Habu_69 Posted February 9, 2018 Share Posted February 9, 2018 I spawn 2 F-16's late activated at Kobuleti DCSW 2.5. They taxi to runway threshold, set up in opposite directions and block traffic. Link to comment Share on other sites More sharing options...
Grimes Posted February 9, 2018 Share Posted February 9, 2018 Attach a track or mission file please. 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 Link to comment Share on other sites More sharing options...
Habu_69 Posted February 10, 2018 Author Share Posted February 10, 2018 I have changed the .miz file, but will change it back and produce a trk. Issue appears to be problem with late-spawned AI parking place assignments. I fixed problem by deleting a static plane located at an apparently critical parking spot. Link to comment Share on other sites More sharing options...
Habu_69 Posted February 11, 2018 Author Share Posted February 11, 2018 OK here is .miz file. Static at parking slot 30 fouls up F-16 AI take-off. [ATTACH]178751[/ATTACH] Link to comment Share on other sites More sharing options...
Grimes Posted February 11, 2018 Share Posted February 11, 2018 Late activated units are not the same as dynamically spawned units. :) Simply looks to be an issue of the spawning system allocating parking. You could possibly populate parking ids for the units in coalition.addGroup() so you can keep the static object where it was. 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 Link to comment Share on other sites More sharing options...
Habu_69 Posted February 13, 2018 Author Share Posted February 13, 2018 Tx for info. You are referring to the RAT script, I guess. Will pass this along. Link to comment Share on other sites More sharing options...
uscstaylor Posted February 26, 2018 Share Posted February 26, 2018 I just had this happen to me. I have a KC 130 active on runway ready to takeoff and it does it if you are playing in single mission, but when you play this in Mp it rolls down the runway and don't takeoff and then blocks the runway.. I cannot figure this out for the life of me. It even happened to me in another mission with AI F15s ready to takeoff off as well. They spawned in at the players parking instead of the runway. Link to comment Share on other sites More sharing options...
Kestrel Posted February 26, 2018 Share Posted February 26, 2018 (edited) Looks like you guys have sorted this one with the parking allocation, but it reminded me I recently made a mission where I found that AI aircraft were attempting to take off in different directions depending on their parking location, which was not what I wanted. I fixed it by increasing wind speed and setting the wind direction towards what I wanted to be the active runway. This seemed to fix it; the AI seem to want to always take off into the wind once the wind speed reaches some critical value. This might help if others are having similar problems with AI conflicts causing blockages of runways. Edited February 26, 2018 by Kestrel 8700k, 1080Ti, 16GB 3200 RAM, Warthog Hotas, MFG Crosswind Pedals, Rift CV1, Obutto R3volution Link to comment Share on other sites More sharing options...
Grimes Posted February 26, 2018 Share Posted February 26, 2018 I just had this happen to me. I have a KC 130 active on runway ready to takeoff and it does it if you are playing in single mission, but when you play this in Mp it rolls down the runway and don't takeoff and then blocks the runway.. I cannot figure this out for the life of me. It even happened to me in another mission with AI F15s ready to takeoff off as well. They spawned in at the players parking instead of the runway. In MP runway spawns don't work at all. It will automatically do ramp hot spawn instead. It is done like that because it is trying to avoid possible collisions with clients who may be on the runway or on final. Looks like you guys have sorted this one with the parking allocation, but it reminded me I recently made a mission where I found that AI aircraft were attempting to take off in different directions depending on their parking location, which was not what I wanted. If you can replicate it again that would be helpful. 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 Link to comment Share on other sites More sharing options...
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