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Silk's spawn groups

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Silk
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Silk's spawn groups

Post by Silk » Wed Apr 26, 2017 10:24 am

I've recently been working on a series of groups that use the Spawner/Delete MCUs instead of the Activate/Deactivate MCUs so that I can write practice scenarios that reduce the server load when targets are not needed and so that those targets will re-spawn if we leave and re-enter an encounter zone. These groups rely on a spawn group developed by Coconut and a random event generator group developed by JimTM - I only hooked the two together. I've produced a few variants of some of these groups, but they are all fairly easy to manipulate if anyone wants a copy.

Groups so far are:

!. One group for each faction that selects a random pair from a list of five fighter aircraft that then fly to a waypoint and patrol.
2. One group for each faction that selects a random four-ship from a list of five fighter aircraft that then fly to a waypoint and patrol.
3. One group for each faction that selects a random four-ship from a list of five ground attack aircraft that then fly to a waypoint and attack ground targets.
4. One group for each faction of six bombers and two escort aircraft that fly to a point, drop bombs and fly back again
5. One Heavy AAA battery (three guns) for each faction that spawns on enemy aircraft within a detection circle and despawns when that area is clear
6. One Light AAA battery (five guns) for each faction that spawns on enemy aircraft within a detection circle and despawns when that area is clear.
7. A group of Gunnery/rocketry/light bombing targets for each faction that will respawn if player aircraft leave the area and re-enter

I have also produced versions of groups 1 and 2 that choose only from fighter aircraft available in BoM so only have a list of three aircraft each to choose from.

I suspect that the AAA groups may be of use in some Ops missions to reduce the number of active units once we've left an area. That said I think that many of you would far rather that 'dead is dead' as far as AAA is concerned - especially in my missions hehe :D

EDIT: The groups that select a random aircraft group could also easily be used to select random pilot skills across one or more aircraft types and are expandable to provide more than five outcomes if needed.

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Jacko
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Re: Silk's spawn groups

Post by Jacko » Wed Apr 26, 2017 12:44 pm

Very nice, I have not much time spare in the evenings at the mo and was looking into the random angle.
Will you share them online soon. If your bomber spawn group could take off bomb and land back at base to respawn later you would have the bare bones for a virtual war.
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Silk
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Re: Silk's spawn groups

Post by Silk » Wed Apr 26, 2017 1:15 pm

I will do. I've not set the bomber group to do that for a couple of reasons, the main one of which is that apparently spawned objects don't act the same as activated objects in that they will not "follow the leader" with regard to waypoints, formations, etc. You would have to program it in a way such that each aircraft in the formation is linked to each waypoint, etc. This is not hard to achieve in simple 'go there, bomb it, come back' mission logic (I just use large radius values for waypoints to prevent aircraft collision, etc), but would probably be a bit more difficult with the taking off and landing. The other limitation in that regard would be that the way I have written the logic for now, as soon as our aircraft exit the engagement radius the bomber flight would de-spawn. Over all I think that kind of functionality is probably better achieved with a modification of Prangster's example Stuka and Escort group from his Mission Building guide. I can certainly look into that in my spare time though.

EDIT:
Of course simply removing the Delete command from the group would take care of ensuring that the flight doesn't despawn on player exit, so it may not be that difficult after all.

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Silk
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Re: Silk's spawn groups

Post by Silk » Wed Apr 26, 2017 3:50 pm

Here is the link to what I have so far

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