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Removing Jets Not Yet Taken Off

 
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Removing Jets Not Yet Taken Off - 12/4/2017 1:30:53 PM   
butch4343

 

Posts: 211
Joined: 3/26/2015
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Folks,

This to me is a complicated thing Im trying to achieve, and wondered if anyone could proffer some thoughts as to how I might achieve it.

The Player has a squadron of 12 jets, what I would like to simulate is three jets being tasked else where, sounds simple enough right?

My problem is I dont want the jets to be deleted if the player has already sent them on their way to a target, because that would be unrealistic.

So heres what I have so far:

I have an event trigger and conditions , with a LUA script that will delete Victor #1, Victor #2 and Victor #3, and that works perfectly.

So is there a Lua script, that can deactivate an event, am thinking that i set up an event that is something like:

The Trigger is if Victor #1 is over the north sea

and the action would be something like

Event_Delete{Event='Victor #1 Removed' , Active=false}

Anyone any ideas?

Kind Regards

Butch




Post #: 1
RE: Removing Jets Not Yet Taken Off - 12/4/2017 2:45:14 PM   
angster

 

Posts: 56
Joined: 10/12/2015
Status: offline
Had similar issue deleting events, but you can deactivate it:

https://commandlua.github.io/#ScenEdit_SetEvent
https://commandlua.github.io/index.html#EventUpdate

(in reply to butch4343)
Post #: 2
RE: Removing Jets Not Yet Taken Off - 12/4/2017 5:05:21 PM   
Gunner98


Posts: 3029
Joined: 4/29/2005
From: The Great White North!
Status: offline
Butch

It seems to me you can achieve what you want by shifting those units to another side and assigning them to a mission which is active on that side.

You should accompany the event with a message telling the player that the units have been re-tasked.

You can de-activate the mission on the player side but that is tricky since the player may have changed things.

In this case the player will get a message and then will watch them fly away into the sunset and not have any control over them.

B

(in reply to butch4343)
Post #: 3
RE: Removing Jets Not Yet Taken Off - 12/7/2017 9:18:01 AM   
butch4343

 

Posts: 211
Joined: 3/26/2015
Status: offline
Ah Gunner,

I fear I havent explained myself well enough, and now that I read what I wrote, I understand your response.

So what am looking to do is :

If the player uses the aircraft, by sending them over the north sea, then I dont want the delete/re-assign/re-task them whilst the player is using them.

If on the other hand they are still lying around on their airfield when then I want to delete them.

Kind of like the players boss saying, either use em or loose em.

Regards

Butch

(in reply to Gunner98)
Post #: 4
RE: Removing Jets Not Yet Taken Off - 12/7/2017 9:20:07 AM   
butch4343

 

Posts: 211
Joined: 3/26/2015
Status: offline
Angster,

Thanks for the links, now I just need to work out how to create a script lol

Regards

Butch

(in reply to angster)
Post #: 5
RE: Removing Jets Not Yet Taken Off - 12/7/2017 9:06:45 PM   
Gunner98


Posts: 3029
Joined: 4/29/2005
From: The Great White North!
Status: offline
Oh OK.

You could do that with a counter. Each time an AC departs the base, it would trigger a VP on a non-player side. If the VP count is not at a certain level at a specific time, you do the switch. If it is high enough it means the AC have departed the base area for some reason and the event does not trigger.


Not as elegant as you could probably do in Lua but it should work.

B

(in reply to butch4343)
Post #: 6
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