TP_Jacko Posted October 2, 2015 Posted October 2, 2015 I see that proximity trigger is supposed to work in MP. So in simple words how do you use the proximity triggers maybe a working example. I must admit a great deal of the complex trigger is not used by myself mostly onEnter and onLeave.
PB0_Foxy Posted October 2, 2015 Posted October 2, 2015 (edited) you should be able to use it between AI (for exemple to change the behaviour of a group of bombers when some AI fighters are closing on them) but for me you will not be able to use it with generated planes that players uses from airfiled spawns. I must admit I didn't checked this yet but I will do this weekend here is an old example from my tutorials on RoF back in august 2009: Edited October 2, 2015 by PB0_Foxy
coconut Posted October 2, 2015 Posted October 2, 2015 (edited) Here is a small example: When you (or some other Allies plane) get within 500m of the Ju52, it fires a red flare. ProxyTest.zip Edited October 2, 2015 by coconut
PB0_Foxy Posted October 2, 2015 Posted October 2, 2015 great so it looks like they really changed it from RoF I will test it on my personnal server this week end
coconut Posted October 3, 2015 Posted October 3, 2015 My understanding of this trigger, which I haven't used all that much, so I could be wrong, is that you can use it in two ways. In the first way, you set two object links, and the trigger fires in the following conditions: The trigger was started (incoming target link, and the source fired) The trigger is active The two objects linked are closer/further away than the distance specified You can also use it with a single object link, as shown in my mission. In that case, the third condition becomes: The linked object becomes closer/further away than the distance specified to an object which matches one of the ticked plane/ground vehicle coalitions.
LLv34_Vellu Posted October 11, 2015 Posted October 11, 2015 A little test with the Proximity Trigger. Moving AAA.zip Skdfz 10-flak38 start to move. When IL-2 comes near than 3000 m they panic stop and start to fire. When IL-2 is further than 5000 m vehicles start to move again. I used a Attack Area (Air) after a panic stop. They start to fire also without the Attack Area but start to fire happening too late. With Attack Area they start to fire before a plane is over vehicles.
Urra Posted October 11, 2015 Posted October 11, 2015 A little test with the Proximity Trigger. Moving AAA.zip Skdfz 10-flak38 start to move. When IL-2 comes near than 3000 m they panic stop and start to fire. When IL-2 is further than 5000 m vehicles start to move again. I used a Attack Area (Air) after a panic stop. They start to fire also without the Attack Area but start to fire happening too late. With Attack Area they start to fire before a plane is over vehicles. Will this work the same in multiplayer mode also?
coconut Posted October 11, 2015 Posted October 11, 2015 Will this work the same in multiplayer mode also? I haven't looked specifically into this example, but I have made my "own panic stop on proximity" vehicle group and it works (in MP, and I expect in SP too). Skdfz 10-flak38 start to move. When IL-2 comes near than 3000 m they panic stop and start to fire. When IL-2 is further than 5000 m vehicles start to move again. Have you thought about what happens if the flak destroys the plane? Will they start moving again? In my case I simply make them move again after 45s. I also make them panic stop when the enemy plane comes within 1000m. This makes it a bit more difficult for the attacker, as the vehicles move away as you are aiming at them. I would say 1000m is even a bit too far, I should probably use 750m or so. If you set it to several kilometers, vehicles will make it easier to hit them by stopping long before you start aiming at them. 1
LLv34_Vellu Posted October 12, 2015 Posted October 12, 2015 My mission works fine in multiplayer. When I tested my mission flak hit me down. After that when server notice that "Flak is destroyed SFF_Vellu..." vehicles start to move again. I tested also vehicles stop only panic stop but my opinion is that when vehicles stop 2 or 3 km before plane and start to fire immidiately is more difficult and dangerous to a attacker.
TP_Jacko Posted December 12, 2015 Author Posted December 12, 2015 My mission works fine in multiplayer. When I tested my mission flak hit me down. After that when server notice that "Flak is destroyed SFF_Vellu..." vehicles start to move again. I tested also vehicles stop only panic stop but my opinion is that when vehicles stop 2 or 3 km before plane and start to fire immidiately is more difficult and dangerous to a attacker. I wonder if this is the trigger or the script for the AA at this version 1.05 I tested the mobile AA stops and deploys when an aircraft comes into the area fires when its in range then packs up and continues on once the aircraft iVehicles shot down or moves out of range. No triggers and only1 waypoint
TP_Jacko Posted August 16, 2016 Author Posted August 16, 2016 (edited) Am i right in thinking only AI to AI and it wont work with mulitiplaye AI v Human pilot. I think it would be cool if an AI bomber section could trigger help anywhere on its route when i flew close to it Edited August 16, 2016 by TP_Jacko
JimTM Posted August 16, 2016 Posted August 16, 2016 Am i right in thinking only AI to AI and it wont work with mulitiplaye AI v Human pilot. I think it would be cool if an AI bomber section could trigger help anywhere on its route when i flew close to it Not sure but give it a try. Object link the proximity trigger to the AI formation leader and set the trigger coalition to the coalition that the human's fly for. Good luck and please let us know how it went. Cheers!
No601_Swallow Posted August 16, 2016 Posted August 16, 2016 (edited) Am i right in thinking only AI to AI and it wont work with mulitiplaye AI v Human pilot. I think it would be cool if an AI bomber section could trigger help anywhere on its route when i flew close to it Jacko, I've thought a bit about this. I don't think it's possible to have an AI cover flight (for instance) spawn in anywhere along the route of the bombers' flight. Even using the proximity trigger, I think (think!) the mission builder would still have to anticipate when the player (or online squadron) will encounter the bombers. The proximity trigger will - I think - just allow you to spawn in/activate a flight of fighters that you've already placed on the map in wherever you've planned the players will encounter the bombers. A bummer. It's easier just to use a checkzone to spawn in both the bombers and their somewhat distant escort. But wouldn't it be great if there was a "proximity spawner" that allowed mission builders to lock a spawn geographically to the trigger! Unfortunately, I can't think how we'll ever get there! [What you can do is (I suppose) get the bomber flight to spawn in when the players get to a certain point and then have the cover spawn in one or two or five minutes after that, etc, etc, etc.] [Edit: have a look how PWCG fakes it. The map is covered - COVERED! - with possible spawns! And that's SP!] Edited August 16, 2016 by No601_Swallow
TP_Jacko Posted August 16, 2016 Author Posted August 16, 2016 Hi Swallow, your logic is quite sound and you are probably right. I was trying to work around it in my mind with a set of spawn points around the battle field activated by waypointS that the AI passed through. But then i triggers would do the same.
No601_Swallow Posted August 16, 2016 Posted August 16, 2016 Hi Swallow, your logic is quite sound and you are probably right. I was trying to work around it in my mind with a set of spawn points around the battle field activated by waypointS that the AI passed through. But then i triggers would do the same. I got a kick out of something Coconut posted today or yesterday - "circle clutter"!
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