Awesome. I am working it in now.
Concur. That said think I have possibly discovered an interesting phenomena when it comes to attacking aircraft–at least helicopters–on the ground.
Situation: An AI helicopter on the ground using a “Takeoff from ground” type and no other waypoints. If you do this, for the Mi-24, it takes around 3 minutes to start engines and take off. If you attack it before it takeoff, it is evidently still in a “pre-takeoff state”…that may have significance.
When I tested this–starting from the ground–the Hind was not really “killable” - i.e. after enough hits it would register as Killed and the pilots would “Eject” to stand idly by the fuselage. But it wouldn’t really die! The engine would stop, would come off and it sometimes caught on fire for a while. But it wasn’t dead / never exploded. Its Lable remained and any triggers to see if it was dead never triggered. (Insert Monty Python “I’m not dead yet!” joke here
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I know (unfortunately from first hand experience) that an aircraft can be destroyed (blow up) on the ground after it has landed.
The question: Are there different parameters regarding an aircraft on the ground that had been in flight and landed vs one that has ever been in flight? The answer appears to be “Yes”.
Using @Sryan’s tip about the Landing Perform Task Command, I started the Hind (the AI target) in the air (low and slow) set a WP 1 close by (20m-ish) and set that to Perform Task - Land, with the landing spot where the Hind was previously on the ground. Then I attacked it. The UNIT HITS triggers were active.
This works… in the sense that I could destroy the Hind. I have tested this 4 times. 3 were successful. 1 was not.
The UNIT HITS trigger was active for the 3 successful tests. However, UNIT HITS still does not work. If I hit it enough times it did explode. The Debrief screen registers a “Crash”. T. hat said, the UNIT EXPLODE was not triggered (I had a Message to All also tied to that trigger). So it was a “normal” kill / crash.
I removed the UNIT HITS and was unsuccessful. This makes no sense. What I think actually happened was that I took to long to “kill” the Hind - its rotors had stopped and the aircrew may have ejected. So perhaps, when it gets to that state it can no longer “crash”.
I was going to do some more testing to prove the above but now that I have the UNIT’S LIFE LESS THAN trigger, testing and using that has priority. I will leave in the starting parameters for the Hind - i.e. start in air and land, as that makes more sense to the scenario.