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8 hours ago, [TWB]Sketch said:

Try resetting the group by using the resave group option in the mission editor.

 

Thanks but it's not working, I get the error message "failed to resave group"

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Please give the group to this thread and we'll take a look at it.

 

My bad! It's 3am and I need sleep. I tested the group, and it doesn't work for me either. Let me see if I can recreate this group for you. Do you just want searchlights on a runway?

Edited by [TWB]Sketch

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So I created a "landing fires" and a "landing searchlights" set of groups for both Allied and Axis.

 

image.thumb.png.345872373dc9c4d47658a3cc152a8ff8.png

 

 

The nice thing about these groups is that the fires/searchlights will "go away" when friendly players are not near them. Then, when friendly players do get near; they turn back on. Be sure to use the "place on ground" button with all the fires and searchlights.

 

image.thumb.png.cb03d2f5179a5fbf4e03e93fd00203ed.png

 

 

Runway Lights and Beacon.zip

Here's my group; feel free to use it as you see fit. ^^^

If you have questions, let me know.

 

EDIT: Updated group file June 16th, 2019

Edited by [TWB]Sketch
Updated group file
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4 hours ago, [TWB]Sketch said:

 Do you just want searchlights on a runway?

 

Yes, I need to place the landing lights that will illuminate the runway for landing, and these are the objects that I can't get to work. I can make the bonfires work, also the searchlights are working fine, but not the landing lights.

 

Thanks for creating your groups for me, I am checking the one that has landing lights for allied planes but I hate to say it is not working within my mission.

So I have a couple questions - I notice you didn't tick the "Enabled" box for any of the objects and as far as I can see they are not triggered to activate/spawn, so they don't show within the mission at all.

I also notice you place "searchlight" objects rather than "landlight" objects, seems to be the wrong object to use to illuminate the runway?  

But even after I edited your group to enable the objects and changed them to "landlights", it is still not working! 

 

Can you please tell me whether you tested this group in mission and does it work for you? Because from what I can see, the command "ForceComplete" doesn't turn on/off the landinglights anymore.

 

 

 

 

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2 hours ago, Vendigo said:

 

Yes, I need to place the landing lights that will illuminate the runway for landing, and these are the objects that I can't get to work. I can make the bonfires work, also the searchlights are working fine, but not the landing lights.

 

Thanks for creating your groups for me, I am checking the one that has landing lights for allied planes but I hate to say it is not working within my mission.

So I have a couple questions - I notice you didn't tick the "Enabled" box for any of the objects and as far as I can see they are not triggered to activate/spawn, so they don't show within the mission at all.

I also notice you place "searchlight" objects rather than "landlight" objects, seems to be the wrong object to use to illuminate the runway?  

But even after I edited your group to enable the objects and changed them to "landlights", it is still not working! 

 

Can you please tell me whether you tested this group in mission and does it work for you? Because from what I can see, the command "ForceComplete" doesn't turn on/off the landinglights anymore.

 

 

In the Checkzones group for runway lights for each country, object link the Start Inside Sphere activate trigger and the Stop Outside Sphere deactivate trigger to all the runway lights. Also, I believe you need to change the seachlights to landlights, but maybe Sketch had something else in mind for how the group works.

Edited by JimTM

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Test? Pppssshhh!!! Who does that anymore? 

 

I'm kidding... Let me take another look at the group today. 

 

 

EDIT: As you can see below (as of june 15th 2019) the landing lights and search lights do not turn on due to a bug. I'll edit the group I posted once the bug is resolved. (Maybe the devs want lights to turn on a different way...?  If so, I'll need to modify the group to that particular way.)

 

 

 

Runway Lights and Beacon.zip

Edited by [TWB]Sketch
Added group, but still does not work due to bug

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I think the landing lights are broken with the new update. They are no longer working in my missions, and even appear to be broken in SP career missions. I reported it here:

 

 

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Yes, I 100% agree! All of the lights (searchlights and landing lights) are not working with any type of force complete command. I have a test mission here that goes through all the force complete commands and it does not turn on the lights.

