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Posted

2 questions

is there a way to re-spawn an already killed group? possible continually run in a loop? i have run several different versions and can not figure out how to do this?

.

how do you announce to the campaign via message that an airport has been taken. i have also looked into this and had tried several different versions in the editor, but all seem to not display the message. this will have to be continuously through out the campaign and not just once. i know im doing something wrong here.

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Thrustmaster Warthog HOTAS

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Posted

Afaik, there's no way to make a genuine re-spawn loop, but you can do a pretty good job emulating one by making multiple copies of the same group (copy paste works), and placing them right on top of one another. Set each successive group to activate upon the previous group's death.

 

Once, Group Dead (X), Activate Group (X+1)...

 

Hope this makes sense.

 

 

Bull

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Posted (edited)

If you spawn them directly on top then you'll be putting them on top of burning wrecks. Might wanna move em over out of bonfire range :thumbup:

 

Ref: the airfield problem. Put a trigger zone around it and check whether

1. There are any blue forces in it

2. There are any red forces in it.

 

If 2 is true AND 1 is false then I reckon that airfield has fallen to the reds.

 

EDIT: Oops forgot there is a Coalition has Aerodrome trigger. Never used it but it seems to mimic the above. Make sure that there are no other ground units within 2km of the aerodrome else it wont change hands.

 

SWITCHED CONDITION ->Coalition has aerodrome airfield name/coalition RED ->Message to all 'Airfield x has been taken by RED'

SWITCHED CONDITION ->Coalition has aerodrome airfield name/coalition BLUE ->Message to all 'Airfield x has been taken by BLUE'

Edited by Druid_

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Posted

thanks druid. ill give the 'switched condition' a try.

is it possible to do that at their original spawn point? they are approx 4000m away?

Asus x99, i7 5930k, 32g mem, MSI 1070GTX, 970 Samsung M.2, LG 35in Ultra-Wide, TrackIR 4

Thrustmaster Warthog HOTAS

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Posted
is it possible to do that at their original spawn point? they are approx 4000m away?

not sure I follow, what do you mean?

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Posted (edited)

btw. how do i keep all units from activating all at once. is it 'hidden' until activated?

edit:

@ invisibull. i re-read your post and that will work. thank you. has anyone tried using "group alive less than"? from the group of 4 that i have, i set the value to 24% that should leave 1 unit remaining. ran the mission, but nothing re-spawns. idea's??

@druid

regarding re-spawning groups

Edited by july865

Asus x99, i7 5930k, 32g mem, MSI 1070GTX, 970 Samsung M.2, LG 35in Ultra-Wide, TrackIR 4

Thrustmaster Warthog HOTAS

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Posted (edited)
btw. how do i keep all units from activating all at once. is it 'hidden' until activated?

 

To make the group not visible at the start of the mission, you need to set their start time to some time after the mission starts (I usually use 9 days; I think the fields are [hour]:[minute]:[second]/[day]). Edit: the start time can be set on their first waypoint (i.e. waypoint 0).

 

If the "visible before start" checkbox is not ticked, the group will not be visible in the game world prior to their starting time. The "activate group" trigger action will cause the group to appear and their AI to be activated regardless of their actual start time.

 

@ invisibull. i re-read your post and that will work. thank you. has anyone tried using "group alive less than"? from the group of 4 that i have, i set the value to 24% that should leave 1 unit remaining. ran the mission, but nothing re-spawns. idea's??

If there's one unit remaining out of 4, then the group is probably 25% alive. I'm not sure if damage to a unit reduces the group's "alive %", but if not then it'd be impossible for the group to be < 24% unless the group was dead.

 

For a situation like this (1 of 4 units remaining), I would normally use "group alive < 45%" or similar.

 

On further reflection: I suspect this issue is related to the above, i.e. all your groups start at the beginning of the mission, and therefore there's nothing to activate them. Please try to stop using the term "re-spawn", as the only entities that can respawn in this game are player-controlled aircraft in multiplayer sessions. If you are activating a new group to replace a previously destroyed group, you are activating a new, different, separate group than the original. From a gameplay perpective it's pretty much the same thing, but from a mission design perspective it's quite different. Activating a group can only be done once to bring an inactive group into the game world. An already-active group cannot be activated.

 

regarding re-spawning groups
I'm not entirely sure what you mean. If you're talking about the "coalition has airdrome" trigger being used to activate the next attacking group, then there's nothing that limits the trigger's action to only activating groups that are within a certain proximity of the airdrome they're testing. Any trigger can activate, deactivate, or destroy any object anywhere on the map, regardless of the location of the thing it happens to be testing.

 

If that's not what you mean, could you try rephrasing the question?

Edited by nomdeplume
Posted

@nom

thank you for your help. you clarified a few points and seems to be working as i had wanted.

thank you all.

Asus x99, i7 5930k, 32g mem, MSI 1070GTX, 970 Samsung M.2, LG 35in Ultra-Wide, TrackIR 4

Thrustmaster Warthog HOTAS

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