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Posted

If you have time, may you check the check zone with vehicle. For me, it's broken.

CCG_bexhausted
Posted (edited)

Tested with a vehicule and a plane : works fine.

What's your problem ? Do you need a specific test ?

Edited by -LaFrench-bexhausted
Posted

Thx, It doesn't detect a vehicle. (i rework on an old mission you played. that one with convoy which escape the town, if you remember) ;)

 

I give it another try when i have time, i use a Complex trigger which works fine.

CCG_bexhausted
Posted

Yes i remember !!!!! For this mission if you have a job for me do not hesitate !

I confirm Check Zone detects  vehicule from one side (in my test Allies).

Posted

Habu - I've found check zones to be a bit finicky, and have taken to using complex triggers almost exclusively.

Of course I'm building single player missions, and I don't have all the triggers enabled at once.

Posted (edited)

Thx Bex and Gambit.

 

Gambit it's for a multiplayer mission, and the editor is very unstable with big mission. I had 6 crash from 15h to 23h.

 

Ps : Bex come on tomorrow evening, i think we'll test the first set of modification. ;)

Edited by Habu
CCG_bexhausted
Posted

Nice ! I'll do my best to be there tonight !

Posted

Salutations,

 

I was considering using a 'check zone' to detect entry of several vehicles for a particular country in a single player mission. Is this basically workable?

 

Upon said number of vehicles enter the check zone area I want to report that the Town/City or mission objective has been achieved and have it reported to the player. Afterwards have a end to the mission, regardless of the life condition of the player.

 

Scenario: Russian player defending a town. If the the Germans get the needed number of vehicles into the 'check zone' the player will receive a sad message that the town/city has been captured by the Germans and the mission will end in 'failure' for the player.

Posted

Salutations,

 

I was considering using a 'check zone' to detect entry of several vehicles for a particular country in a single player mission. Is this basically workable?

 

Upon said number of vehicles enter the check zone area I want to report that the Town/City or mission objective has been achieved and have it reported to the player. Afterwards have a end to the mission, regardless of the life condition of the player.

 

Scenario: Russian player defending a town. If the the Germans get the needed number of vehicles into the 'check zone' the player will receive a sad message that the town/city has been captured by the Germans and the mission will end in 'failure' for the player.

 

The check zone would detect the first vehicle to enter, but not the other vehicles that enter after the first one.

 

A complex trigger translator can detect multiple entries, so you could use that MCU in combination with a counter trigger, set to the number of vehicles, to trigger the mission objective translator and the subtitle translator that reports to the player.

Posted

Salutations,

 

After some trial and error... I was able to put together an area capture group that worked as I desired.

 

After several units move into the designated area, the captured town objective was achieved and there was a subsequent report of the town loss to the Russian tank commander. Mission ended in failure. You just gotta stop all those German tanks. :salute:

Posted

Salutations,

 

After some trial and error... I was able to put together an area capture group that worked as I desired.

 

After several units move into the designated area, the captured town objective was achieved and there was a subsequent report of the town loss to the Russian tank commander. Mission ended in failure. You just gotta stop all those German tanks. :salute:

 

Excellent Thad! Congratulations.

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