Bahger Posted February 11, 2013 Posted February 11, 2013 I've made a mission for SP in which both client and AI aircraft set to "Take off From Runway" are indeed placed in takeoff position on the runway. However, the same placement when running the MP version of the mission puts the client aircraft on the ramp. It's a relatively short taxi but it affects the mission timings compared to the SP mission. Is it possible to script all aircraft to be holding position on the runway in MP or do I need to adjust all other affected mission timings to reflect an unanticipated, approximately 120-second delay in getting Blue aircraft into the air?
Grimes Posted February 11, 2013 Posted February 11, 2013 Its a "safety precaution" of sorts just in case someone or AI is landing when a player or AI spawns in. Its sort of game breaking if a collision occurred like that. On the plus side the aircraft with runway start, will be on the ramp in a hot pit ready to go. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Bahger Posted February 11, 2013 Author Posted February 11, 2013 Got it. Makes sense now you mention it.
Wrecking Crew Posted February 11, 2013 Posted February 11, 2013 Yes, you need to account for the Client being in a taxi-way slot. The Client will not start out at the end of the runway. There is no way to choose the parking slot the Client will start in, either. The advantage of Start On Runway vs Start on Ramp is that the Runway start is a "Warm Start" while the Ramp is a "Cold Start". You might want to take the easy way out and have the Client start in the air. You *could* point the Client directly at a small trigger zone, and when the Client flies into that zone it would activate the AI a/c. An AI activation will only happen once per AI a/c, so keep that in mind. And watch out for any Client triggered events when using Zones. I *believe* that a Once Trigger with a Client is really only once, even if the Client dies and respawns. Use Switched Condition,,, but then if there's only one AI a/c then that will have been activated on the previous Client's flight. I do not know if a Client activated zone trigger will trigger again if the Client completely leaves the game, and then someone comes in and takes that same Client spot... WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Bahger Posted February 11, 2013 Author Posted February 11, 2013 Thanks, WC. Simplest thing would be for me just to alter the timings a little. I might split the difference, putting the player(s) a little "behind the curve" so that the mission is slightly more difficult in MP. I remember from the Beta days how dismissive the purists were of non cold-start missions. I wonder if that has eased up a little.
Grimes Posted February 11, 2013 Posted February 11, 2013 I *believe* that a Once Trigger with a Client is really only once, even if the Client dies and respawns. Once triggers will only execute once, the contents of the trigger will never change how the trigger works. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Sierra99 Posted February 15, 2013 Posted February 15, 2013 Thanks, WC. Simplest thing would be for me just to alter the timings a little. I might split the difference, putting the player(s) a little "behind the curve" so that the mission is slightly more difficult in MP. I remember from the Beta days how dismissive the purists were of non cold-start missions. I wonder if that has eased up a little. I always include both when adding aircraft. Initially, the only aircraft available at ramp start...it's part of the game and I kinda like bringing my airplane to life.... Once or twice...Then, it's not as much fun...So I add some aircraft as "Alert" lines that are "Takeoff from runway" and become available 20-30 minutes into the mission. I also add a few line that are "Takeoff from runway" for people who aren't as good with a preflight as I am. Sierra [sIGPIC][/sIGPIC] Primary Computer ASUS Z390-P, i7-9700K CPU @ 5.0Ghz, 32GB Patriot Viper Steel DDR4 @ 3200Mhz, ZOTAC GeForce 1070 Ti AMP Extreme, Samsung 970 EVO M.2 NVMe drives (1Tb & 500 Gb), Windows 10 Professional, Thrustmaster Warthog HOTAS, Thrustmaster Warthog Stick, Thrustmaster Cougar Throttle, Cougar MFDs x3, Saitek Combat Rudder Pedals and TrackIR 5. -={TAC}=-DCS Server Gigabyte GA-Z68XP-UD3, i7-3770K CPU @ 3.90GHz, 32GB G.SKILL Ripjaws DDR3 @ 1600Mhz, ZOTAC GeForce® GTX 970.
Habu_69 Posted February 15, 2013 Posted February 15, 2013 Personally, I enjoy FLYING the airplane, much less so the button pushing and waiting 6 min. just to start moving. I have nor moral qualms with using the start procedure cheat.
mwd2 Posted February 15, 2013 Posted February 15, 2013 is it also possible for the Ka-50, to start with a hot pit, but on the parking space - if you set the client to"Take off from runway" (also from the FARP?)? Playing: DCS World Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815
Grimes Posted February 15, 2013 Posted February 15, 2013 All aircraft start with a hot pit if you set them as "take off from runway" in a multiplayer mission. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Wrecking Crew Posted February 21, 2013 Posted February 21, 2013 Once triggers will only execute once, the contents of the trigger will never change how the trigger works. :-) Grimes What I mean, is that a particular Client can be in the game and trigger the Once event and then leave the server. A second Client comes into the same slot as the first Client was in, without any awareness of the first Client, and the Trigger won't work again. Logically, the Once Trigger did what it was set up to do. But the second Client may be left scratching their head wondering why the trigger did not fire. This is because the Once Trigger is looking for the Group ID that these Clients are occupying, and not the Client's UID. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
JG14_Smil Posted February 21, 2013 Posted February 21, 2013 Build a time cusion into your mission that allows some time to prepare and takeoff and still match your flightplan timings and triggers. You say something like " take off at x:xx:xx into the mission".
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