=GW=cocohua Posted October 15, 2017 Posted October 15, 2017 (edited) I am learning a tutorial in the attack a factory mission,I am very confused.The complex logic and lines of the editor are too crazy.it too complicated to implement a simple task.So I'm going to wait a while for the Kuban, because developers must for the busy task,haha. Now,Who can tell me,Perhaps the author of the task can tell me,Why the deactivate trigger has a two-way arrow(id17 and id 55)?This trigger from id28 to id29, it is interrupted, it stands for what? Edited October 15, 2017 by jG52flytiger
No601_Prangster Posted October 15, 2017 Posted October 15, 2017 (edited) The "Detect In Zone" Trigger Check Zone has a red Trigger Link to the "Detect In Zone - Off" Deactive Trigger which also has a Trigger Link back to the Check Zone. These two red Target Links are the two arrows linking the two commands. When the "Detect In Zone" Trigger Check Zone is activated it sends a trigger to the Deacivate command which then sends a trigger back to the "Detect In Zone" to turn it off. All this just makes sure that the Check Zone is turned off after it triggers. This means only the first plane that enters the zone sets off the trigger and subsequent plane have no effect. The same with the "Detect out of Zone". Edited October 15, 2017 by No601_Prangster 1
JimTM Posted October 15, 2017 Posted October 15, 2017 (edited) ... All this just makes sure that the Check Zone is turned off after it triggers. This means only the first plane that enters the zone sets off the trigger and subsequent plane have no effect. The same with the "Detect out of Zone". Actually, my goal for the logic that flytiger is using (the Target Defence Switch, pg. 298 of my editor manual) is not to block out detection of subsequent planes but to keep "Detect In Zone" from firing multiple times if the first plane into the zone then flies along the edge of the zone (going in and out of the zone multiple times). My understanding of how a check zone trigger set to "Closer" works is that it detects the first plane to enter the zone and that all planes must leave the zone before "Closer" detection can once again detect the first plane in. However, I think that there may be a problem with that behaviour in multiplayer, but I have not tested it yet. FYI, Coconut has another way to detect enemy objects and spawn defences. Edited October 15, 2017 by JimTM
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