adler_1 Posted September 9, 2018 Posted September 9, 2018 (edited) in my mission i have the following ; planes arrive in area WP1 yellow marker disappears and the red one appears over the attack area ,the attack area is obviously triggered to start through the complex trigger and i have added an extra trigger start linked to the attack area timed at 2 secs and another to desactivate at 10 mn 2 sec s . 1O mn later and the red marker over the attack area wont go away paving the way to the second WP . It is not linked to any objectives in the mission . What do you suggest i should change or add . Edited September 9, 2018 by dog1
JimTM Posted September 9, 2018 Posted September 9, 2018 Try a force complete on your attack area before triggering the second WP. If that doesn't work, please post your mission.
adler_1 Posted September 9, 2018 Author Posted September 9, 2018 (edited) i dont know where to attach the force complete and timer to follow the sequence and interrupt the attack area only at the set time limit of the attack area . attached is the mission . Please take note the mission is as follows : set up planes take off from base arrive at WP1 yellow marker goes red attack area marked for 7 mn trigger activate and deactivate connected connection to complex trigger activates enemy planes counter on damaged set for enemy . problem attack area remains active even though set for 7 mn and enemy planes dont proceed to WP2 even if damaged . WP 2 friendly icon remains dormant because attack area icon still active . mission.rar Edited September 9, 2018 by dog1
JimTM Posted September 9, 2018 Posted September 9, 2018 (edited) Sorry dog1, but I don't understand how your mission is supposed to work. There are several constructs that don't make sense to me. Can you specify at a high level what's supposed to occur for both sides please. Here's a few things that I noticed: Waypoint 1 should not trigger Waypoint 2, it should only trigger command AttackArea. Trigger Check Zone (id: 1265) is only 1m wide. Not sure what this does? I've never tested whether you can object link an attack area command to multiple objects on either side. Please let me know if it works for you later. Trigger Activate (id: 1263) is not required since Trigger Timer (id: 1263) is already active. Trigger Activate (id: 1226) is never triggered. I assume you wanted it to activate the AI planes. However, the planes are already active and activating them 2 seconds after mission start is really not necessary since you aren't saving much in mission resources. Trigger Timer (id: 1263) and Trigger Timer (id: 1260) are never triggered so Trigger Deactivate (id: 1261) is not required. The cover commands are not required since the planes are in a formation. Cover is for covering other objects and formations. If the planes were not set up in formation, then note that: command Cover (id: 1223) is set up so that the player covers wing man 2. Is that what you intended? This is setting is in effect if you enable your AI autopilot. command Cover (id: 1223) and command Cover (id: 1222) are never triggered. Edited September 9, 2018 by JimTM
Gambit21 Posted September 9, 2018 Posted September 9, 2018 FWIW last time I checked, deactivating the "Attack Area" MCU worked just fine, no Force Complete MCU necessary. 1
JimTM Posted September 9, 2018 Posted September 9, 2018 25 minutes ago, Gambit21 said: FWIW last time I checked, deactivating the "Attack Area" MCU worked just fine, no Force Complete MCU necessary. Assuming that you can object link an attack area command to multiple objects on either side, perhaps we can say that you can use force complete to stop an attack by an individual object and deactivate to stop an attack by all objects, right?
Gambit21 Posted September 9, 2018 Posted September 9, 2018 I'd say that's accurate. For my brain, the logic is simpler to give each object it's own attack area though. If I have to go in later and trouble-shoot or change something (when doesn't that happen LOL) it makes things easier to track. I keep groups tidy that way.
