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-LaFrench-LoupVert

1.103 Complex Trigger

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I had to tick it before the update as well. Does anyone know if there be an example of a working Proximity trigger for MP now?

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I had to tick it before the update as well. Does anyone know if there be an example of a working Proximity trigger for MP now?

 

I've written it before, but this would be really useful!  (Sadly though, the complex trigger seems in MP to replace SP's proximity trigger and the "area checker" (or whatever its called). It'll replicate the area trigger's functionality very well. Doesn't do the proximity trigger's job at all, unfortunately._

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I've written it before, but this would be really useful!  (Sadly though, the complex trigger seems in MP to replace SP's proximity trigger and the "area checker" (or whatever its called). It'll replicate the area trigger's functionality very well. Doesn't do the proximity trigger's job at all, unfortunately._

From the 1.103  change log.

 

48. Check Zone and Proximity triggers now work in multiplayer.

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Complex triggers used for spawning and de spawning flak groups across an enormous front in MP seem to be working just fine. Player enters a zone, units spawn. Player leaves the zone, units are removed.

 

I'm just using active by side ('German'), nothing else.

 

You're giving me palpitations here, all this talk of 'not working'.... Unless I've missed something? :)

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Correction: Country plus Entities checked and Complex triggers are working.

 

Long story short:

Prangster posted as I was posting, read his post, thought "Hme..."

I have Proximity triggers doubling with Complex triggers as one was SP one was MP and I like to check some things as I go in SP (since it's quite a palaver) and now post patch Proximity works in MP (thanks Prangster missed that) so they were triggering, not the Complex triggers which used to work but now don't without extra things being checked, or so it would seem.

 

Hows that for a sentence, Swallow?

 

Fist post here in years. Blimey.

 

Could've been worse, I think.

Edited by No43_Handsome

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Complex Triggers are relatively heavy and depend on object count in mission (more objects - more heavy), try to avoid them if there are other ways.

Logically "check entities" is required for objects with entities (e.g. planes), I'm not sure why it is changed though. In fact, complex trigger's code was not changed in this update at all (although it should be addressed some other day, because it is too heavy), it is caused by changes in some other module, which caused possibility of different names for object and its entity, which obviously was not in previous versions.

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Complex Triggers are relatively heavy and depend on object count in mission (more objects - more heavy), try to avoid them if there are other ways.

Logically "check entities" is required for objects with entities (e.g. planes), I'm not sure why it is changed though. In fact, complex trigger's code was not changed in this update at all (although it should be addressed some other day, because it is too heavy), it is caused by changes in some other module, which caused possibility of different names for object and its entity, which obviously was not in previous versions.

Many Thanks for this information!

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From the 1.103  change log.

 

48. Check Zone and Proximity triggers now work in multiplayer.

Great !!! i was aware that these complex triggers are CPU loader.

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If i have some disabled tanks waiting for some opposite tanks to enter a specific range to be enabled, does a proximity trigger can be linked to an activate trigger in order the tanks are enabled ?

 

I mean, that way one can replace a complex trigger using that set up. Correct ?

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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.

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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.

Proximity doesn't want to work for me but the check zones are working nicely so far.

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Does anyone know what max value for Tick Delay can be before the server start to fail?

 

 

1000 / 50 = 20ms

Anything above 20ms will cause simulation thread lag.

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From the 1.103  change log.

 

48. Check Zone and Proximity triggers now work in multiplayer.

 

 

Kool!  :cool:

 

(I've always thought of the proximity trigger as a sort of mobile check zone - instead of being centred on a coordinate, it's centred on an object (such as an aircraft) that can move. Excellent! Hopefully, now messages or mp3 files ("Hello, little friends," etc.) or other events/thingies can be triggered in MP when an MP flight meets up with its, say, bombers to escort, etc, etc.)

 

[but Handsome, it's back to Comma School for you... :angry: ]

Complex Triggers are relatively heavy and depend on object count in mission (more objects - more heavy), try to avoid them if there are other ways.

Logically "check entities" is required for objects with entities (e.g. planes), I'm not sure why it is changed though. In fact, complex trigger's code was not changed in this update at all (although it should be addressed some other day, because it is too heavy), it is caused by changes in some other module, which caused possibility of different names for object and its entity, which obviously was not in previous versions.

 

Thanks Taleks! Useful information!   :thank_you:

Edited by No601_Swallow

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Thanks Taleks and other for your inputs.

 

As for the Complex trigger that... triggered me, it was supposed to trigger as message display once aircraft came in its radius. I saw it work without Entities ticked and it didn't anymore after the patch. Could be coincidence or even just me (and zorkaiev) mistaking.

 

Anyway, it works now.

