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Posted

Hello, I've recently bought FC2 and I am enjoying it very much!

 

One thing I am struggling with is spawning a group of units as one or more units go into a trigger zone. I thought they would be hidden until I had them activated but they seem to be spawned from mission start. What I am trying to achieve is basicly a naval invasion. Some ships enter an area near a beach and the force spawns on the beach and starts moving towards their objective.

 

I only have one trigger which looks like this. ONCE() Unit is inside zone(unit1) activate group 2

 

I've tried to deactivate them on mission start but haven't not succeeded in getting them activated again.

 

My hair would appreciate any help! ;)

 

Boos

Posted

You must deactivate the group by setting "Time Hold" to a large value, for example, 9 hours.

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Posted

The recommended/standard 'time hold' value for groups you only want activated by triggers is 23 hours. It probably doesn't really matter, but that's the value other mission creators tend to use, including ED, and it's what is recommended in the manual.

 

By the way, this is explained fairly well in the "LockOn FC2 GUI manual", so you might want to have a read through it - it'll likely explain some other things about the editor that you might not have been expecting.

Posted

Time hold has two main functions. A unit with a 5 minute hold will either spawn at 5 minutes or before 5 minutes if an activation trigger is executed. So if you want a group to spawn only via activating the hold time just needs to be longer than how long you expect a mission to run. For a single player mission all you need is probably 4 hours hold... if that. For MP, I like to use 10 days just for giggles.

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Posted

Thanks for the help guys, yes I need to get back to the manual! The funny thing was that I actually managed to activate a group before, I then deleted it because it didn't fit the scenario and after that I completely forgot about the time hold.

 

I thought I was on the verge of reinstalling the game. :)

  • 4 weeks later...
Posted
Time hold has two main functions. A unit with a 5 minute hold will either spawn at 5 minutes or before 5 minutes if an activation trigger is executed. So if you want a group to spawn only via activating the hold time just needs to be longer than how long you expect a mission to run. For a single player mission all you need is probably 4 hours hold... if that. For MP, I like to use 10 days just for giggles.

 

Ahaaa!

 

That's what they were trying say in the GUI manual!!!

 

Now I get it!

 

Thanks Grimes.

 

Actually that is a really cool feature. I like that.

 

Ripcord

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