adler_1 Posted September 10, 2018 Author Posted September 10, 2018 (edited) JIM TIM 1) Correct , arriving at WP 2 the attack area is activated only and this is working . 2) i believe the check zone is not necessary since the complex trigger is doing the job of spawning the russian planes when the german arrive in area . 3) The manual says you must attach the attacking objects leaders to the attack command area and this does work , my flight does'nt arrive and then head back to the next WP . if i dont attach they wont stay even when the russian planes are there in area . 4) ok , so does a timer on its own activate an action ? in this case if i had added a target link from the complex trigger to activate the attack area command would'nt that have been enough and rermove 4 MCU's 1262 1263 1271 ? 5) your point 5 , ok agreed , they are triggered from the complex trigger which relayed to their WP1 , am i right ? 6) ok to be removed . connecting to the complex trigger as a target will activate it ? 7) cover command not be used in own flight . it was just an extra i was experimenting , not essential to mission . 8 the russian planes are connected for flight damage to the counter set at 3mn . 2 out of 3 planes to trigger them to break and go to WP 2 to land . is the set up correct ? 9) the check zone "identifier" i added is not necessary since the complex trigger is spawning the russian planes when my flight arrives in area , so why would i add a check zone instead of a complex trigger or can i place or do i need to place both in this mission one as checker to identify who is coming in friend or foe set up and the complex trigger to connect the various targets ? the check zone set at 1 mt limit is a mistake . Please comment since in the manual proposes alternatives if i understood correctly . 10) the purpose of the mission is to arrive at WP 1 , enter a dogfight , exit the dogfight friend and foe , foe goes back to base ,friend goes back to base . Past history In 1999 Combat Flight Simulator 2 was released , it had the first real mission builder . It had triggers events areas , everything . I played it for over 10 years . Since then this is the only combat flight sim that i know off that has all these features .Maddox did look into the CFS2 mission builder before releasing the first IL2 2 years later but chose a different formula . Edited September 10, 2018 by dog1
adler_1 Posted September 10, 2018 Author Posted September 10, 2018 here is the mission corrected as a result of the above discussion , i removed all the unnecessary MCU's and tested it . the mission starts , the WP1 marker appears , the enemy arrives and the red marker takes place of the yellow marker. At this point i exited the mission . i would like to ask you the following questions ; A) When i set up this mission a weeck ago to learn the in's and out's the orders display was not functioning and there was no response from the wing , then later for no reason it did start appearing and the wing did respond to commands however the key go back to base never did . now since a couple off days they don't appear anymore and there is no response from my wing when i press the designated keys , i reinserted the key setup but no response . what is the cause in your opinion ? B) the command attack area which is set for an amount of time and activated should stop automatically when the time is up and the red icon disappear , am i right ? mission corrected 1.rar
JimTM Posted September 10, 2018 Posted September 10, 2018 (edited) 41 minutes ago, dog1 said: here is the mission corrected as a result of the above discussion , i removed all the unnecessary MCU's and tested it . the mission starts , the WP1 marker appears , the enemy arrives and the red marker takes place of the yellow marker. At this point i exited the mission . i would like to ask you the following questions ; A) When i set up this mission a weeck ago to learn the in's and out's the orders display was not functioning and there was no response from the wing , then later for no reason it did start appearing and the wing did respond to commands however the key go back to base never did . now since a couple off days they don't appear anymore and there is no response from my wing when i press the designated keys , i reinserted the key setup but no response . what is the cause in your opinion ? Try your keys with MY attached mission below. I don't use formation keys much. B) the command attack area which is set for an amount of time and activated should stop automatically when the time is up and the red icon disappear , am i right ? I haven't done much testing on the time limit effect. My guess is that the planes will respond to enemy planes that enter the zone during the time period and that after the time period the planes will just circle around in their current location. In MY attached mission below, the red icon disappears but I'm not sure if it's because the attack area time expired or it was the force complete command (I think it's the latter). mission corrected 1.rar I'll take a look at your mission tomorrow or the next day. In the meantime, take a look at this mission: JimTMTestDogfightArea.zip It's much simpler and I think it does what you want. Edited September 10, 2018 by JimTM
adler_1 Posted September 10, 2018 Author Posted September 10, 2018 roger , will study your mission and comment back , pls do look at my corrected mission when you have time this weeck . thanks support .
NETSCAPE Posted September 10, 2018 Posted September 10, 2018 9 hours ago, Gambit21 said: FWIW last time I checked, deactivating the "Attack Area" MCU worked just fine, no Force Complete MCU necessary. Yeah but if you use the force complete you get a radio call from flight leader which might be desirable. 1
adler_1 Posted September 10, 2018 Author Posted September 10, 2018 (edited) JIM TM I played your mission and the sequences are perfect . Below are my questions . What is the reason for connecting timer id 40 to WP id 67 and WP id 68 ? Why aren’t the WP 1’s connected as target to their respective WP 2’s ? I set up my mission based on yours and the problems I have are as follows : when the attack area command set at 10mn is triggered , it goes red then stays red forever . in your mission the squadron orders and messages such as announce dogfight time started and ended display , mine wont display and yet some days ago i could give squadron and wing man orders and the messages displayed . I attach a copy . mission trial update.rar Edited September 10, 2018 by dog1
JimTM Posted September 10, 2018 Posted September 10, 2018 (edited) 55 minutes ago, dog1 said: JIM TM I played your mission and the sequences are perfect . Below are my questions . What is the reason for connecting timer id 40 to WP id 67 and WP id 68 ? timer id 40 waits for Stop Dogfight to take effect and then it triggers WP id 67 and WP id 68 so that each side heads back to base. Why aren’t the WP 1’s connected as target to their respective WP 2’s ? Because you should not issue two commands at the same time to an object, plus you need to wait for the dogfight period (timer id 8 ) to finish before you trigger the last waypoints. A waypoint acts like a command when it is triggered and causes a plane to fly toward it. Then, a waypoint acts as a trigger (once the plane reaches it) by triggering some other MCU. So, you shouldn't issue a command such as force complete and trigger a waypoint at the same time. I set up my mission based on yours and the problems I have are as follows : when the attack area command set at 10mn is triggered , it goes red then goes back to yellow after about 5 mn and back to red a mn later and then stays red forever . in your mission the squadron orders and messages such as announce dogfight time started and ended display , mine wont display and yet some days ago i could give squadron and wing man orders and the messages displayed . I attach a copy . mission trial update.rar I'll take a look later on. Edited September 10, 2018 by JimTM
adler_1 Posted September 10, 2018 Author Posted September 10, 2018 i am testing continiously but i am getting erratic behaviour from the command attack area set at 10mn ,one time it sticks to red and stays that way forever then another time it switches to WP2 yellow marker after 3-4 mn play and back again 2 mn later to red attack area and stays that way . must go to sleep 1 am here in the far east .will continue tomorrow morning .please comment when you are free on the last mission WIP sample i sent you .
