Jump to content

Recommended Posts

Posted

I need to make tests again because I didn't managed to disable a client's aircraft after a player jumped in the cockpit...

 

Grimes could you please share a test mission, so we can easily understand how to set it up ?

Proud to be a [sIGPIC][/sIGPIC] :joystick::pilotfly::book:

Posted

Maybe we should just have the choppers active at Kras and Maykop from the start. If they are not captured yet enemy ground units will shoot at you. When they are captured you are good to go. Nice though Nem, thanks.

 

The only issue with that (were it to work) is that, since you have possibly deactivated the unit, it cannot be activated again as per the original issue.

 

I strongly suspect you cannot Activate / Deactivate clients (I remember testing this out in 1.01 , and I didnt see any changes to this in the 1.02 release notes)

 

Crunch, could it be achieved in this way...?

 

- The Client units to be "activated" must be on a FARP and not an airfield

- Set front condition / switch trigger (if client x in zone AND flag y THEN message"..not yet avazilable")

- Client set to 0% fuel and no weapons loadout

- On "activation", actually only activate refuelling and re-arming units around the farp, and unset flag Y

 

In this way, the units can be spawned in at any time, but can only be started and flown when "available"..... client will haveto fuel up and arm.

 

not very clean, but a possiblity.

 

Problem with using an airfield, is that all services (fuel, Ammo, radios) are automatically available.

Posted

I wont share a mission, but its very very simple to setup and test.

 

So this is assuming you want to have a spawn point that is captured and becomes available mid-game. Theres a couple different things to keep in mind. Firstly, you cannot have both coalitions spawn at the same base/farp. Even giving them a landing waypoint could easily screw things up. This is because of airbase ownership rules built into the game. The ownership rules are tricky to get around, especially for airbases if you don't want people to land there midgame to grab fuel.

 

1. The mission doesn't activate a client aircraft. The client does.

 

2. The client deactivates their own client aircraft.... but the mission can also.

 

I will explain this further. Client aircraft are special. If you set a delay on them (with no activation triggers or anything like that) the client can override the delay. Activating a client aircraft doesn't do anything. It could be worth testing to see if a client is in a selected slot when it receives the activation trigger... that is about the only instance I can think of that it might work in.

 

But anyway. activation triggers do nothing for clients because client aircraft have a completely different set of rules from AI and other units. Clients can appear hundreds of times in a single mission, but AI are limited to one activation. Deactivation works though, since players essentially sent a deactivate command when they quit the mission. You can use the triggers to do it for them.

 

This method is kinda mean and not very user friendly... but that seems to be about par for mission/client interactions. Essentially it checks to see if a player is stopped in the spawn zone and whether or not they should be allowed to be there. IF they are allowed, nothing happens. If they aren't they get kicked back to the menu.

 

 

*HOW TO*

-Create client aircraft of choice and have it spawn someplace. Name it something obvious that isn't available at the start. DO NOT. I repeat DO NOT set a delay time on it.

The delay time on client aircraft just doesn't matter. They spawn whenever they want. The delay setting is ONLY for AI and player units.

 

-Now create a trigger zone over the spawn area.

 

-Now make a trigger

Switched Condition > Client #1 inside zone AND client speed is 0 AND flag 100 is false > Set Flag 1 AND Coalition Message "So uhm, you selected an aircraft that is not yet available. Select another"

 

*Note* You can replace "Set Flag 1" with "Deactivate Group" I suggest you do it with 2 triggers though so you can display a coalition or country message to the specific client

 

Switched Condition > Time Since Flag 1 is 20 seconds > Clear Flag 1 AND Deactivate Group 1

 

*Both these triggers need to be repeated for each client. I suppose it is possible to just make the first trigger for each client and have this 2nd one Deactivate Group 1, group 2, and so on.

 

Now you just need something to set flag 100 (the flag that allows clients to spawn there)

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted (edited)

I tested only deactivating the shark (having it active right from the start and then deactivating the chopper if the conditions weren't meet (in this case it was a truck that needed to be killed)) last week and I tested it again now, doing exactly what you wrote above and came to the same conclusion. It works, If you are the host. Everyone else connecting to the mission ain't affected.

 

You can not, it seems, activate or deactivate another client with triggers.

 

But I think nemises idea could work pretty good, have the ka-50s spawn without fuel on a FARP next to maykop (and krasnodar for the blue team) without rearming and refueling units, then once maykop is captured have the rearming and refueling units spawn in. (just make sure no enemies are within range of the FARP before maykop is captured, you don't want a bunch of destroyed ka-50 husks blocking the spawn once maykop is captured)

Edited by Cp
Posted

Ok, so best solution is to put ennemy units on the parking or close to the farp, so if someone wants to spawn here it will be fireworks !

Proud to be a [sIGPIC][/sIGPIC] :joystick::pilotfly::book:

  • 2 weeks later...
Posted

I tested it also for my next mission.

Deactivating/activating client-slots only affected the serverhost.

All the other guys on the server are able to join at deactivated slots. :(

 

I thought about it because it is a big problem for me.

In my new PvP-mission you have to capture a enemy FARP.

Once the FARP is captured the enemy Ka-50-slots have to be deactivated and friendly Ka-50-slots have to be activated.

 

 

My solution:

 

To build the "RED FARP" use a red FARP for the red Ka-50s and a blue FARP beside for the blue Ka-50s you will activate once the FARP is captured.

 

To build the "BLUE FARP" do the same. Add a blue FARP for the blue Ka-50s and a red FARP for the red ka-50s you will activate once the FARP is captured.

 

Add the Ka-50s which are default active and name them "RED Ka-50" and "BLUE Ka-50"

 

Add the Ka-50s which you want to activate once the FARP is captured and name them "RED Captured" and "BLUE Captured"

 

Set all the Ka-50s without a holdingtime!!!

 

Add some units to both FARPs and name it "RED Defense" and "BLUE Defense".

 

Add a huge triggerzone over the whole battlefield and name it "Battlefield"

 

 

 

Add following triggers:

 

CONTINUOUS ACTION > Unit in zone (RED Captured / Battlefield) AND Flag is false (1) > Explode unit (RED Captured)

*Repead this for each "RED Captured" Ka-50.

 

CONTINUOUS ACTION > Unit in zone (BLUE Captured / Battlefield) AND Flag is false (2) > Explode unit (BLUE Captured)

*Repead this for each "BLUE Captured" Ka-50.

 

ONCE > Group is dead (BLUE Defense) > Set Flag (1)

 

ONCE > Group is dead (RED Defense) > Set Flag (2)

 

ONCE > Unit outside zone (BLUE Ka-50 / Battlefield) AND Flag is true (1) > Set Flag (11)

*Repead this for each BLUE Ka-50 and increase the Flag 11 - 12 - 13 - 14 and so on...

 

ONCE > Unit outside zone (RED Ka-50 / Battlefield) AND Flag is true (2) > Set Flag (21)

*Repead this for each RED Ka-50 and increase the Flag 21 - 22 - 23 - 24 and so on...

 

CONTINUOUS ACTION > Flag is true (11) > Explode unit (BLUE Ka-50)

*Repead this for each BLUE Ka-50 and increase the Flag 11 - 12 - 13 and so on...

 

CONTINUOUS ACTION > Flag is true (21) > Explode unit (RED Ka-50)

*Repead this for each RED Ka-50 and increase the Flag 11 - 12 - 13 and so on...

  • Recently Browsing   0 members

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