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Old 05-20-2011, 07:18 AM
Flashman Flashman is offline
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Quote:
Originally Posted by SEE View Post
+1 for the despawn waypoint.

I currently have a major headache with the script Trigger-Action Commands. I need an AI ac to land and for that ac to spawn another AI to take off. That results (or would) in a unwanted ground object doing nothing and showing up on the map if icons are enabled (despawn would be nice and simple for me). It should be possible to do this using the 'Group' and Passthorugh (an area on the runway) to act as a trigger but there appears to be a bug in that anything that lands automatically taxis to the same spawn point needed for the newly spawned ac - so it doesn't spawn! If you place an object on the runway and destroy the ac on the runway - the new ac spawns. You can use group and all the other commands with 'passthrough' to spawn Airgroups except a 'group' with a landing waypoint!

So, if there is a script please let me know or alternatively, can we also have a 're-arm' way point for AI ac to 'land - wait - and takeoff'!


Having spent hours on this problem I selected every available ac to land and they all appear to use the same algorithm for landing irrrespective of the FM for that ac........which may explain why some go 'tits up' on landing and others are OK! If you want to spawn a new AI - use the Anson....it can't land without going 'arse over tip' and your new AI spawns in its Hanger (and the Anson despawns!).....
I dont know if you are trying to use the ACTION and TRIGGER settings as well as adding a script, but so far I have found that having a script disables the trigger and action setting, i.e. they just don't work. For that reason I dont use them at the moment and also we need the despawn script for MP.

But if you are using both that might help you find your solution.
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