Nealius Posted February 18, 2020 Share Posted February 18, 2020 (edited) I'm trying to get AI aicraft to spawn on the Stennis and launch while the clients are sitting on deck. I created the triggers exactly the same as I would with getting AI aircraft to spawn in the air but it won't work. Here's how I've tried setting it up: -LATE ACTIVATION -Moving zone attached to carrier -Trigger ONCE, NO EVENT -UNIT INSIDE MOVING ZONE (assign zone to carrier)(assign unit) -GROUP ACTIVATE (assign unit) But it doesn't work. To debug I tested a simpler trigger: -Trigger ONCE, NO EVENT -TIME MORE (15) -GROUP ACTIVATE (assign unit) After 15 seconds the group still did not activate. What am I doing wrong? Edited February 18, 2020 by Nealius Link to comment Share on other sites More sharing options...
SpikeGondorff Posted February 19, 2020 Share Posted February 19, 2020 I just tried your simple trigger, and it worked fine for me. I had the aircraft spawn from the ramp cold, hot, and from the runway and each time it spawned and launched. I'm on stable, though, which is still 2.5.5. Maybe that's the culprit. Link to comment Share on other sites More sharing options...
Nealius Posted February 20, 2020 Author Share Posted February 20, 2020 I'm still on 2.5.5, but the latest OB version of that is a couple versions newer than the Stable 2.5.5. Can you take a screenshot of your triggers or send a .miz file? As a workaround I can set the unit to start at a certain time, but I want the unit to start if and only if both client aircraft are spawned and sitting on the carrier. Link to comment Share on other sites More sharing options...
SpikeGondorff Posted February 20, 2020 Share Posted February 20, 2020 Attached is the .miz, although it's literally just the simple test from your original post. There is 1 trigger set to run Once, when Time More than 10 seconds, to spawn a group on the Stennis to take off. The group consists of 1 plane, so I'm not sure if that matters. I also tested it in my 2.5.5 OB install, and it worked there (at least the Takeoff from Runway did, I didn't check anything else).SpawnTest.miz Link to comment Share on other sites More sharing options...
Vanguard Posted February 20, 2020 Share Posted February 20, 2020 Here's another in case it helps you narrow things down and debug. Created on 2.5.5 also.TestAISpawn.miz Link to comment Share on other sites More sharing options...
Nealius Posted February 20, 2020 Author Share Posted February 20, 2020 Bizarre. I took a look at your missions and they worked fine. Went back to my mission, tried it again, and it worked fine too. I didn't change anything so I don't understand why it didn't work the first time. Link to comment Share on other sites More sharing options...
Yoda967 Posted February 20, 2020 Share Posted February 20, 2020 I had an activation issue on 2.5.6 -- the objective is to launch elements of the full cycle by activating them sequentially as the deck is clear. -LATE ACTIVATION -Moving zone attached to carrier -Trigger ONCE, NO EVENT -UNIT OUTSIDE MOVING ZONE (assign zone to carrier)(assign unit) -GROUP ACTIVATE (assign unit) What SHOULD happen is that the player group spawns with nothing else on the deck. Once the player's wingman launches and is clear of the carrier by 1 NM, the second group activates and launches, triggering a third group, and so on. What happens is that the late activation groups all spawn and activate at start. Very Respectfully, Kurt "Yoda" Kalbfleisch London "In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann Link to comment Share on other sites More sharing options...
Vanguard Posted February 20, 2020 Share Posted February 20, 2020 I had an activation issue on 2.5.6 -- the objective is to launch elements of the full cycle by activating them sequentially as the deck is clear. -LATE ACTIVATION -Moving zone attached to carrier -Trigger ONCE, NO EVENT -UNIT OUTSIDE MOVING ZONE (assign zone to carrier)(assign unit) -GROUP ACTIVATE (assign unit) What SHOULD happen is that the player group spawns with nothing else on the deck. Once the player's wingman launches and is clear of the carrier by 1 NM, the second group activates and launches, triggering a third group, and so on. What happens is that the late activation groups all spawn and activate at start. Three might be an instant in time before the player spawns, which is why a lot of scripts require the condition t"ime more 1" What you could try to ensure it works is set a condition for the player to be in the moving zone, and set a flag, and then make you AI event also have the condition that said flag is also true. That will ensure the AI trigger never happens before the player spawns. Link to comment Share on other sites More sharing options...
Nealius Posted February 20, 2020 Author Share Posted February 20, 2020 Now the next issue is getting the AI to launch before the player/client. Aircraft on Cat 1 need to launch before aircraft on Cat 2, but the AI will just sit there until the player/client launches first. Link to comment Share on other sites More sharing options...
Vanguard Posted February 21, 2020 Share Posted February 21, 2020 It's a mess, due to the parking locations. Generally your first two aircraft will spawn blocking cat 1, but the AI will try to use it anyway and just sit there waiting for you to get out of the way... At this time you can't select the parking spot # so ramp start on the carrier either... Link to comment Share on other sites More sharing options...
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