Vendigo Posted July 23, 2018 Posted July 23, 2018 (edited) Hello everyone! I want to make a smoke effect appear when the player approaches within a set radius, and disappear when the player goes further away, this must be looped so the smoke goes on/off as many times as the player goes close/away. Obviously this must be possible with Check Zones and while I can make the smoke appear (with the use of Check Zone set to “Closer”), I can’t figure out how to set up the “Further” Check Zone to stop the smoke effect – which trigger to use and where to connect it to. I think this must have already been done, could you please share a group or advise how to temporarily stop the smoke (as it must be possible to start again as soon as the Player returns to area). Thanks a lot! Attached is the group that I use to create smoke effect. Spoiler Edited July 23, 2018 by Vendigo
Sketch Posted July 23, 2018 Posted July 23, 2018 Use @JimTM's Effect Substainer to keep the effect going if the player is in the "entered area" checkzone. You can get it here: https://forum.il2sturmovik.com/applications/core/interface/file/attachment.php?id=28179 Then you need two MCU Checkzones that check when a player is in the area, and when a player leaves. I highly recommend making the "entered area" checkzone a little smaller than the "exited area" checkzone to not cause the checkzones to fire off repeatedly and possibly crash your mission/server. Think of it like a "while" loop that goes on for infinity, if the player hits the edge of the checkzones. They'll fire off, on, off, on, etc... very quickly forever. Each checkzone should also disable the other and periodically check to see if the player has entered or left the area. Mine check every second. "Is the player still in the area? Okay, cool. Keep the "exited area" checkzone disabled." I'd show you what I have, but you'll have to wait till I'm near a computer with the editor on it. In the mean time, @coconut has a really good checkzone group that he uses to spawn in and spawn out units on his server. You should check it out 1 1
JimTM Posted July 23, 2018 Posted July 23, 2018 (edited) 45 minutes ago, [TWB]Sketch said: Use @JimTM's Effect Substainer to keep the effect going if the player is in the "entered area" checkzone. You can get it here: https://forum.il2sturmovik.com/applications/core/interface/file/attachment.php?id=28179 Also, the Effect Sustainer is described on pg. 290 of the IL-2 Sturmovik Mission Editor and Multiplayer Server Manual. Then you need two MCU Checkzones that check when a player is in the area, and when a player leaves. I highly recommend making the "entered area" checkzone a little smaller than the "exited area" checkzone to not cause the checkzones to fire off repeatedly and possibly crash your mission/server. Think of it like a "while" loop that goes on for infinity, if the player hits the edge of the checkzones. They'll fire off, on, off, on, etc... very quickly forever. Each checkzone should also disable the other and periodically check to see if the player has entered or left the area. Mine check every second. "Is the player still in the area? Okay, cool. Keep the "exited area" checkzone disabled." I'd show you what I have, but you'll have to wait till I'm near a computer with the editor on it. In the mean time, @coconut has a really good checkzone group that he uses to spawn in and spawn out units on his server. You should check it out See Example: Spawn an AI Fighter Whenever a Player Enters a Zone on pg. 107 of the editor manual. Do check out Coconut's checkzone group (here, I think) though as he uses a simpler design that may work fine for your purposes. Edited July 23, 2018 by JimTM 1 2
Vendigo Posted July 23, 2018 Author Posted July 23, 2018 [TWB]Sketch, JimTM thank you for the replies, I will study this info, I hope it should be enough for me to create the effect I need!
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