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Posted

Hi folks,

I want to make a group that can decide to spawn an ai flight in one of two places each time it is triggered. I set 1 timer at 50% the other at 100%. When 50% is activated it deactivates the other timer. Problem is i can't get it to repeat.

 

So is there an easy way to set up a 50/50 resettable group.

  • Thanks 1
Posted (edited)

Here is a two-way random switch group for you. It needs at least one minute between uses. Coconut came up with the concept that I'm using.

Edited by JimTM
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Posted

I am at work and cannot check -- But I suspect JimTM/Coconut's group does all you need.

Just in case, though, here is the random group that is re-triggerable that I use:

 

http://www.mediafire.com/download/i9hzaxt63rd413k/rando.zip

 

It has 4 outputs only one of which gets hit randomly for each trigger ( prolly set to slightly weight towards the 3rd output in this group )

 

There is a 700ms ( I generally just use a full second to be safe ) window between safe triggers of the random tool.

  • Thanks 1
Posted

Here is a two-way random switch group for you. It needs at least one minute between uses. Coconut came up with the concept that I'm using.

 

Actually, you should be able to retrigger the switch in much less than one minute (I think the one minute came from the demands of the events I was switching between in my initial tests - keep these demands in mind for your tests).

 

I suspect that the retrigger time is a bit more than the total time of all the random timers in the switch. The two-way timer total is 50ms so I think 75 ms may be a good retrigger value. I'll make sure this is reflected in the (work-in-progress) Mission Editor Manual.

 

Cheers!

Posted

Thanks guys i have something working now i was trying also to test the randomness by repeating it in the game. It would be nice if there was a MCU with the ability to select the percent ranges

Posted

Will the random timer have different outcomes when triggered repeatedly during the mission? In RoF I always found that re-triggering a random timer always resulted in the same outcome. So it seems the outcome was pre-defined at mission startup....

Posted

Will the random timer have different outcomes when triggered repeatedly during the mission? In RoF I always found that re-triggering a random timer always resulted in the same outcome. So it seems the outcome was pre-defined at mission startup....

 

The trigger combo I edited from JimTM  did switch between the two sometimes repeating one branch then swapping to the other. It does seem sensitive to the time delays so probably needs a fine tune depending on the mission. What I didn't check is if it always started on the same branch at mission start. I imagine not as the whole point of the % would not work. Then again 50 50 is a bit simple maybe the 4 way switch from caryatid23 would give a better feel.

 

I will double check the mission start condition

Posted

I'll do some in-game tests to see how the random timers now behave...

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