Jump to content

Recommended Posts

Posted

I am currently working on a Group that I have based on JimTM's Random Group and the example dogfight group from his manual. This group basically detects entry into the combat zone, triggers the random group to select one of five aircraft types, spawns a group of four of that chosen aircraft type then despawns them if the player exits the combat area. When the player re-enters the combat area the whole thing kicks off again and a new random group of four aircraft is spawned.

 

So far so good - works a treat in Single player.

 

Where I am having trouble is getting this group to work in a multiplayer Deathmatch co-op environment. What happens is that all works well at the start - players trigger the random and spawner commands and the aircraft duly appear. The issue is that after this when the first player exits the zone it seems to immediately trigger the new spawn and when we all re-enter the zone the aircraft are there for about a minute then disappear.

 

I've added Translator:Subtitle modules to each of the spawn/de-spawn commands to try and track what is happening and am still trying to get my head around it. I'm also not at my game PC right now, so cannot post a copy of the group or logic.

 

What I'm currently thinking is that I will need a two-minute timer between the 'aircraft leave the zone' detector and re-activating the 'aircraft enter the zone' detector. That and I should make the 'activate' radius slightly smaller than the 'de-activate' radius.

 

Any thoughts?

Posted

Thanks for the link, will take a closer look at that proximity trigger. As I said, not at my gaming PC at (read at work) so can't post a pic, but will see what I can do to shrink everything down to a legible size when I get home.

Posted

Thanks for the link, will take a closer look at that proximity trigger. As I said, not at my gaming PC at (read at work) so can't post a pic, but will see what I can do to shrink everything down to a legible size when I get home.

 

Posting the actual mission would probably be better, given the complexity.

Posted

Here's the mission as it stands.

 

As mentioned, I think that making the in/out detection radius different and adding a two-minute timer between the out detection and re-activating the in detection may possibly help. I'm just not convinced that this is all that I need to do.

 

I've also left in the announcers that tell me when stuff is happening that I usually remove once testing is complete.

 

As I say, this group seems to work a charm for a single player aircraft, it's just when multiple players get involved that things start to go a bit......... unexpected.

Posted (edited)

Not sure yet what's happening, but try the following:

- Make the out detection radius a bit larger (100m or so) than the in detection radius.

- Change the trigger timer (id:14) that is triggered by the out detection from 2 minutes to 2 seconds.

 

Let me know if you want to go online for a test sometime. We can get on Teamspeak.

Edited by JimTM
Posted

Thanks for that JimTM - have set it like that and will give it a try when I can. This is just something towards a general training map that I'm hoping to put together mainly for the TP lads to practice on, but if it works out well then I may make it more widely available. The initial idea was to fly in La-5s (our current mount in our Stalingrad campaign) against a random variant of Bf109 and as there are 5 of those in game that's why I expanded your random generator to 5 outputs.

 

I really enjoy messing around with the mission editor, I just get a little overwhelmed by it on occasion.

 

Would be happy to jump on TS sometime too :)

Posted

Picture would help in troubleshooting :) Sounds like the trigger monitoring the players leaving the area is behind this.

 

Also, check this https://forum.il2sturmovik.com/topic/21865-proximity-vs-check-zone/?p=347379

 

I took a look at this trigger arrangement for my mission last night, but I must have mis-understood something somewhere along the line as all that it ended up doing was flooding the combat area with fighters. Will look again later.

LLv34_Temuri
Posted

I took a look at this trigger arrangement for my mission last night, but I must have mis-understood something somewhere along the line as all that it ended up doing was flooding the combat area with fighters. Will look again later.

Pay attention (like Coconut points out) to the part where the MedPrio disables itself ;)

KG200_Volker
Posted

I haven't see your mission but maybe I can help, after triggering the spawn command also triger a deactivate for the checkzoneIN, set a counter for the number of AIs you have that is triggered by on destroyed event from each AI (NOT on killed), the counter will trigger an activate command for the checkzoneIN. Set the checkzoneOUT to trigger a damage for 100% to the AIs but space the 2 checkzones far apart cause while you dogfight you wont trigger the OUT zone.

 

Unless you have a big resource problem on your pc it is more life like for the AIs to spawn and patrol by closed loop WPs until they are shoot down or some other event happens (set a timer so after X-mins the damage command is triggered)

Posted

Pay attention (like Coconut points out) to the part where the MedPrio disables itself ;)

 

I found my mistake. The group that I had already had a timer like that at the start of the 'randomiser' and I linked directly into that. If I put my own MedPrio and cut-out in front of that it works fine (in single player at least). Will grab some squadron mates this evening and force them into flying circles around the spawn areas to check it out further.

Posted

I found my mistake. The group that I had already had a timer like that at the start of the 'randomiser' and I linked directly into that. If I put my own MedPrio and cut-out in front of that it works fine (in single player at least). Will grab some squadron mates this evening and force them into flying circles around the spawn areas to check it out further.

 

Sorry Silk, I don't understand what your fix is. What is the "MedPrio" you refer to? Can you post your revised mission, if it works in MP. I would like to understand if there is a problem with the way it's done in the manual so I can fix it.

 

Cheers!

Posted (edited)

No Problem with the way things were done in the manual I think mate, just how I linked into them. I'll post the group again after testing tonight.

 

The MedPrio btw is a timer setting from Coconut's take on the spawner that Temuri linked in post #2

Edited by TP_Silk
Posted

No Problem with the way things were done in the manual I think mate, just how I linked into them. I'll post the group again after testing tonight.

 

The MedPrio btw is a timer setting from Coconut's take on the spawner that Temuri linked in post #2

 

Ah, I recall that post with MedPrio now, thanks.

Posted

No mate, the thanks go to you and to Coconut. I just found a specific use for the work you two had done in a scenario that I wanted to create.

 

The reason I expanded your 4-way switch to being 5-way was that there are currently 5 variants of Bf109 in the game and I wanted it to be able to choose a random one for us to face. The idea could equally well be used if each choice tree ended with the same aircraft variant, but with the AI pilots having different skill modifiers (Ace, etc).

 

I expect that at some point I or someone else may expand this again so that the choice is from all of a faction's fighter aircraft, but that sounds like it could be a bit unwieldy.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...