 

KUTGJ Taleks and team ;)

Edited by -LaFrench-LoupVert

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Does anyone know what max value for Tick Delay can be before the server start to fail?

1000 / 50 = 20ms

Anything above 20ms will cause simulation thread lag.

Sim,

 

could it be that you are talking about SPS? (I haven't seen Tick delay go above 5 at most thus I don't get where the division by 50 come from in your formula, nor what 1000 is the value of)

 

3898616c2419e86ddd7c433a99038ebd.png

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Sim,

 

could it be that you are talking about SPS? (I haven't seen Tick delay go above 5 at most thus I don't get where the division by 50 come from in your formula, nor what 1000 is the value of)

 

3898616c2419e86ddd7c433a99038ebd.png

I think since 50 SPS is critical value, it max's out at this. You just see that value of 50 if even if in fact it is 100 Sps, or 200 sps. 1.5ms gives you 666 sps, you just don't need to see it since it's over 50. Edited by roaming_gnome

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Sim,

 

could it be that you are talking about SPS? (I haven't seen Tick delay go above 5 at most thus I don't get where the division by 50 come from in your formula, nor what 1000 is the value of)

 

About both - SPS and tick delay. 1 second has 1000 milliseconds. The simulation thread in BOS seems to be running at 50 SPS (it needs to be able to update simulations at least 50 times per second for everything to appear normal without slow motion). So that means on average it needs to do 1 simulation update in less than 1000 / 50 = 20ms (that's "tick delay"). If tick delay is above 20ms - it will run at less than optimal 50 SPS. Hope that makes sense.

 

Also, see official Han answer:

http://forum.il2sturmovik.com/topic/7-questions-developers/page-33?do=findComment&comment=289066

Edited by Sim
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Complex Triggers are relatively heavy and depend on object count in mission (more objects - more heavy), try to avoid them if there are other ways.

Logically "check entities" is required for objects with entities (e.g. planes), I'm not sure why it is changed though. In fact, complex trigger's code was not changed in this update at all (although it should be addressed some other day, because it is too heavy), it is caused by changes in some other module, which caused possibility of different names for object and its entity, which obviously was not in previous versions.

 

What exactly is meant by relatively heavy. Object counts are object counts. They are finite in this game for playabilities sake in MP. Whether I use a Checkzone trigger or Complex Trigger the same amount of objects are going to be Spawned...Activated....

 

Do you mean that a Complex Trigger waiting to have its conditions met are more CPU intensive than a Checkzone Trigger in MP?

 

What of deactivated Complex Triggers and Checkzone Triggers? It would seem that neither would use any CPU. So after the Trigger fires off and is deactivated is there a difference between these?

 

And just for the record I never used Check Entities within a Complex Trigger unless I wished to check for a Specific Aircraft to fire the Trigger off. So that has been changed.

It is now a requirement that this be Checked for Complex Triggers to work in MP. So Loup you and Zorkaiev were not imagining things.

Tip

Edited by [DBS]Tx_Tip
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What exactly is meant by relatively heavy. Object counts are object counts. They are finite in this game for playabilities sake in MP. Whether I use a Checkzone trigger or Complex Trigger the same amount of objects are going to be Spawned...Activated....

 

Do you mean that a Complex Trigger waiting to have its conditions met are more CPU intensive than a Checkzone Trigger in MP?

 

What of deactivated Complex Triggers and Checkzone Triggers? It would seem that neither would use any CPU. So after the Trigger fires off and is deactivated is there a difference between these?

 

And just for the record I never used Check Entities within a Complex Trigger unless I wished to check for a Specific Aircraft to fire the Trigger off. So that has been changed.

It is now a requirement that this be Checked for Complex Triggers to work in MP. So Loup you and Zorkaiev were not imagining things.

Tip

Tip,

I tried 700 aa lights on the stalingrad map using only check zones and instructions for them to be deleted after aircraft got out of range. I had .3 tick delay aND sps 50. All very close together, with about 50 activating at almost the same time. One complex trigger can start all of them.

 

Don't know if this is better than what you've been getting. Mind you, this only with one aircraft on the map.

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Copy that gnome and thanks for the reply.

 

Guess making a full blown mission both ways and seeing what, if any difference it makes, is the way I'll proceed.

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I noticed from script files that complex triggers are shared over the network (complextrigger.txt in scripts/luascripts/worldobjects in scripts.gtp has network=true). No idea why that is, but that would mean they add some amount of load on the network side of things.

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Tip,

I'm fairly new to the ME, but this is what is working for me at the moment (layout and the activation). I was a little surprised that it works as an open loop perfectly.  Coconut, thanks for the technical detail.

post-23460-0-41623000-1443883867_thumb.jpg

post-23460-0-10268900-1443883880_thumb.jpg

Edited by roaming_gnome

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What exactly is meant by relatively heavy. Object counts are object counts. They are finite in this game for playabilities sake in MP. Whether I use a Checkzone trigger or Complex Trigger the same amount of objects are going to be Spawned...Activated....

