FlankerMan Posted February 12, 2019 Share Posted February 12, 2019 I've made a mission, which has some Su-27s go kill some F-15Cs, and then I call in the SEAD to kill the SA-11 system. The problem is, the Su-24s just keep orbiting, they don't seem to proceed. What do I do? I've posted the mission here so anybody can analyze it.SEAD Escort.miz Link to comment Share on other sites More sharing options...
IlludiumQ36 Posted February 14, 2019 Share Posted February 14, 2019 You don't have a condition set to instruct the Su-24 to break orbit. I tweaked your mission a little bit: -added a stop condition for the orbit task(flag 2 is true) -added flag 2 ON to the radio command -changed Search and Engage task to Search and Engage Group (SA-11-1) with "Visible" set to On -Removed SEAD enroute task (you had it disabled) -Added Reaction to Threat option, Passive Defense. SEAD Escort(edit).miz Link to comment Share on other sites More sharing options...
FlankerMan Posted February 14, 2019 Author Share Posted February 14, 2019 Thanks. I have another question on an unrelated mission, though. What trigger do I use to make an AI group respawn after all units in the group are dead? I know the trigger type and condition, but what action should I use? Link to comment Share on other sites More sharing options...
feefifofum Posted February 15, 2019 Share Posted February 15, 2019 (edited) You know nothing, John Snow.... ;) Unfortunately there is no native function to respawn a group once it is destroyed. Even if you used a simple respawn script, it would only work once because the GROUP DEAD condition would only be activated when the original group ceased to exist; any respawned units are considered a different group by the simulator. Good news, though, both MOOSE and MiST can achieve the desired effect. Of the two, I think MOOSE is the easier solution for this purpose. Check out FlightControl's video on YouTube about the SPAWN object class for a detailed breakdown of how things work plus example missions. Edited February 15, 2019 by feefifofum THE GEORGIAN WAR - OFFICIAL F-15C DLC Link to comment Share on other sites More sharing options...
IlludiumQ36 Posted February 15, 2019 Share Posted February 15, 2019 A workaround for respawning (without scripting) is to make several copies of the group placed in the same location with each group being set to activate after the previous group is destroyed. Obviously, each group will need to be set for late activation and triggers will need to be set for each groups' spawn (as well as individual triggers for other aspects of the mission that would be specific to each of these groups). Once that original group is dead, any other triggers specific to the group are no longer valid. Link to comment Share on other sites More sharing options...
FlankerMan Posted February 15, 2019 Author Share Posted February 15, 2019 Thanks for the help with SEAD Escort, it works now. I'm not going to do the mission I needed respawn help for, but it was for multiplayer, so I needed the group to respawn forever, if players kept destroying it. Link to comment Share on other sites More sharing options...
FlankerMan Posted February 16, 2019 Author Share Posted February 16, 2019 One last question: when I analyzed the Fortress Mozdok and Bear Trap missions where the player kills enemy fighters, then calls in SEAD/strike flights, there was nothing I didn't have in my original mission, but they still worked. Why? Link to comment Share on other sites More sharing options...
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