adler_1 Posted January 13, 2019 Posted January 13, 2019 (edited) hello this is a mission where the ships must survive , when shooting down 3 you get a second mission objective success sign . If one of the ships sinks you get a primary objective failed sign . Up to here all is fine . Now my problem starts , If the ships make it through the 7 minute battle you are supposed to get a primary objective sign as success and that is what i am not getting right , i am not getting the sub notification that the ships survived and mission success on the map . Please take a look and advise . thanks over kuban mission.rar Edited January 13, 2019 by dog1
Gambit21 Posted January 13, 2019 Posted January 13, 2019 I don’t have time to look at the mission right now - but you can use a 7 minute timer to the primary objective. Or pipe “on entered alive” event from each ship to a complex trigger, then counter to primary objective.
adler_1 Posted January 14, 2019 Author Posted January 14, 2019 (edited) ignore Edited January 14, 2019 by dog1
adler_1 Posted January 14, 2019 Author Posted January 14, 2019 (edited) Gambit 21 1) there are no ships in the complex trigger list . 2) moved to timer 7mn to objective did not work . 3) I am thinking of placing a vehicle opel blitz on the ship and linking it to timer 7mn then to complex trigger as survived and to objective title cover transport column . will test it tomorrow . Edited January 14, 2019 by dog1
Gambit21 Posted January 14, 2019 Posted January 14, 2019 Use the object names list in the complex trigger.
adler_1 Posted January 15, 2019 Author Posted January 15, 2019 (edited) i placed the same name in complex trigger and object but still it wont declare objective success . object to 7mn timer to complex trigger to subs and MCU objective as axis . Edited January 15, 2019 by dog1
Gambit21 Posted January 15, 2019 Posted January 15, 2019 Dog, make you sure you "add event/object entered alive" in that dialog box. Basically you need to enable whatever events you want to utilize in the On Events Table.
adler_1 Posted January 16, 2019 Author Posted January 16, 2019 (edited) here are my images , it still wont declare success . as you can see the 3 ships are in the complex trigger area and all timers connected at 7 mn . I am doubting wether entered alive is correct since they are stationary and already within the area . Should'nt it be stationary and alive ? Edited January 16, 2019 by dog1
Gambit21 Posted January 16, 2019 Posted January 16, 2019 No on entered will not work if they are already within the trigger area.
adler_1 Posted January 16, 2019 Author Posted January 16, 2019 (edited) 1) on entered doesn't work obviously because already in 2) stationary and alive declares success instantly at start of mission and bypasses the 7mn .this could work if you can delay effectively . 3) finished and stationary and alive does'nt work either . 4) on object delivered cargo did'nt work as well . 5) direct link from 7mn timer to mission objective no show . so what does ? Edited January 16, 2019 by dog1
LLv34_Temuri Posted January 16, 2019 Posted January 16, 2019 1 hour ago, dog1 said: 2) stationary and alive declares success instantly at start of mission and bypasses the 7mn .this could work if you can delay effectively . Have the complex trigger as disabled at the start of mission and enable it after the needed delay?
adler_1 Posted January 16, 2019 Author Posted January 16, 2019 LLV34 Temuri add diactivate MCU at start to Complex trigger and activate 7mn later .
LLv34_Temuri Posted January 16, 2019 Posted January 16, 2019 I mean, try unticking the "Enabled" box in the complex trigger properties, not using deactivate at mission start.
adler_1 Posted January 16, 2019 Author Posted January 16, 2019 (edited) deactivate MCU linked to timer at 02 and 00 didnt work , it still declares at start . i will try now what you mentioned . Edited January 16, 2019 by dog1
adler_1 Posted January 16, 2019 Author Posted January 16, 2019 (edited) this did'nt work out too. i dont understand why object killed Objective sub and timer work well for sunk but same set up for moved to wont work ,maybe because it did'nt move , there is no object alive event as option . If the object was moving the Objective , subs and timer MCU is enough both ways killed and alive , i do it with trains . but because its stationary , Objective , sub and timer works only for stationary sunk because there is object killed event . . Edited January 16, 2019 by dog1
Gambit21 Posted January 16, 2019 Posted January 16, 2019 This is not a difficult problem. Use a timer, or use enemy aircraft killed, or left to trigger your objective.
