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Menacing_Ferrets
Posted (edited)

did a forum search for this, got two results neither was anything explanatory.

 

I despise starting new thread unless absolutely necessary...      

 

This one looks pretty powerful and I think it requires it's own thread...    Anyone?  What in tar-nation does this bad-boy do?

 

Count planes...  Capture events based on events list...  Blocking and unblocking a flag...   

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Edited by Menacing_Ferrets
Posted

AFAIK this stuff is used to implement capture the flag multiplayer mission types. Don't think this is working right now in BoS however.. must be a left over from RoF.

Menacing_Ferrets
Posted (edited)

Ahhh ok. That explains a whole lot.  Sounds like a lot of fun! thanks Sim

 

If it's function is now obsolete i guess it didn't require it's own thread.  Poo

 

 

Sink to the bottom and die windsock thread.

 

:P

Edited by Menacing_Ferrets
Posted

Anyway, if you just want a windsock on all your airfields you can:

  • Use the flag to add it
  • Keep in mind that wind direction is inverted to what you would see in a METAR, TAF, etc.
  • You need to assign the windsock to an alliance, either axis or allieds
Posted (edited)

I noticed that Developer Diary 114 includes the following change:

 

- New flag object added that can be used in multiplayer missions for capturing objects and territories.

Edited by JimTM
Posted

I noticed that Developer Diary 114 includes the following change:

 

- New flag object added that can be used in multiplayer missions for capturing objects and territories.

 

Yep, saw that too. I wonder if it's a different one, or if they implemented some of the unused functionality of the existing wingsock. For all I know it's actually been working all this time, I haven't tested it (nor have any idea of how it's supposed to work).

Menacing_Ferrets
Posted

herrrmmmm.....

 

Unfortunately I didn't have a rig capable of ROF until just recently so I've got ZERO experience with it. This game play mode is foreign to me, but I am guessing a few ways to test this using AI.  OOF.  Too many projects on my plate.  It's like playing with the most interesting LEGO set in the world i swear.

Menacing_Ferrets
Posted

So this topic is quite relevant now. The new flags are very similar to windsock.  I've got the capture function figured out, with the exception of blocking.  There is a blocking threshold in properties. Also there is onblocked and onunblocked event that this flag can send, anyone have a clue on how this works?

 

 

Menacing_Ferrets
Posted

Also does anyone know if a flag can be deactivated, then reactivated?  this would work as a toggle latch logic gate using two flags sideby side, one of each country, allowing for infinite side changes. My gut says it would work, but I won't be able to test this for 10hours or so (am at work you see).

I am going to make the group now and will post the results if someone doesn't get to it before me.

Menacing_Ferrets
Posted (edited)

Vspawn toggle latch untested

 

this should work....  using an onmissionbegin -> deactivate the flag you don't want active on start   right?

 

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Edited by Menacing_Ferrets
Menacing_Ferrets
Posted

disregard the above grouping. That is NOT how the flags work. Think I only need one.  Off to ROF forums to try and find my answer

 

Posted

disregard the above grouping. That is NOT how the flags work. Think I only need one.  Off to ROF forums to try and find my answer

If you find it, please post it here too :)

Menacing_Ferrets
Posted (edited)

actually just cracked open the new rankedtanksadvanced MP mission from our 1C/777 mission builder guys.

 

Very informative.  Am cleaning up the logic so it can be studied easily, then I will post it in the groups sharing thread. Link to here too.

 

What I did wrong is thinking I needed TWO flags at each base, one per country.  The oncaptured # event is not a timer, or how many vehicles are needed to capture, That's all automated in the flag.

 

Once you get close enough to enemy flag (if no enemy nearby) the flag will start to drop. Then at bottom it changes to your country, and goes up the flag pole. (Reminiscent of Battlefield 2).  First time flag changes sides, the oncaptured01 event is called.  Next time, oncaptured02.

 

Will continue with cleaning up this Stock mission now.

Good to know the folks building missions on their end are as messy as some of us :)

 

They did show moving front lines in this one.  Glad to know I got it exactly right when I tried it a month ago!

 

So nice to see a little feedback from them even if there are no written instructions.  Stay tuned for the flags/tank spawns/capture logic...

 

 

Almost done cleaning it up...    

 

 

 

OH and Hey mister Moderator Can you change the name of this thread to FLAGS?  PU PU Lease?

 

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Edited by Menacing_Ferrets
  • Upvote 1
Posted

 

 

First time flag changes sides, the oncaptured01 event is called.  Next time, oncaptured02.

 

I think CapturedBy01 means captured by Russians, CapturedBy02 means captured by Germans. In other words, suffixes 01 and 02 are tied to factions, not how many times the flag was captured.

 

That's just from looking at the mission, I haven't got it to work yet. I was using windsocks, and although they have the same interface, they don't seem to be capturable. 

Menacing_Ferrets
Posted

if you make the flag German, oncapture01 will be russian and 02 will be german again.

 

same if you make it Russian, oncapture 01 will be german......

 

Start height 0 means it'll start at bottom

 

1 means flags starts out all the way at the top

 

speed factor is how fast the flag moves while being captured.

Posted

My flag is neutral initially. Then how are capturedXX supposed to work?

Gitano_Fraile
Posted

as they do to test the map, the server asks for a minimum of 4 players and it becomes difficult to prove thereby

Menacing_Ferrets
Posted (edited)

Yeah... not too sure about the neutral flag, Looks like I am going to need to test this out as I need to change a neutral tank base too. Can't disable or delete flags either, so if you think you can do it with two flags, guess again :( It does make for some interesting ground battles if you spawn guns on capture.  Sometimes both countries' gun spawn at the same time and shoot each other.

 

I'll post if I figure anything out conclusive.

 

 

I am good when the flag starts with a country designation.

Edited by Menacing_Ferrets
Posted

MF, I'm not sure why our experiences differ so much re:flags. I have no problem disabling them (using a deactivate MCU), and the mission you posted (tank advance) always links CapturedBy01 to RED CAP and CapturedBy02 to BLUE CAP.

Menacing_Ferrets
Posted (edited)

hmm...   Well I have not had a ton of time lately to experiment, but I trust your work.  Won't be an issue of deactivating a flag if capture 1 is always Russian as you'd only need one.

 I think I get confused as I've set my colors to Red being the enemy in game, so I have to be really careful to make sure the countries line up with the intended result in the ME. Because I have enemy's color Red, the German objects show up red in the editor.   :(  This maybe a bigger source of confusion then it is worth. Prolly just time to change it back to default.  

 

Thanks for re-checking this Coconut at least having a premise to work with will make it much easier to get the result I am looking for out of a neutral flag, rather then set up every possible scenario and counting flares and their colors )  

(click like if you've ever tested something this way)

 

 

Say, when you deactivated the flag did it disappear?

Edited by Menacing_Ferrets
Posted

 

 

Say, when you deactivated the flag did it disappear?

 

Yes, the flag disappears. Not sure if the pole stays.

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