Log in

View Full Version : Aircraft as random groups...


flakmonkey
12-02-09, 04:48 PM
Im trying to add a few random low level mosquito raids to ports in gwx, but ive run into a problem with the campaign random layer.

I created a randomized group consisting of 5 mosquito aircraft within 25k of StNazaire. Just as a test i give the group a 100% chance of spawning. I did all the appropriate waypoints for them to pass over stNaz and upped the speed to 200kmph.

The group entry date was the default sept1939 with the exit date sometime in 1945, all was well so i saved the edited RND layer and enabled it via JSGME.

I checked the stats for the planes and saw the units i was using didnt enter service until june1941, so i started a test career in sept1941 starting in stNaziare and got no planes. I restarted a couple of times just in case (but with a 100% spawn chance they should be there all the time).

Just as a test i edited the SCR layer and added the same flight of 5 planes as a normal group, and it worked perfectly, although with no option for randomization, and i dont want an air raid every time i set sail!

So what am i overlooking?


(My only other option seems to be to add them as a triggered event in the scripted layer and give the trigger point a random area radius so you may or may not trigger them to spawn, but this seems a bit of a roundabout way to go when there is a whole campaign layer dedicated to randomized events.)

Stiebler
12-03-09, 04:29 AM
If you want to see how NYGM uses scripted, randomly-generated aircraft with waypoints, look at the campaign_RND.mis file in a word processor and search for the word 'Musketry' (or 'Chievely'). Extract the random group concerned, renumber it to RndGroup1, and examine it in mission editor.

There are a number of problems with scripted aircraft. They are treated like flying merchant ships (sic).

1. When sighted in the air, the U-boat look-out will announce 'ship sighted, sir!'
2. When shot down, you will get a ship-sunk symbol on the map.
3. The flying merchants have merchant visual ranges, will fire their guns and will drop bombs (!).
4. The flying merchants never use radar, even when fitted with it.
5. Don't forget to tick the 'delete on last waypoint' box.

Stiebler.