 

Landing Lights Test.zip

 

 

 

 

Edited by [TWB]Sketch
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Yeah, I was hoping they would fix that with the hotfix they released,but alas.. 


Hopefully they fix it soon..

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On 9/7/2015 at 12:12 PM, coconut said:

Here is an ambush group that implements the following "story":

  • German platoon driving on road
  • Two Russian platoons hiding in forests
  • Russian platoons open fire
  • German platoon signal attacks using a green flare, then retreats driving backwards
  • German platoon fires back, as Russian platoons come out of cover and advance on their target's position
  • German platoon is ultimately overrun.

 

 

post-31381-0-49340000-1441642120_thumb.png

 

Maybe not so useful in a MP mission while everybody is busy fighting in a furball, but could be used in e.g. the intro of an SP mission.

Ambush.zip 3.03 kB · 53 downloads

Outstanding... simply outstanding. :clapping:

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Now will you look at that, Paddy: Magic Tanks driving backwarts right  through the trees ....

I'll download it, as i simply haven't been able to fall of a pontoon bridge with a Tank, let alone shooting at an Axis Intruder.

Thanks for posting

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Germans: "We are advancing, Kamerade ... back for Vaterland!":)

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On 6/15/2019 at 7:30 PM, [TWB]Sketch said:

Yes, I 100% agree! All of the lights (searchlights and landing lights) are not working with any type of force complete command. I have a test mission here that goes through all the force complete commands and it does not turn on the lights.

 

Hello all, a quick remark back to the searchlight issue: the force complete command "Low" still brings the searchlights to life indeed - the casings start rotating and pivoting up and down as if they were searching in vain for a target, however, without the light beam being switched on. You can clearly observe the "useless" movement of the searchlights along the runway in Sketch's Landing Lights Test mission as soon as a "Low" command is given.

 

I see the disabled beams related to the attempt to make searchlights work with the Attack Area command as announced prior to the 3.101 release which doesn't work either appearently. I hope with Flashy that the issue will be fixed again. I liked to use light effects extensively for my missions.

 

Cheers

 

image.thumb.png.e5b2175e9fceb3774a411c07465dcdb9.png

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The lights are back to business with the new release. Tomorrow I'll check the workability of the attack area commands to create beacons....

 

Cheers

 

PIT.thumb.JPG.b7434d76a3da843200bfa19d30cc918e.JPG

 

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Hi, none of the advanced settings of the Attack Area command worked to create a steady upright searchlight beam. If the command is object-linked to the searchlight its beam doesn't go on. Attached pictures show a Ju-52 flying too low to be caught by the searchlight battery, the lights being switched on and off by a pair of proximity triggers together with the Force Complete commands and the homing beacon of Mainz-Finthen airfield, a night fighter base just at the South-Eastern edge of the new Rhineland map, triggered by a flare signal from the player and the Force Complete commands. However, the beacon is constantly moving like a searchlight.

Conclusion: the Attack Area controlled searchlight feature doesn't work, the previous condition has been succesfully restored which is very fine.

Cheers

1064177217_Searchlightbeams.thumb.JPG.39ea039e464c41377cf20f71b830cebd.JPG

 

2092736160_Homingbeacon.thumb.JPG.17b27b11d40c242287f25b08bd294ad1.JPG

Edited by Hamaha15

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Won't you let me take you on a...river cruise?

 

Hello, attached you'll find a group-file to populate the picturesque Rhinevalley between Ruedesheim in the South and Koblenz (Coblence) in the North. This stretch of the the river Rhine is today a tourist magnet for poeple from all around the world. Its most famous attractions are the city of Ruedesheim and the Lorelei rock. There's an oldtime saga of a blonde girl combing her hair sitting on top of the Lorelei. The boat poeple down in the valley looked up to her and dazzled by her beauty ran into the reefs then hidden under the river's turbulent waters and perished.

 

I love to rove around with my planes with time spare at hand and I found the world quite empty in this interesting area. Needed some remedy... Based on old contemporary postcards of villages and objects along the river Rhine I modelled the settlements accordingly. Fortunately the BoBP map appears to be to scale. You can overlay it with Google Earth. Congratulations to the developpers. They've made a great job. I don't claim that my add-on is 100% accurate, it's an approach. Keep in mind that the villages and cities in 1945 were considerably smaller than they are today. Today's maps are not much of a help if you want to recreate the past situation.

