adler_1 Posted December 31, 2018 Posted December 31, 2018 hello i am unable to get my check zone to detect incoming enemy planes , in this case its the allies . I tried all options available but to no avail , it will work only as myself as axis . I have tried the object link option as well but no show .i have attached a simple test mission copy below and i'd be grateful if anyone can point out my errors . mission.rar
JimTM Posted December 31, 2018 Posted December 31, 2018 Your translator subtitle is set to show to Allies only. Set Axis to true in the subtitle.
adler_1 Posted December 31, 2018 Author Posted December 31, 2018 hello i want the check zone to detect the allies entering only , in a mission i have which you helped set up when i first purchased the game it worked well though now the subtitle has the same issue ?! has a patch caused this ? it worked with allies only previously !!?? whats the use of the check zone as a warning if i have all as true ?
JimTM Posted December 31, 2018 Posted December 31, 2018 The check zone is set up correctly, with Allies set to True. However, since the subtitle is also set to Allies, you will never see it because your player plane is Axis. 1
adler_1 Posted December 31, 2018 Author Posted December 31, 2018 (edited) JIM Pls take a look at this simple Kuban mission and i need your help on 2 points 1) why is the yellow tear drop not turning red when the attack area zone is trigered and the 10mn battle time begins ? it should . 2) why is my WP 2 switching on prematurely ? it should begin when the 10mn are up and switch from WP1 to wp2 . appreciate support . mission 2.rar Edited December 31, 2018 by dog1
JimTM Posted December 31, 2018 Posted December 31, 2018 14 hours ago, dog1 said: JIM Pls take a look at this simple Kuban mission and i need your help on 2 points 1) why is the yellow tear drop not turning red when the attack area zone is trigered and the 10mn battle time begins ? it should . I don't know. I know that waypoints must be target linked to your plane to see the yellow icon. Also, your attack area command is set to 7.47 m. Try setting it to the altitude from which you want the bombers to attack. 2) why is my WP 2 switching on prematurely ? it should begin when the 10mn are up and switch from WP1 to wp2 . Because you have wp 1 (id: 13186) target linked to WP 2 bombers (id: 13188). Study carefully "Example: Attack a Factory" on pg. 119 of the editor manual. In the example, WP2 is not linked to WP3. Instead, WP3 is triggered after the attack is completed. ... 1
adler_1 Posted January 1, 2019 Author Posted January 1, 2019 (edited) hi i think there are some clarifications to be made to your reply , WP's to be target lnked to your plane , you mean object liked ? they are ofcourse . i corrected the bomber WP3 link to WWP2 and now the yellow tear drop does remain the full 10mn and move to next wp at the right time . However the tear drop over the combat area remains yellow throughout the action session . I have an image of page 119 in my MCU action folder where i keep images of actions in my missions i have set up to reffer to . no point relying on memory . Edited January 1, 2019 by dog1
JimTM Posted January 1, 2019 Posted January 1, 2019 5 hours ago, dog1 said: hi i think there are some clarifications to be made to your reply , WP's to be target lnked to your plane , you mean object liked ? they are ofcourse . i corrected the bomber WP3 link to WWP2 and now the yellow tear drop does remain the full 10mn and move to next wp at the right time . However the tear drop over the combat area remains yellow throughout the action session . I have an image of page 119 in my MCU action folder where i keep images of actions in my missions i have set up to reffer to . no point relying on memory . Sorry, I meant WPs object linked to your plane. I haven't tested red teardrop symbols, so I'm not any help there.
=RS=Stix_09 Posted January 8, 2019 Posted January 8, 2019 @JimTM I came across an issue with Check zone not detecting player spawned planes in multiplayer mission(dogfight multiplayer) hosted by myself, ie not using dserver , just the create multiplayer option in game. I confirmed checkzone works for any ai planes I create of the same alignment as the spawning player . I had to use AI to trigger my AAA at the airfields in my mission because of this problem . If I convert the mission to single player to test it works as it should. I vaguely seem to remember something about certain MCU's not working the same in self hosted (non dserver) multiplayer dogfight missions. I'm creating some missions for someone else's dserver and have been using the self host version to test stuff , that's when I noticed this oddity. Am I correct that zone check does not function properly when u self host a multiplayer dogfight mission (without using dserver)? Is there other MCU's that you are aware of with this problem?
