Ala13_Kokakolo Posted April 6, 2016 Posted April 6, 2016 A few questions. Is the proximity trigger the same as Check Zone but attached to a mobile unit? Second. How is the best way you suggest to make a unit which moves through the map activate when there are planes in the area (this is for MP so several planes can be entering and leaving the area) and deactivate when there are none? Do I have to use two proximity triggers one in close and another in further? Do I have to link the proximity triggers to all units or only to the leading unit? Do I have to start the proximity trigger with a start mission trigger? Can the proximity trigger start another proximity trigger (further) to deactivate the units when the planes are far? Cheers
Ala13_Kokakolo Posted April 6, 2016 Author Posted April 6, 2016 I am answering to myself I found all info HERE: http://forum.il2sturmovik.com/topic/19922-check-zone-and-proximity-triggers-mp/?hl=%2Bproximity&do=findComment&comment=322210
coconut Posted April 7, 2016 Posted April 7, 2016 Second. How is the best way you suggest to make a unit which moves through the map activate when there are planes in the area (this is for MP so several planes can be entering and leaving the area) and deactivate when there are none? Use a proximity MCU or a check zone MCU to detect the presence of enemies and spawn defenses (interceptors, AA...). Have this MCU deactivate itself and start two timers: one with delay 60s which deactivates the defenses, and shorter than 60s (e.g. 50s) which reactivates the proximity/check zone MCU. Here is how it executes: Enemy close is triggered 1min after mission start (1min to let things settle after the server starts). When an enemy approaches, "Enemy close" fires. This deactivates "Enemy close" itself (because of id:13312). It also starts "50s" and "1min (id:13311)". And "MedPrio", which is a 0s timer than spawns AA units (never mind the strange name). Note that "MedPrio" deactivates itself. 50s later, "Enemy close" is activated again. This will check for the presence of enemies. Enemies as still there, and "50s" is triggered again, and so is "1min". This will reset the "1min timer". At this point "MedPrio" is still deactivated, and because of this it ignores the incoming signal from "enemy close". At some point, the enemy is shot down by the AA. It's time for "50s" to fire again. It activates "Enemy close", which does nothing because there are no enemies nearby. 10s later "1min" fires. This triggers "Kill", which deletes the AA units and activates again "MedPrio". "Enemy close" will keep monitoring the presence of enemies. When another enemy enters the radius, steps 2 and later execute again. This works well in MP. Other designs that try to adapt proximity closer/nearer pairs from SP aren't very robust when multiple enemies are involved. Trying to maintain a count of enemies that enter, leave, die... is pretty complex and hard to test. 2
F/JG300_Gruber Posted July 2, 2016 Posted July 2, 2016 Hi coconut, A couple question regarding your auto AAA groups 1) What is the LoPrioAA timer for ? Is it usefull in some way or just here in case you want to add some more features ? 2) What is the effect of the force complete command ? The rest seems pretty clear to me, this is a very clever mechanic I'll definitely use
coconut Posted July 2, 2016 Posted July 2, 2016 1) What is the LoPrioAA timer for ? Is it usefull in some way or just here in case you want to add some more features ? 2) What is the effect of the force complete command ? 1) Initially, there was no connection between 1min and KillAA-3. Instead, I would connect LoPrioAA-3 to some external logic that would monitor CPU usage (through an external tool communicating with DServer through the remote console and a server input MCU). LoPrioAA-3 would tell that system that this group was a low priority one, and should the server come under heavy load, it should be one the first ones to be removed. Anyway, to summarize: You can ignore it. 2) It gets the AAA unit to fire at enemy air units (and maybe ground units too). Flak37 and 58k units will fire at enemies without orders, whereas Flak38 and 61k require an order. For some strange reason, a "complete order low prio" causes these units (both flak and fast firing) to attack all enemy units. I tend to use that instead of AttackArea MCU, to avoid "circle clutter" in the editor.
LLv34_Temuri Posted August 16, 2016 Posted August 16, 2016 Use a proximity MCU or a check zone MCU to detect the presence of enemies and spawn defenses (interceptors, AA...). Have this MCU deactivate itself and start two timers: one with delay 60s which deactivates the defenses, and shorter than 60s (e.g. 50s) which reactivates the proximity/check zone MCU. Thanks for this. Based on this, I think we can lighten the load on the VirtualPilots Warbirds server quite nicely.
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