 

One - crucial - feature is missing: castles and ruined castles. I ommitted them for now since I didn't find a way to build them from available elements to a credible result. I hope that the developpers will soon provide a set of them for the FMB tool box as these structures are universally suitable for the entire NWE theatre, Germany, Belgium, France. For aviators they are of great interest as navigational aids and by nature they are plainly visible from the air due to their exposed sites on hilltops.

 

For mission builders the Rhinevalley provides the scenery for ground and strafing attacks until March 1945. In general this area was fortunate to escape systematic bombing, however, the german transport system - railway lines and barges - were a primary target of allied fighter bombers. When the Germans retreated to the Eastern bank of the river around March, 18th they blew up all bridges. All traffic along the river is supposed to have come to a standstill. General Patton's 3rd army crossed the river Rhine farther to the South-East on March, 23rd. Only later US troops built at least two pontoon bridges across the river Rhine at Bacharach and at Boppard in the Rhinevalley. No hint found whether the German Luftwaffe ever attacked these bridges...

 

Save the Group-file to your ...\data\template folder and import it into your mission by the File/Import From File... menu. This way all items will be positioned correctly.

 

Cheers

 

279609270_P-47D_1.thumb.JPG.f393d8c9559d44025b6e964cb702c660.JPG953111245_P-47D_2.thumb.JPG.89761d432eff7956807590bd3feab733.JPG994423930_P-47D_3.thumb.JPG.258176f05502f95ab66e2fc5368af953.JPG

Rhinevalley.zip

Edited by Hamaha15
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35 minutes ago, Hamaha15 said:

Won't you let me take you on a...river cruise?

 

Hello, attached you'll find a group-file to populate the picturesque Rhinevalley between Ruedesheim in the South and Koblenz (Coblence) in the North. This stretch of the the river Rhine is today a tourist magnet for poeple all around the world. Its most famous attractions are the city of Ruedesheim and the Lorelei rock. There's an oldtime saga of a blonde girl combing her hair sitting on top of the Lorelei. The boat poeple down in the valley looked up to her and dazzled by her beauty ran into the reefs then hidden under the river's turbulent waters and perished.

 

I love to rove around with my planes with time spare at hand and I found the world quite empty in this interesting area. Needed some remedy... Based on old contemporary postcards of villages and objects along the river Rhine I modelled the settlements accordingly. Fortunately the BoBP map appears to be to scale. You can overlay it with Google Earth. Congratulations to the developpers. They've made a great job. I don't claim that my add-on is 100% accurate, it's an approach. Keep in mind that the villages and cities in 1945 were considerably smaller than they are today. Today's maps are not much of a help if you want to recreate the past situation.

 

One - crucial - feature is missing: castles and ruined castles. I ommitted them for now since I didn't find a way to build them from available material to a credible result. I hope that the developpers will soon provide a set of them for the FMB tool box as these structures are universally suitable for the entire NWE theatre, Germany, Belgium, France. For aviators they are of great interest as navigational aids and by nature they are plainly visible due to their exposed sites.

 

For mission builders the Rhinevalley provides the scenery for ground and strafing attacks until March 1945. In general this area was fortunate to escape systematic bombing, however, the german transport system - railway lines and barges - were a primary target of allied fighter bombers. When the Germans retreated to the Eastern bank of the river around March, 18th they blew up all bridges. All traffic along the river is supposed to have come to a standstill. General Patton's 3rd army crossed the river Rhine farther to the South-East on March, 23rd. Only later US troops built at least two pontoon bridges accross the river Rhine at Bacharach and at Boppard in the Rhinevalley. No hint found whether the German Luftwaffe ever attacked these bridges...

 

Save the Group-file to your ...\data\template folder and import it into your mission by the File/Import From File... menu. This way all items will be positioned correctly.

