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#1
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Atag I use a modified despawn script where I despawn aircraft after a time period and or at end of flight path which ever come first. The time period (typ 45~60mins), tuneable for each mission set, starts count down went spawning in rather than at end. The at end is controlled by end of path.
The advantage is ability to control more than one bomber, ie take a flight of bombers to target, do several runs(taking control of each plane in flight) then fly group(lead plane) home. I set time out so to be typical longer than this would take. The despawner function checks for player in group and so bypases if player still in use. Planes on the deck despawn after time now. So this despawner version would accept RRR type concepts quite well and still clear Ai clutter. |
#2
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Interesting Smokeynz. Have you tested your version in the dedicated server environment? I didn't think the ability to check if human controlled / AI controlled was working correctly. What we need is the ability to keep humans in a plane (can't exit with escape) unless the pilot has bailed, crashed, landed, or died.
Also, depending on the spawn point (since there's soo many bad one's at airfields) sometimes a spawned in plane might do a little bounce and there will be a chat message saying "player X has landed / returned to base, etc..," starting the despawning prematurely. Can you share what you use to despawn with? |
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