL' without using the existing ESCAPE and  'TAKE CONTROL' ?

Not that I know of. AFAIK it's impossible for players to take control of an AI plane. Any plane that you can take control of must be of skill player (single-player only) or 'client'. If you have CA, you can take control of some ground vehicles, but that is hardly what you are looking for.

There are some scripts that can replace player planes (clients) with static planes until the player jumps into the cockpit - is that what you are looking for?

Edited by cfrag
Posted
33 minutes ago, cfrag said:

is that what you are looking for?

This is something I started a couple of years ago, I wanted the pilots to run to the planes, get onboard and take off with one of the planes being PLAYER once aboard, I abandoned it because I couldn't find a solution...

Pilots part 1.miz

Posted
6 minutes ago, buceador said:

I wanted the pilots to run to the planes,

I'm sorry, but silly me does not know what that means. How do players run planes? Something like tow them out of the hangar, gas them up, inspect and then climb aboard? 

Posted (edited)
5 minutes ago, cfrag said:

How do players run planes?

Run the .miz file - 2 pilots run towards the planes. they then 'disappear' and appear inside the aircraft which then starts up and taxxis out...

Edited by buceador
Posted (edited)
38 minutes ago, buceador said:

2 pilots run towards the planes.

Two players run towards a plane or do AI the running (and if so, what are the players doing at that point in time)? Unless those two are Igla- or Stinger-equipped Infantry units, and both players have CA, that idea dies right there

38 minutes ago, buceador said:

they then 'disappear' and appear inside the aircraft which then starts up and taxxis out...

Again, who controls those plane(s) (is it one multi-crew plane, and if so, who controls which role is assigned to whom?)? Does AI then control or (on of) the players? For players, that is not possible in DCS right now, the most that you can hope for is to kick a player (Igla/Stinger-equipped, moving about the airfield) back to slot selection when they get close enough to an aircraft. Unless you are also server-scripting (meaning the miz must run in multiplayer, and requires a dedicated server-script for that mission and that miz interacts with the server script), you cannot force a player into a player slot. So if you are up to some server scripting, you may want to look at net.force_player_slot() (see here). In all, miz that require bespoke server scripts aren't popular, for obvious reasons. Oh, and you need to place a static stand-in for the player aircraft while the players are not inside the cockpit.

38 minutes ago, buceador said:

Run the .miz file

Sorry, my DCS installation is currently not available.

Edited by cfrag
Posted (edited)

Hello,

hace 4 horas, cfrag dijo:

Just to make sure: are you saying that a player-controlled plane, after the player entered the cockpit, just sat there, and then, without player intervention, sprung to life, started itself up and maybe even started taxiing? Personally, I can't remember that, must have been a long time ago. Mission-design wise I am not sure that such a feature makes sense. When and how does the game hand over to the player?

No, what happened is that when starting the mission the plane appeared on the ramp and turned off, with the cockpit open but without a pilot, after about "X" seconds or another trigger option I appeared inside the plane ready to turn it on, anyway than with the AI planes but with me as the pilot.

Thanks for your responses.

(Google translator)

Edited by curioso007
Posted
2 minutes ago, curioso007 said:

No, what happened is that when starting the mission the plane appeared on the ramp and turned off, with the cockpit open but without a pilot, after about "X" seconds or another trigger option I appeared inside the plane ready to turn it on, just like AI planes but with me as the pilot.

Ah, now I understand, thank you! OK, so this would be only single-player, with a specific plane (no choice between planes nor crew positions). Since for single-player you can't invoke net.force_player_slot() I don't think it's possible at the moment to do something like that; in single-player you must always occupy an aircraft (but maybe CA works in single-player to allow you to 'drive' to the slot? The transition would have to be manual, though.

Posted

Thank you for all your input!  The bottom line is that ( once again) it is not possible due to the (somewhat) archaic design of ME.  I could get around it cinematically id STATIC objects were allowed to have LATE ACTIVATION / GROUP ACTIVATE / DEACTIVATE - I don't understand why these states cannot be applied to statics? 

(Quick video for @cfrag to see)

 

  • Solution
Posted
Just now, buceador said:

Quick video for @cfrag

Thank you! I've downloaded the Miz that you kindly provided. It relies (as far as I can tell) on @SUNTSAG's Pilot Ground Mod (availability unclear, I don't have it), which AFAICT is a ground unit mod, not intended to be a player controlled unit. 

 

2 minutes ago, buceador said:

I could get around it cinematically id STATIC objects were allowed to have LATE ACTIVATION / GROUP ACTIVATE / DEACTIVATE - I don't understand why these states cannot be applied to statics?

I believe that this feature was promised some time ago (active static to AI). But that's not for player aircraft. DCS unfortunately makes really big distinctions between player-controlled aircraft and AI. You can, however, put down a static plane as stand in for players, and simply remove that static at the 'birth' event when the player plane pops in. If you are going for cinematics, you'll then have to remove the small 'blip' when the planes are exchanged.

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