 

Cheers

 

279609270_P-47D_1.thumb.JPG.f393d8c9559d44025b6e964cb702c660.JPG953111245_P-47D_2.thumb.JPG.89761d432eff7956807590bd3feab733.JPG994423930_P-47D_3.thumb.JPG.258176f05502f95ab66e2fc5368af953.JPG

Rhinevalley.zip 23.41 kB · 1 download

 

Nice work! Can I use it to enhance the Rhineland template for my mission generator?

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Hello SYN_Vander and all others who may come up with the same question: Yes please. Go ahead.

Edited by Hamaha15
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Dumb Q as i am too LoL; these group files go into the template folder i take it?

 

In Haash' opening post there are some dead dropbox links, as they appear to be from 2015. Are these group files still valid in 3.201c ? Also for importing into Rheinland? Arras FC planes might all die like flies with AAA stuff from WW2.

 

 

Edited by jollyjack

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8 hours ago, jollyjack said:

Dumb Q as i am too LoL; these group files go into the template folder i take it?

...

 

The groups for things that are meant to go in one location on one map go in the Templates folder (or in other folders except \data\Missions or a subfolder of that folder). For example, the Rhine Valley object group just above.

 

The groups for things that you can place as often as you like, anywhere, on any map go in \data\Missions or a subfolder of that folder. The group then appears in the Objects Library under "Groups". For example, Thad's Ambush group here.

 

I created subfolders of \data\missions called "Groups" and "Groups - Temp".  I put all my regular groups under folder "Groups" and all the groups that I'm just trying out under "Groups - Temp". That way, the contents of "Groups appear first under Groups in the Object Library.

Edited by JimTM
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Thanks for your assistance, really appreciated. I am just looking at your FMB sample missions, was able to dump a group and import them in to another (Rheinland) map.

Try to figure out to get 3 formations of bombers to drop within an area and then get home, they fly the route alright, but don't drop yet.

 

It's very time consuming, this FMB stuff. Thiis as one cannot start a mission half ways through for testing certain parts. Something that can be very useful ...

 

On 10/11/2019 at 5:42 PM, Hamaha15 said:

Won't you let me take you on a...river cruise?

 

Hello, attached you'll find a group-file to populate the picturesque Rhinevalley between Ruedesheim in the South and Koblenz (Coblence) in the North. .....

 

Rhinevalley.zip 23.41 kB · 4 downloads

 

Thanks, i am heading towards Koblenz for a teaching stint in a month or two; i'll play the Lorelei song for you on my car stereo ....

Import your Rhinevalley group into my brain; as i  always get lost in the country side there in winter.

Roadworks and small country dirt roads not properly displayed in my navi as usual.

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Tips Combat Box Group
Template Created on Rheinland Summer Map
v3.201c
*Readme with Full Specifics for Designers included. Please view.
**CheckZone MCUs included. Must be used as created in either SP, CoOP or using an Independent Dserver. Within Ingame Dserver Checkzones will not work.

 

Tips Combat Box Group.zip

 

To Install:
A) Extract the enclosed Group and the 6 Language Files to your Servers C:\IL-2 Sturmovik Battle of Stalingrad\data\Template folder or wherever/however you have your Game set up. Name of the Group is Tips Combat Box Group.

Open Rheinland Map within ME

<File>

<Import from File>

Navigate to Data/Template

<Double Left Click> to Install on Map
B) Group fits on Stalingrad, Moscow and Kuban Map. However altitude differences within the Maps will effect the formation. Use/Adjust at your discretion.

 

Included:
4 x 3 AI B-25 Flts activating @ 15,500ft Form up in Combat Box which then.
Attack and Level Bomb Industrial Target.
Egress and land at Home Base. 
*Following Bomb release B-25s initiate 3 Egress turns, regaining close formation then descend to land at Home Base w/Flak Rearm/Repair/Refuel Option.

 

Target:
Industrial Section w/Flak.
Placebo Oil Containers, Factory Section and Warehouse setup as Targets.

 

Home Base w/Flak Rearm/Repair/Refuel Option:
Has Subtitle denoting Rearm/Repair/Refuel which is operational or not due to Enemy Aircraft in the vicinity.

 

2 Ambush Bf109G Groups:
Remove to view complete Bombing run with unfettered egress turns or move to another Sector at your discretion.