JimTM Posted September 10, 2018 Posted September 10, 2018 (edited) 2 hours ago, dog1 said: i am testing continiously but i am getting erratic behaviour from the command attack area set at 10mn ,one time it sticks to red and stays that way forever then another time it switches to WP2 yellow marker after 3-4 mn play and back again 2 mn later to red attack area and stays that way . must go to sleep 1 am here in the far east .will continue tomorrow morning .please comment when you are free on the last mission WIP sample i sent you . Some comments re. your latest mission: Timer id 1254 should not trigger the check zone. If the check zone is active (which it is not in this case), it would then trigger the attack area if any planes happened to still be in the zone after the initial 10 minutes is up. The subtitles duration is 1 second. Maybe you missed the messages because they were too short. The messages are also at the bottom and may be easy to miss, set against the cockpit. FYI, the messages are white (RGB 255,255,255 in the subtitle advanced properties). Waypoint id 1248 is not triggered. The first waypoints for each side are triggering the final waypoints. The final waypoints should be triggered shortly after the the force complete command is triggered (see the next note). Timer id 1261 should be triggered by timer id 1254. The German planes do not have much time to get to the dogfight area before the time runs out. In my attached mission below, I started the German planes in the air and closer to the dogfight area. The dogfight icon stays red until it's forced complete. Then the yellow waypoint icons appear. Here is your mission with my edits, taking into account my notes above: cap over lapino v1 Mission - JimTM Edit.zip Edited September 10, 2018 by JimTM 1
Sketch Posted September 10, 2018 Posted September 10, 2018 It's good to see the community come together. Let's give @JimTM a big hug! ???? 1
Thad Posted September 10, 2018 Posted September 10, 2018 I'll gladly give JimTM and hearty pat on the back... but he won't rate a hug from me until he 'updates' his Mission Building Guide. ? 1
adler_1 Posted September 11, 2018 Author Posted September 11, 2018 JIM TM Comms: I realized that in this mission i was'nt flying as leader , so i jumped into the right cockpit and all orders and messages appear . ID 1261 ; i dont have this id number in my mission to link my id 1254 timer to it . the highest id number i have is 1259 , please clarify . ID 1248 ; clear . you mention Timer 1254 "same as your 1249 in your edit mission ' must not be linked to the check zone but your's is , why ? so the time in command attack area is calculated from when the engine starts not from when the plane enters the area . messages , yes i did make adjustments today and the first message announcing the dogfight begins appears , the second message does not appear i think because the links you mention above are still not correctly linked 1261 and my 1254 .
JimTM Posted September 11, 2018 Posted September 11, 2018 10 hours ago, dog1 said: JIM TM Comms: I realized that in this mission i was'nt flying as leader , so i jumped into the right cockpit and all orders and messages appear . ID 1261 ; i dont have this id number in my mission to link my id 1254 timer to it . the highest id number i have is 1259 , please clarify . Look at the latest mission that you posted here. That mission has ID 1261 and that's the mission that my comments here refer to. ID 1248 ; clear . you mention Timer 1254 "same as your 1249 in your edit mission ' must not be linked to the check zone but your's is , why ? In your mission, there is a target link from the check zone to timer id 1254 and a target link from timer id 1254 to the check zone. My edited mission has only the target link from the check zone to timer id 1249 (which is timer id 1254 in your mission). so the time in command attack area is calculated from when the engine starts not from when the plane enters the area . No, the time starts when a plane from either side enters the check zone and the check zone triggers the attack area. In your mission, the airborne Russian planes are bound to enter the zone first since the German planes need to taxi, take-off, and fly to the zone. messages , yes i did make adjustments today and the first message announcing the dogfight begins appears , the second message does not appear i think because the links you mention above are still not correctly linked 1261 and my 1254 .
adler_1 Posted September 11, 2018 Author Posted September 11, 2018 the disactivate trigger linked to the check zone is to stop respawning ?
JimTM Posted September 11, 2018 Posted September 11, 2018 4 hours ago, dog1 said: the disactivate trigger linked to the check zone is to stop respawning ? The deactivate trigger stops the check zone from detecting any more planes entering the zone. So, the attack area command and the other MCUs are only triggered once.
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