adler_1 Posted January 16, 2019 Author Posted January 16, 2019 (edited) Gambit 21 go ahead and show me what to do to declare ships survived in this mission . display it in detail without just dropping hints and leading me on wild goose chases please . I'm getting the impression that you get kicks out of teasing newbies . Go left trigger your brain !!!! it really needs it !!!??? Edited January 16, 2019 by dog1
JG1_Butzzell Posted January 16, 2019 Posted January 16, 2019 S! I think you guys are over thinking this. Not sure if this is correct but you have to protect all three ships? If all three survive you have succeeded at primary? Have mission begin linked to a 5 second timer. This timer is linked to a deactivate MCU. The deactivate MCU is linked to three subtitles. Subtitle 1 1 ship destroyed. You failed primary mission but tried your best. Subtitle 2 2 Ships destroyed. Either improve or be transferred to the infantry. Subtitle 3 3 ships destroyed. You will be shot at dawn for working with the enemy. Complex trigger is set to detect enemy planes.( this is the start of your battle?) Do not need names of planes, just coalition. ( on entered event ) This is connected to a 7 minute 30 second timer ( the end of your battle?) That timer is connected to a subtitle - mission success and your primary mission success MCU if you are using one. It is also connected to the three subtitles listed above. Don't worry, they can not go off because they have been deactivated for now . If no ships are killed you will get mission success. You need 3 counter MCUs. First is set to 1, Second set to 2 and third set to 3. Each of your ships need to be linked to all 3 counter MCU with on object killed. Now the tricky part: Counter 1 connects to a deactivate MCU. This deactivates is linked to the mission success and the primary success MCU. This counter also connects to an Activate MCU. This MCU connects to Subtitle 1. Now it will be displayed after the battle and mission success will not be displayed. Counter 2 connects to a deactivate MCU. This MCU connects to subtitle 1. If 2 ships are destroyed subtitle 1 will not be displayed. This counter is also connected to an activate MCU. This MCU is connected to Subtitle 2. Now it will be displayed at the end of battle. Counter 3 connects to a deactivate MCU. This MCU connects to subtitle 2. If 2 ships are destroyed subtitle 2 will not be displayed. This counter is also connected to an activate MCU. This MCU is connected to Subtitle 3. Now it will be displayed at the end of battle. This type of group is a positive counter array. The subtitles are deactivated at mission start. As events are counted, subtitles are activated and deactivated to reflect the count.
Gambit21 Posted January 16, 2019 Posted January 16, 2019 10 minutes ago, JG1_Butzzell said: S! I think you guys are over thinking this. Not sure if this is correct but you have to protect all three ships? If all three survive you have succeeded at primary? Have mission begin linked to a 5 second timer. This timer is linked to a deactivate MCU. The deactivate MCU is linked to three subtitles. Subtitle 1 1 ship destroyed. You failed primary mission but tried your best. Subtitle 2 2 Ships destroyed. Either improve or be transferred to the infantry. Subtitle 3 3 ships destroyed. You will be shot at dawn for working with the enemy. Complex trigger is set to detect enemy planes.( this is the start of your battle?) Do not need names of planes, just coalition. ( on entered event ) This is connected to a 7 minute 30 second timer ( the end of your battle?) That timer is connected to a subtitle - mission success and your primary mission success MCU if you are using one. It is also connected to the three subtitles listed above. Don't worry, they can not go off because they have been deactivated for now . If no ships are killed you will get mission success. You need 3 counter MCUs. First is set to 1, Second set to 2 and third set to 3. Each of your ships need to be linked to all 3 counter MCU with on object killed. Now the tricky part: Counter 1 connects to a deactivate MCU. This deactivates is linked to the mission success and the primary success MCU. This counter also connects to an Activate MCU. This MCU connects to Subtitle 1. Now it will be displayed after the battle and mission success will not be displayed. Counter 2 connects to a deactivate MCU. This MCU connects to subtitle 1. If 2 ships are destroyed subtitle 1 will not be displayed. This counter is also connected to an activate MCU. This MCU is connected to Subtitle 2. Now it will be displayed at the end of battle. Counter 3 connects to a deactivate MCU. This MCU connects to subtitle 2. If 2 ships are destroyed subtitle 2 will not be displayed. This counter is also connected to an activate MCU. This MCU is connected to Subtitle 3. Now it will be displayed at the end of battle. This type of group is a positive counter array. The subtitles are deactivated at mission start. As events are counted, subtitles are activated and deactivated to reflect the count. I don't know who the rest of you "guys" is but I told him to just use a 7 min timer. The rest he's not going to understand unless you show him.
LLv34_Temuri Posted January 17, 2019 Posted January 17, 2019 (edited) 8 hours ago, Gambit21 said: I don't know who the rest of you "guys" is but I told him to just use a 7 min timer. The rest he's not going to understand unless you show him. If the condition is that x amount of ships need to survive, yes, it really is that you just start a 7 minute timer that would trigger objective success, and just disable the timer, if enough ships get destroyed (and trigger a failure too). No need for complex triggers. Edited January 17, 2019 by LLv34_Temuri
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