 

For those learning the ME. Read the readme. Make sure to open up the Main and Secondary Groups. Explore how and why things work. The Template is specifically Grouped for easy access.
Good Luck with your Mission Designing,
Merry Christmas.
Tip

Edited by [DBS]Tx_Tip
Installation Directions from Template
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Tips BoBp Special Flak Group
Mid to Advanced Mission Designer Level Template Created on Rheinland Winter Map along the River Meuse frontlines controlling ingress and egress routes to Allied Bases active on January 1st 1945.
v4.002

*Readme for setup with Full Specifics for Customization included. Please view.
**CheckZone MCUs included. Must be used as created in either SP, CoOP or using an Independent Dserver. Within Ingame Dserver Checkzones will not work.

 

Tips BoBp Special Flak Group.zip

 

To Install:
A) Extract the enclosed Group and the 6 Language Files to your Games C:\IL-2 Sturmovik Battle of Stalingrad\data\Template folder or wherever/however you have your Game set up. Name of the Group is Tips BoBp Special Flak Group.

Open Rheinland Map within ME

<File>

<Import from File>

Navigate to Data/Template

<Double Left Click> to Install on Map

*Full Group is available for access in Sector 1717 on the Rhineland Map.

 

B) Group also fits on Stalingrad, Moscow and Kuban Map. However with altitude differences within the Maps and of course should you move the Groups on the Rheinland Map. Their respective Checkzones will need to be grounded.

 

Included:
"9" Individual Axis Flak Groups which attack Axis Aircraft after separate (Default set at 2) Instances of any Aircraft, (Allied or Axis) have entered its Checkzone "Closer" Radius and then exited or were shot down within the Checkzone "Further" Radius.
Flak Group will again attack only Allied Aircraft after separate (Default set at 2) Instances of any Aircraft, (Allied or Axis) which have entered its Checkzone "Closer" Radius and then exited or were shot down within the Checkzone "Further" Radius.

 

*All Groups have check logic Subtitles for your benefit included which will need to be removed prior to Gameplay. Additionally, as mentioned above, moving Flak the groups will require their respective Checkzones to be grounded.

 

Good Luck with your Mission Designing,
Merry Christmas.
Tip

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In need of a group, if someone has already spent the time making it. 

 

Basically it would be a grid of complex triggers, set off by Human Tanks that fire waypoints linked to AI enemy tanks.  So if a human is trolling the country side, and sets off a complex trigger, any enemy AI tanks in the area would get a waypoint to go in that direction...or, i suppose the complex trigger could activate a POI set to attract vehicles....not sure which might work better.enable

 

Have no idea what the performance impact in an MP mission this would create.  

Edited by WWSitttingDuck

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Posted (edited)

FWIW here is a 4-way Non-Repeating Random Generator, for use when you don't want to get duplicate results.  Surely the guts will seem familiar as it's based on the original four-way random generator which has been around a while and included in the groups download referred to in JimTM's most excellent manual, and (I believe) originally created by No.501_MikiBzh per the old post here:

(If I got that pedigree wrong in any way. someone please correct me, I'd like to give credit where it's due!) 

 

It's a bit of an eye chart but works as advertised and after some tweaking and tuning I've been banging on it with some test missions with successful results.  Essentially it has wrappers around the orginal four-way random generator to permanently close the outputs for results that have already been provided, and a retry loop used when there is a collision (i.e. a duplicate of a previous result is reached).  

 

I find it very useful for generating and re-generating random aircraft and vehicle formations that I set up in advance, with each group being slightly different to keep things interesting, and summon with the MCU Activate as opposed to MCU Spawn (which sucks only because formation commands don't work with it...arrggh, why??!!).   Activating as opposed to Spawning a group easily allows using other things that you'd expect to do with the group like actual formation commands, easy waypoint assignment and management, and using attack/cover commands and other interesting MCU's that only need one, yes ONE, object link to the formation leader.  So mission layout is way simpler with less chance of errors and works mo'better.  However, when desiring to activate those groups randomly as opposed to sequentially, the remaining downside is that you can end up getting a duplicate output from the random generator and then you end up trying to Activate a group that's already been activated and killed off, so nothing happens, the war is lost and there is much gnashing of teeth.   A truly unique result each time, until you have used up all results, seems as if it would be useful.

