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View Full Version : Is there away to delay/choose the time objects/units do things?


Cocoa-Jin
09-19-2011, 08:55 PM
Each unit I place has a start time of 12:00. This makes it difficult to make units rendevous/meet up at a location who have significantly different speeds and/or distances to travel. For instance, I have to slow my escorts to 250 km/h in order to rendevous with thier bombers over Folkestone, and even then, they are 4 mins a part on thier arrivals. Will they actually meet up and fly as a group if one group arrives 4 mins after the other?

Does setting one unit as an attack or escort target alleviate the need for perfect meet up times?

Is there a function to auto-sync meet up times for friends and foes?

Is there a function to choose or delay take-offs until a specifically chosen time?

This is important as I attempt to create missions for a dynamic and presistent server. I need complete missions and all actions, from start up to landing of players and AI, running in real time. It is not acceptable to have units spawning and despawning in flight as a mission begins or ends.

I dont want our squad dog-fighting over the channel, and then a Blen IV spawns in mid-flight out of no where because it had to be airborne already in order to meet up in a certain location to be engaged by interceptors spawning in on the ground.

Cocoa-Jin
09-19-2011, 11:17 PM
http://translate.google.com/translate?hl=en&sl=de&tl=en&u=http%3A%2F%2Fforum.sturmovik.de%2Findex.php%2Fbo ard%2C17.0.html

This looks promising.

Ataros
09-19-2011, 11:30 PM
Yes. Use triggers. Use forums search function for details.

Cocoa-Jin
09-20-2011, 05:51 AM
So no need to use scripts...just the trigger and action tabs?

FG28_Kodiak
09-20-2011, 06:06 AM
the only Action is SpawnAirgroups.

If you only use trigger.
You must give the Trigger and the Action identical names.
If Trigger is called "SpawnAirgroup" you must name the Action "SpawnAirgroup" also. Don't forget to set "only Script spawn" on the properties dialog of the Airgroup,
There are 4 triggertypes
TTime : gets active after a Time in Seconds
TGroupDestroyed : gets active after a Airgroup is (partial %) destroyed.
TGroundDestroyed: gets active after a GroundTarget is (partial %) destroyed.
TPassThrough: gets active after a GroundGroup or Airgroup or Player entering the Area.

Cocoa-Jin
09-20-2011, 07:38 PM
Thanks for the reply.