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objects ignoring commands after being activated (sometimes?)


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Posted

So today has possibly been the most unproductive day in the ME...

 

I am using checkzones to trigger: activate objects (planes in-air, column, ground forces in combat for eye-candy ect) - The activation works as planned, all units appear. Some village smoke is triggered as well. The mg attack area mcu's have been adjusted to be stupid close to rule out mcu placement/size as an issue. 

 

Only 1 AT gun shoots while 4 mg's sit doing nothing. A Russian column doesn't move along a road as it should, an ai flight of 110s doesn't attack as they should, they just circle over the area where they were activated.

 

The super odd thing is, after wasting a massive amount of time tweaking with this little scene, I made some quick test missions literally doing the same sort of thing... check zone for axis aircraft then trigger activate a bunch of units (vehicles to shoot stuff, planes to attack them) - and it worked perfect every time (when in doubt, i just make it routine to place a 2-3 second delay in-between stuff, as I am still not 100% clear on when I NEED to do it, so better safe than sorry currently).

 

So I guess my big question is: is there a limitation to the amount of target outputs you can have from a single timer delay node? Because in the scene that doesn't work in my big mission there are a lot of target outs from a single timer node (timer node right after trigger activates a bunch of stuff). I honestly can't think of any other issues, especially since creating a test mission in hopes of recreating it NOT working to post for you guys...and it worked... :rolleyes:

 

Currently in my big mission most of the units that have a move or attack order after they have been activated don't work.

 

On a side note I had a few i16s on a runway with Fakefield and all that jazz set up proper for sure. I had them activate after the players flight hit a certain WP...those i16s never activated, period. I'll make a test mission about that as well I guess. 

Posted

I opened up some other peoples missions. Of course it's hard to decode stuff when people don't label items at all, and the use of groups makes it tricky... but I checked some in-air activated planes that use a trigger, and their move/attack points and the timers aspect...seems like I am doing the exact same thing but typically using longer timers...hmm. 

 

I also just did a test with the complex trigger. I think it's more tidy feeling and I'll try and use that rather than 2 check zones for enter/exit stuff. 

Posted (edited)

Here is one of a few examples in my mission that doesn't work. Everything triggers, but move or attack commands are ignored. A waypoint from a different flight is target linked to the Trigger Activate pictured here. While the bottom timer has a target out to the way point where the Seagulls are supposed to fly. And yes the WP is object linked to Seagull flight lead, that's the bottom green line.

 

18671197_10155391663429936_7323119952119

Edited by NETSCAPE
Posted

What is the link between Trigger Activate 12738 and 2s 13425 supposed to do?

Posted (edited)

Target links to the waypoint they're supposed to fly to. Then on to the 4s delay for formation.

Edited by NETSCAPE
Posted

Well, there's you problem. Activating a timer is not the same thing as triggering it. It has its uses, but it doesn't look right in this situation.

 

I mean, this 2s node seems to be the one that triggers formation flying towards seagull's waypoint, but it has no incoming arrows beside the one that does "nothing".

Posted

So a target link from the same WP that connects to the trigger should be going to the waypoint where Seagull is supposed to be flying? Or another solution? 

Posted

I think you want to link non-Seagull WP with 2s, in addition to the existing link to Trigger Activate

Posted

I'll get back at it tomorrow. I'm sure it will work based on the trigger -> timer issue you said. So I can avoid that issue in the future. Thanks

Posted (edited)

You should have :

 

Mission begin ---- Add target ---- Timer 01 ---- Add target ----Activate ---- Add object---- Plane leader

                                                        |

                                                   Add target

                                                         |

                                                     Timer 02 (At least 2s, 5s is good)--- Add target ---- Waypoint

                                                         |

                                                    Add Target

                                                         |

                                                     Timer 03 ---- Add Target ----- Command formation

Edited by Habu
Posted

Thanks Habu. Coconut made me realize my issue. Basically I had targets link from the trigger activate when I should have had them from a WP, that was the main issue with a few scenes I had. All is good and my first mission is pretty much done :D 

Posted

Good to know Netscape. :)

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