 

So here it is, it works the same as the regular 4-way random generator except it has a 5th "No Operation" output for the case of having already provided all 4 possible results.  In which case it also shuts off the input gate so it won't eat up CPU cycles if you inadvertently continue to activate it when it's finished.  Ideally you would make use of the 5th "No Op" output to trigger other logic to kick off some other option entirely or notify the player that they've single-handedly defeated half the Luftwaffe.  Otherwise it's just the same to use, you plug the input in on the left and the trigger outputs 1-4 come out on the right in random order until all 4 outputs have fired once each, then the 5th output fires the next time it's used, and no outputs fire after that.


Also below is a sample test mission for anyone who wants to check out the results and bang away on it. I've tested it by calling it every 250 milliseconds and it behaves just fine, so it should be very dependable in all other (hopefully less frantic) use cases too.  

 

Four-Way_Non-Repeating_RandomSwitch.gif

four-way non-repeating random switch.zip Exclusive Random Gen Test.zip

Edited by =[TIA]=Stoopy
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6 hours ago, =[TIA]=Stoopy said:

It's a bit of an eye chart but works as advertised and after some tweaking and tuning I've been banging on it with some test missions with successful results.  Essentially it has wrappers around the orginal four-way random generator to permanently close the outputs for results that have already been provided, and a retry loop used when there is a collision (i.e. a duplicate of a previous result is reached).  

 

That's pretty cool. I've done something different in the past -- used a 3-way random generator, one output leads to a sequence of events 1-2-3, another 2-3-1, another (say) 3-1-2. It's still giving a different effect for the player but it's not truly random once the sequence has been picked.

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6 hours ago, =[TIA]=Stoopy said:

FWIW here is a 4-way Non-Repeating Random Generator, for use when you don't want to get duplicate results.  Surely the guts will seem familiar as it's based on the original four-way random generator which has been around a while and included in the groups download referred to in JimTM's most excellent manual, and (I believe) originally created by No.501_MikiBzh per the old post here:

(If I got that pedigree wrong in any way. someone please correct me, I'd like to give credit where it's due!) 

 

It's a bit of an eye chart but works as advertised and after some tweaking and tuning I've been banging on it with some test missions with successful results.  Essentially it has wrappers around the orginal four-way random generator to permanently close the outputs for results that have already been provided, and a retry loop used when there is a collision (i.e. a duplicate of a previous result is reached).  

 

I find it very useful for generating and re-generating random aircraft and vehicle formations that I set up in advance, with each group being slightly different to keep things interesting, and summon with the MCU Activate as opposed to MCU Spawn (which sucks only because formation commands don't work with it...arrggh, why??!!).   Activating as opposed to Spawning a group easily allows using other things that you'd expect to do with the group like actual formation commands, easy waypoint assignment and management, and using attack/cover commands and other interesting MCU's that only need one, yes ONE, object link to the formation leader.  So mission layout is way simpler with less chance of errors and works mo'better.  However, when desiring to activate those groups randomly as opposed to sequentially, the remaining downside is that you can end up getting a duplicate output from the random generator and then you end up trying to Activate a group that's already been activated and killed off, so nothing happens, the war is lost and there is much gnashing of teeth.   A truly unique result each time, until you have used up all results, seems as if it would be useful.

 

So here it is, it works the same as the regular 4-way random generator except it has a 5th "No Operation" output for the case of having already provided all 4 possible results.  In which case it also shuts off the input gate so it won't eat up CPU cycles if you inadvertently continue to activate it when it's finished.  Ideally you would make use of the 5th "No Op" output to trigger other logic to kick off some other option entirely or notify the player that they've single-handedly defeated half the Luftwaffe.  Otherwise it's just the same to use, you plug the input in on the left and the trigger outputs 1-4 come out on the right in random order until all 4 outputs have fired once each, then the 5th output fires the next time it's used, and no outputs fire after that.