 

Do you mean that a Complex Trigger waiting to have its conditions met are more CPU intensive than a Checkzone Trigger in MP?

 

What of deactivated Complex Triggers and Checkzone Triggers? It would seem that neither would use any CPU. So after the Trigger fires off and is deactivated is there a difference between these?

 

And just for the record I never used Check Entities within a Complex Trigger unless I wished to check for a Specific Aircraft to fire the Trigger off. So that has been changed.

It is now a requirement that this be Checked for Complex Triggers to work in MP. So Loup you and Zorkaiev were not imagining things.

Tip

Complex Triggers have many conditions that should be checked, comparing with other triggers.

Not all of them can be omited in runtime. It affects both multiplayer and single player.

If you have many complex triggers in mission, it may cause bigger CPU usage.

I'm not sure about resources used by deactivated trigger, though.

 

AFAIK, you don't need check entities if you don't need selecting on base of object names or scripts. At least it should not from logical point of view,

However most biggest CPU users are AI-controlled bots, especially aircrafts with several crew members.

Proper usage of triggers is needed just to free more CPU resources for those bots and is useful mostly for MP.

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Complex Triggers have many conditions that should be checked, comparing with other triggers.

Not all of them can be omited in runtime. It affects both multiplayer and single player.

If you have many complex triggers in mission, it may cause bigger CPU usage.

I'm not sure about resources used by deactivated trigger, though.

 

AFAIK, you don't need check entities if you don't need selecting on base of object names or scripts. At least it should not from logical point of view,

However most biggest CPU users are AI-controlled bots, especially aircrafts with several crew members.

Proper usage of triggers is needed just to free more CPU resources for those bots and is useful mostly for MP.

Thank you taleks

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Now that we have the check zone and proximity triggers available online we'll be able to remove some complex triggers and spare some CPU usage for more bigger CPU users like AI bombers

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Tip,

I'm fairly new to the ME, but this is what is working for me at the moment (layout and the activation). I was a little surprised that it works as an open loop perfectly.  Coconut, thanks for the technical detail.

attachicon.gifcheckzone_layout1.jpg

 

This looks like a cool version of the type of spawning/de spawning loop that is used extensively by the SP campaign mission generator. It'll be great if we can use these in MP now. Of course I'll have to redo all me groups... Hey-ho. Such is life, I thuppose!

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Same here !

redoing all my groups right now but it's not a big deal and I can confirm check zone is working well in MP now  :salute:

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Same here !

redoing all my groups right now but it's not a big deal and I can confirm check zone is working well in MP now  :salute:

 

Does it work with large ranges too? The 10km check zones I have for the airfield flares does not seem to work. But smaller ones do.

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Does it work with large ranges too? The 10km check zones I have for the airfield flares does not seem to work. But smaller ones do.

Will have to try something larger. Have not tried larger sizes yet.

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The maximum range I tried is 10000m (10km) and it works

I will try larger than that in the afternoon

 

Will keep you posted

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Of course, a consequence of checkzones and proximity triggers now working in MP would be the possibility that campaign missions might now be more easily convertible to MP..

 

Must check when I finally get back to my computer in ten or twelve days!  :dry:

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Complex Triggers have many conditions that should be checked, comparing with other triggers.

Not all of them can be omited in runtime. It affects both multiplayer and single player.

If you have many complex triggers in mission, it may cause bigger CPU usage.

I'm not sure about resources used by deactivated trigger, though.

 

AFAIK, you don't need check entities if you don't need selecting on base of object names or scripts. At least it should not from logical point of view,

 

However most biggest CPU users are AI-controlled bots, especially aircrafts with several crew members.

Proper usage of triggers is needed just to free more CPU resources for those bots and is useful mostly for MP.

Is it possible in any way, to switch the checkmark on the "checkzone" from "closer" to "further" setting with another trigger while the mission is running? This would help a great deal in the need to run only one instead of two at the same time.

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~S~ Everyone,

 

So glad to see more activity moving forward in Mission Making. I've been sandbagging these developments to be sure!

 

I've just now applied using Checkzone MCU instead of Complex Trigger MCU for searchlights, in a Multiplayer Mission, to success.

 

This really makes me happy as I've used many resource eating Complex Trigger on just about every element of my previous missions.

 

So, now, I suspect, that rewriting them, or even, creating entirely new ones in the future, there will definitely be performance improvement!

 

Keep 'em Flying,

 

!S -Jupp- :salute:

 

Bo_S_Checkzone_in_MP.jpg

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Excellent, looking forward to your future missions Jupp!

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