SCG_Schneemann Posted January 8, 2019 Posted January 8, 2019 4 hours ago, =RS=Stix_09 said: Am I correct that zone check does not function properly when u self host a multiplayer dogfight mission (without using dserver)? Correct. You need to use Dserver. 1
Surrexen Posted October 24, 2019 Posted October 24, 2019 On 1/8/2019 at 3:27 PM, SCG_Schneemann said: On 1/8/2019 at 11:11 AM, =RS=Stix_09 said: Am I correct that zone check does not function properly when u self host a multiplayer dogfight mission (without using dserver)? Correct. You need to use Dserver. Is this still the case?
616Sqn_SpocksOddSocks Posted October 24, 2019 Posted October 24, 2019 1 hour ago, Surrexen said: Is this still the case? Yes. I've tested this since the most recent patch. Checkzones on "deathmatch" missions still only work correctly hosted on Dserver and not when hosted from the game client.
Deacon352nd Posted October 24, 2019 Posted October 24, 2019 That is not too smart. Makes testing mission fruitless. Why can't that be corrected in the next patch? It's a shame many of us spend hours making missions that we want to fly with our groups and we can't test some of them beforehand, only to find out during actual group night that those hours spent were wasted.
jollyjack Posted December 5, 2022 Posted December 5, 2022 Looking at check zone setups in other's missions some Qs: 1) Often you see a CZ up and down (vice versa) target linked with a Deactivate trigger. CZ------targetlink------><-----targetlink-----Deactivate trigger Why is that? 2) Can you use a CZ with an allied plane entering the closer zone in a way to trigger a NEW waypoint of a target like a ship, CZ set to closer zone 5000 for example. I don't think resetting the same waypoint with differing speed, height or priority is possible .BTW.
Sketch Posted December 5, 2022 Posted December 5, 2022 The reason you deactivate a checkzone is so that it doesn't use up resources if you don't need it again. If you're looking at my checkzone logic (for despawning and spawning in AAA), I'm cycling through the 'in' checkzone and the 'out' checkzone to ensure there's enemies near the AAA, so the AAA don't waste resources when there's no one around them. It's just a clever trick to save performance when I can. To answer your second question, yes you can have any vehicle or plane entity use a different set of waypoints when a plane enters a checkzone. Here's what an example of that would look like. The Player Plane enters the Axis Checkzone (by flying over Dover City), and when they do, the enemy ships will divert to the Path B waypoints. I've also include subtitle messages to the player to let them know that the ships will choose Path B, and I disable and enable a new set of icons showing the change of direction the ships will take. Here we are in game, and the player has not flown over Dover. The ships will choose Path A. And after the player flies over Dover, the ships choose Path B. What happens when the ships choose Path A and then the player flies over Dover? Well it's too late, the ships have committed to Path A, so we let the player know they can't alter the ship's path any longer and disable the checkzone. And as always, here's the mission file to reverse engineer or use as you see fit: ExampleSwitchingWaypoint.zip 2
Jaegermeister Posted December 6, 2022 Posted December 6, 2022 10 hours ago, jollyjack said: 1) Often you see a CZ up and down (vice versa) target linked with a Deactivate trigger. CZ------targetlink------><-----targetlink-----Deactivate trigger Why is that? Yes, it saves resources, but you also deactivate the checkzone whenever you only want to use it once. You should do the same thing with proximity triggers or complex triggers, unless you want them to activate repetitively, like an "enemy killed" message or something similar. Targeting the deactivate straight back to the CZ just saves extra MCUs/unnecessary mouse clicks 1
jollyjack Posted December 6, 2022 Posted December 6, 2022 Thanks again Sketch, i can program straight forward simple stuff by now, but your explanations make me realize i am a newt just out of kindergarten. 1
Gambit21 Posted December 13, 2022 Posted December 13, 2022 On 12/6/2022 at 6:02 AM, jollyjack said: i am a newt just out of kindergarten. Yes - you are. Remember this next time you decide to go spamming in one of my campaign threads.
jollyjack Posted December 13, 2022 Posted December 13, 2022 sorry if i insulted you in anyway, just tried to help someone with some problem ...
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