Also below is a sample test mission for anyone who wants to check out the results and bang away on it. I've tested it by calling it every 250 milliseconds and it behaves just fine, so it should be very dependable in all other (hopefully less frantic) use cases too.  

 

Four-Way_Non-Repeating_RandomSwitch.gif

four-way non-repeating random switch.zip 2.8 kB · 0 downloads Exclusive Random Gen Test.zip 9.12 kB · 1 download

 

 

good stuff. appreciate the share

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Two simple facts I have confirmed after testing:

 

1) If you use the Media MCU, then as long as you do not do a Stop Media the Pause key P is not operative. The H, I, M key do work but you cannot pause the mission. 

2) If you have a player plane that is at the start of the mission on the runway and waiting to take off. If this plane has an OnPlaneLanded  OnEvent Trigger, then this trigger will be activated. This is not a correct behavior. It should not be triggered as you have not landed. But the system does not make the difference. You are on the runway, engine running so it is like you have landed. If you start In Air then the behavior is correct and it will only be triggered when you land. This is a problem because you cannot filter this. The counters are with fixed numbers. I am not sure it is possible to have a numeric test like "if the counter is >=3" then trigger. This means that the counter triggers always when it has reached 3 and over.

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I just came across this and what an amazing piece of logic! Thanks Stoopy!

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6 hours ago, IckyATLAS said:

If you have a player plane that is at the start of the mission on the runway and waiting to take off. If this plane has an OnPlaneLanded  OnEvent Trigger, then this trigger will be activated. This is not a correct behavior. It should not be triggered as you have not landed. But the system does not make the difference. You are on the runway, engine running so it is like you have landed. If you start In Air then the behavior is correct and it will only be triggered when you land. This is a problem because you cannot filter this.

 

You could use a "gate" timer MCU. At mission start, disable the gate. Then on plane takeoff, enable the gate. Have onPlaneLanded fire an event to the gate. 

 

Or, more work, use a complex trigger to detect the OnPlaneLanded events, and only enable that trigger once the mission has properly started and players have taken off. ?

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Hi, Alonzo's first suggestion is an easy way to do the job.

 

The issue with the ComplexTrigger is that it doesn't know the OnObjectLanded event. The work around is the use of the "Object Stationary and Alive" event, however, the Complex Trigger must be deactivated after a few seconds because otherwise it would fire again each time the plane's speed gets below a certain value if you continue taxiing after landing.

 

FYI: attached picture is taken from a Ju-52 Stalingrad airlift mission. I used the complex trigger in this case because the player has the choice between several airfields to land at and all subsequent activities are to be triggered at the right location only. In such a case the OnLanded event wouldn't work.

 

Cheers

 

StationaryAndAlive.thumb.JPG.15134e6d6107e9c04b1ac349ec54b320.JPG

Edited by Hamaha15

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13 hours ago, Alonzo said:

 

You could use a "gate" timer MCU. At mission start, disable the gate. Then on plane takeoff, enable the gate. Have onPlaneLanded fire an event to the gate. 

 

Or, more work, use a complex trigger to detect the OnPlaneLanded events, and only enable that trigger once the mission has properly started and players have taken off. ?

True have not tried this approach yet. Thanks.

 

Here is how I have set it up. Indeed there is a gate Timer that is disabled. It is not enabled at TakeOff but it is enabled when the plane enters the planned airfield space with a CheckArea MCU. In this way the action that is carried by the OnPlaneLanded event is not triggered if the plane lands somewhere else.

 

Edited by IckyATLAS

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10 hours ago, IckyATLAS said:

1) If you use the Media MCU, then as long as you do not do a Stop Media the Pause key P is not operative. The H, I, M key do work but you cannot pause the mission. 

 

 

THANK YOU for sharing this.  I have a single-player mission that has been puzzling me for a couple of weeks because it cannot be paused, turns out that indeed I am using some audio media and the Stop Media command along with it "by the book".  

 

Who'da thunk it.... 

 

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On 1/21/2020 at 11:06 AM, IckyATLAS said:

1) If you use the Media MCU, then as long as you do not do a Stop Media the Pause key P is not operative. The H, I, M key do work but you cannot pause the mission. 

