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MB Question/AC health

_486_Col_Wolf

Charter Member
I'm trying to create a trigger that is specific to the players aircraft health only. I've tried selecting "aircraft health (player)" in the trigger menu but it only activates when the entire squadron health level drops to this point. Also tried pilot health but it only activates the trigger if the pilot is hurt not the aircraft. Is there a way to get a trigger to activate when the player aircraft health alone drops to a certain a certain level?
 
Reply...

486_Col_Wolf,

Yes. Set yourself up as an individual player flight, and have any other aircraft you were using in this formation be a separate AI flight.
 
Rami,

I was afraid that was the only way. But I'd like to remain in control of the rest of the squadron. The trigger was just to activate an alternate route for you to land anywhere if you get severely damaged but I also used it to trigger the "Disengaging" sound file at the same time. I guess I can just add the alt route from the beginning and forgo the sound. Thanks for your reply.
 
Reply...

Rami,

I was afraid that was the only way. But I'd like to remain in control of the rest of the squadron. The trigger was just to activate an alternate route for you to land anywhere if you get severely damaged but I also used it to trigger the "Disengaging" sound file at the same time. I guess I can just add the alt route from the beginning and forgo the sound. Thanks for your reply.

486_Col_Wolf,

My experience in this came from the 20th Fighter Group. P-38s who flew escort missions from early 1944 on often dropped down from altitude after the bombing run to strafe anything that moved on their way back to England. There is no way to have AI aircraft switch missions mid-stream, so what I had to do instead is have you fly as a solo flight, and use two separate AI flights; one to perform the escort role, and the other spawned at the next waypoint following your departure from the bomber escort mission.
 
Rami.

I can see where that method would work for single missions and campaigns where the player moves around from one squadron to another. I just wanted a way to end a mission by landing anywhere once you get too damaged and not have to "Esc" to end it creating a "player aborted the mission" pop up. I like to make my campaigns as immersive as possible, flying with one squadron and with the same squadron mates. That's another reason I posted the question a while back of why wing men who bail out over friendly territory are not returned to the squadron.
 
Reply...

486_Col_Wolf,

Ah! Then do this...

Create a warning trigger by picking a percentage point you want to use as a warning. (Say 50%) Then create a trigger under "status," using "speed, equals zero."

When the first trigger (health) warning is activated, in the event description, say something like "Your ___ has taken heavy damage, you can't make it back to ___. Set your plane down on any flat space you can find; this will end the mission."

Once you set up the damage warning, use that event again, and this time include the speed trigger. What this will amount to is that the successful landing will only be active if the plane takes that damage. After a few seconds, say something in the event description like "Good work, you landed safely and have lived to fight another day." Then, after several more seconds, use the "end mission" event under "Misc."

But this will only work if you land in friendly territory. If you land in enemy territory, you will be captured.

If you don't want to use speed zero as a trigger, you can use wheel brakes as an alternative.
 
I like that idea Rami. It can also be applied to a well-controlled ditching or belly landing as well i presume.
 
Reply...

Bearcat,

Never tried that, actually...more testing required... :very_drunk:
 
Rami and Bearcat,

I've used a successful belly landing and ditching both to end a mission in some of my campaigns. It works well. A water landing has to time the ending of the mission before the plane sinks.
 
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