Jump to content

Visible Before Activation for AI air units?


Go to solution Solved by rob10,

Recommended Posts

Posted

I would like to setup a scenario where blue forces are scouting an enemy helo pad with a Hind sitting on the pad.  Enemy ground units are spotted running to the Hind, and when they get there, the helo activates and begins starting up.  If the infantry units don't get there, the helo doesn't start up.  If the helo is destroyed before they get there, they are left standing on the pad without a ride.

I'm not seeing an option for "Visible Before Activation" for air units like there is for ground units.

I'm also not seeing a way to trigger "AI OFF" or "AI ON" to hold the startup from happening automatically.

I could use Late Activation for the helo until the infantry arrives, but then the helo pops into existence in front of your eyes.

Is there a way to accomplish what I am looking to do with simple triggers in the ME?

Posted
2 hours ago, Floyd1212 said:

I would like to setup a scenario where blue forces are scouting an enemy helo pad with a Hind sitting on the pad.  Enemy ground units are spotted running to the Hind, and when they get there, the helo activates and begins starting up.  If the infantry units don't get there, the helo doesn't start up.  If the helo is destroyed before they get there, they are left standing on the pad without a ride.

I'm not seeing an option for "Visible Before Activation" for air units like there is for ground units.

I'm also not seeing a way to trigger "AI OFF" or "AI ON" to hold the startup from happening automatically.

I could use Late Activation for the helo until the infantry arrives, but then the helo pops into existence in front of your eyes.

Is there a way to accomplish what I am looking to do with simple triggers in the ME?

Set it as UNCONTROLLED and use a trigger to start it when you want.  NOTE: currently there is a MP bug where if you have any uncontrolled aircraft clients may get some blinking of objects in game.  ED is working on it and I think are hoping that it will be fixed next patch.

  • Like 1
Posted
56 minutes ago, rob10 said:

Set it as UNCONTROLLED and use a trigger to start it when you want.

Thanks for the reply.

I see the option for UNCONTROLLED, but what trigger action is used to get it activated?

  • Solution
Posted
1 hour ago, Floyd1212 said:

Thanks for the reply.

I see the option for UNCONTROLLED, but what trigger action is used to get it activated?

UNCONTROLLED OPTION – using this the aircraft will be visible at mission start
- it will not do anything (won’t start or move) until it is given a PUSH command with trigger
- these aircraft can be destroyed on the ground at any time from mission start
- in AIRCRAFT TRIGGERS (third tab), ADD – PERFORM COMMAND / START
- in your triggers, set ACTION as AI TASK PUSH, in dropdown select desired UNIT NAME / 1.START
NOTE: UNCONTROLLED AIRCRAFT will NOT perform any Advanced Waypoint Actions until they become controlled (even if these are set on WP 0). For example, an uncontrolled aircraft with an Advanced Waypoint Action of “invisible” on WP 0 WILL NOT become invisible UNTIL they are controlled.

Posted

It's very handy function (barring the current blinking issue).  A side benefit is because they are actual "units" they show up in Tacview.  The pretzels I contorted myself in to make this work with triggers before I learned about this function ..... 😳.  Glad to help!

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...