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  #1  
Old 09-19-2011, 08:55 PM
Cocoa-Jin Cocoa-Jin is offline
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Default Is there away to delay/choose the time objects/units do things?

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.
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  #2  
Old 09-19-2011, 11:17 PM
Cocoa-Jin Cocoa-Jin is offline
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Default I think I found the answer

http://translate.google.com/translat...rd%2C17.0.html

This looks promising.
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  #3  
Old 09-19-2011, 11:30 PM
Ataros Ataros is offline
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Default

Yes. Use triggers. Use forums search function for details.
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  #4  
Old 09-20-2011, 05:51 AM
Cocoa-Jin Cocoa-Jin is offline
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So no need to use scripts...just the trigger and action tabs?
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  #5  
Old 09-20-2011, 06:06 AM
FG28_Kodiak FG28_Kodiak is offline
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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.

Last edited by FG28_Kodiak; 09-20-2011 at 06:09 AM.
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  #6  
Old 09-20-2011, 07:38 PM
Cocoa-Jin Cocoa-Jin is offline
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Thanks for the reply.
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