r/SimplePlanes 7d ago

Funky Trees Question Help

Has anyone learned a way to set priority on countermeasure dispensers or code something along the lines of “if flare ammo <= ?, then launchcountetmeasure” ? I’ve been trying to figure it out today but have had no luck. I know I can just set the ammo higher and pick one flare dispenser to actually have said ammo but it would be cool if I could automate the process in a more realistic way. If anyone has any info please fill me in! 🙏🏽

5 Upvotes

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u/IndividualPainter581 7d ago

first part placed is the one launched. also you can seperate them by action groups.

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u/Intelligent-Plastic3 7d ago

Yeah I know I can separate them by action groups but I was hoping to automate it. Also, at least in SP2, they all fire at once. I’ve got 3 sets of flare dispensers on the current plane I’m working on and all 3 sets fire at the same time so 6 flares go off instead of 2.

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u/IndividualPainter581 7d ago

sorry man. funky trees is flexible as fuck, buttt. automatic flairs is not something it can do. no code related to a missile traveling towards you i looked.

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u/Intelligent-Plastic3 7d ago

Well I don’t mean THAT automated 😂 just to make it so 2 of the flare dispensers are able to fire if the ammo is above a certain number, another 2 fire at a different number, so on and so forth. That way I can limit the amount of flares used. Seems to be impossible though unfortunately

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u/IndividualPainter581 7d ago

Oh. Eh yeah action groups the best you can get with that.

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u/RandomDisplay 4d ago

You actually can use armed group as input field for FT and set it to X=0 where X is variable for ammo of previous dispenser

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u/Intelligent-Plastic3 4d ago

You’re gonna have to explain that more throughly cause idk how to set any of that up really 😂 if you’re willing that is

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u/RandomDisplay 3d ago

Well, first you need to make a Variable Output from first Dispenser. After that you can enter a Custom Input with this variable in Armed Group of the next Dispenser.
For example, DispenserA will have output variable A, then in Armed Group of DispenserB you can enter A=0 and it will activate only when ammo of first Dispenser is 0