 

I too have encountered this problem and I add that not only can the mission not be paused, but the speed of the game cannot be varied either: it always remains on a 1: 1 scale.

So it's necessary to put a Stop Media MCU at the end of the audio-video action.

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Remaining on the theme of the Media Translator, I am encountering some problems, while I intend to insert an Audio-video Intro, based on a song, with a sequence of still images at the beginning of a single mission. So I have to create, with Media Translator, two parallel ways, on for Images and one for Sound.
In particular, I focus your attention on two problems:
1) The size of the JPG file. Is there the possibility of a Full Screen? If so, what should be the size of the image ? And if not, what is however the maximum size to fill the screen, leaving a minimum of colored frame as a background?
I did some tests but with uncertain results.

2) More complex. At the beginning of a normal mission, the image that appears is that of the Player's cockpit ( I don't think it's possible to apply a delay in its activation... ). But, by immediately starting both the song and the first image, the cockpit does not appear, so all OK ? No... because, after 1-2 seconds, the program pauses and this is an issue, because the pause does not stop all the actions, but only the picture sequence (and the player action), while the song goes on to its end. So  you must immediately remove the pause, otherwise, every second that passes, there is a misalignment between sound and pictures in this gap, the image of the cockpit interferes with the programmed video sequence and every synchronization goes to hell.
In a nutshell, I am able to create a synchronized audio-video sequence, so that in the end, with a fade, the player's cockpit appears and the mission begins. But, as the program automatically pauses, this creates a lack of coordination between images and sound.

I show the picture of the flowchart of the Audio-Video Intro.
 1287689772_Introaudio-videoflowchart.jpg.0dc8ce8dca604d0419ceaa48d094c385.jpg

Now the explanation of what happens.

At the beginning 1 second of black screen and then, before the player's cockpit appears,  the sound and the first picture are starting simultaneously. After a few seconds, while the song continues to play, the second image arrives and so on.
Note that the next image has to been ready at least one second before appearing, in order to avoid a time gap in which the cockpit image would be ready to be visible, which instead must remain hidden.
In the end, the sum of the times of appearance of the images coincides with the duration of the song (28 sec), so with a fade out of 1-2 seconds everything ends and the player's cockpit appears.
It is also necessary to insert a Stop Media command, to avoid that the program can no longer be paused or changed in the speed of the game.

All simple and perfect, but ... there is the problem of the Pause. As soon as it appears, it must be immediately removed (pressing the P key), otherwise all the work goes wrong...

 

Any idea ?

 

Thank, Stebas.

Edited by Alfaunostebas11

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On 1/6/2020 at 1:41 PM, =[TIA]=Stoopy said:

 

Thanks a lot!! I was trying to build EXACTLY this the other day but i didn't have the time or patience and gave up.

 

On 1/21/2020 at 5:06 AM, IckyATLAS said:

1) If you use the Media MCU, then as long as you do not do a Stop Media the Pause key P is not operative. The H, I, M key do work but you cannot pause the mission. 

 

I ran into that two years ago and i asked for an MCU that automatically stopped after ending. Never heard back (i know they had better things to work on). I've decided no to include audio in my missions, it's just too much hassle. 

Edited by Jade_Monkey
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15 hours ago, Jade_Monkey said:

 

I ran into that two years ago and i asked for an MCU that automatically stopped after ending. Never heard back (i know they had better things to work on). I've decided no to include audio in my missions, it's just too much hassle. 

Not really but you have to be organized. I created  a group that does all this automatically. Every time you need to have a recording played you insert the group and then just have to paste the address of your audio file and it works perfectly. This group which can be seen as a routine or sub-program, you have also the engine muting facility and the timings that are according to the length of your audio file. Now I use radio com pretty a lot. To generate the speech sound you add a text-to-speech program an audio editing program and that's it. There is some learning curve but after the speed at which you can create sounds is just incredibly fast. I made radio between multiple ships and planes between leader and pilots etc.. It is just an added dimension to the missions.

 

I am now working a lot on the camera operator and you can do some pretty incredible stuff. It took me a long time to understand how it works, it has many bugs unfortunately, but it is still a very powerful tool.

 

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