Alonzo Posted May 20, 2019 Posted May 20, 2019 I've got an opposing fleet battle set up, 8 ships one side, 5 on the other. I'm counting "onKilled" events from each side to see which fleet is destroyed. But I'm seeing something weird -- sometimes I will get enough onKilled events through my counter MCU to flag one side as "dead" even though there are ships left. Does something funny happen with ship onKilled events? Do I need to tweak anything around damage reporting? I've never seen this behavior before but I wasn't paying super close attention. My current map focuses a lot on the fleet battle so I want to get it right.
=LG/F=Kathon Posted May 20, 2019 Posted May 20, 2019 51 minutes ago, Alonzo said: I've got an opposing fleet battle set up, 8 ships one side, 5 on the other. I'm counting "onKilled" events from each side to see which fleet is destroyed. But I'm seeing something weird -- sometimes I will get enough onKilled events through my counter MCU to flag one side as "dead" even though there are ships left. Does something funny happen with ship onKilled events? Do I need to tweak anything around damage reporting? I've never seen this behavior before but I wasn't paying super close attention. My current map focuses a lot on the fleet battle so I want to get it right. I remember that one vehicle can generate onKilled event more than once so I connect onKilled to a counter with limit 1. 1 2
Alonzo Posted May 21, 2019 Author Posted May 21, 2019 On 5/20/2019 at 11:43 AM, =LG=Kathon said: I remember that one vehicle can generate onKilled event more than once so I connect onKilled to a counter with limit 1. On 5/20/2019 at 4:07 PM, Gambit21 said: Yep - that’s the fix. Indeed, I should have figured that out myself, but it's sometimes good to have things pointed out in simple language. Thanks to you both! (Turns out I had like 3 maps that in theory had this problem...I suspect it's more an issue with "big" ships than small ones, but still, it's nice to have correct logic in the maps).
No_85_Gramps Posted January 27, 2020 Posted January 27, 2020 Ah, the answer to the dilemma I was facing. Never hurts to search the forums for solutions!
Nolly Posted January 28, 2020 Posted January 28, 2020 I found this with large buildings too. Does this not mean that you could end up with all 8 ships still afloat but the objective "completed"?
No_85_Gramps Posted January 28, 2020 Posted January 28, 2020 I had four ships linked to the counter, on one occasion the counter triggered the subtitle for objective complete, and all four ships were still alive. I tried to figure out if there was any rhyme or reason, but I could not. As a test I just bombed one ship and when it was destroyed, the trigger fired with the 3 remaining ships still alive. I tried a couple of other ways to bomb but the results were all random, no set pattern emerged.
Nolly Posted January 28, 2020 Posted January 28, 2020 What i have been doing is just tuning the number until it feels right - so for 6 ships the number might be 12, a big building with 4 small outbuildings/vehicles the number might be 10. Not perfect, but it gets closer to "reality" I have a target where i used once of the huge bodenplate city buildings as a country manor that the gestapo have taken over as their headquarters. It seems to me that the building is actually made up of a number of "sub buildings" all of which issue an on-destroyed event when hit. So i set the counter and attacked it, over and over until i got something that felt right - the main building is burning, the outbuildings are 50% out, the gardens a mess, and the kubelwagans in the driveway are the worse for wear. I'll be revisiting it with some ideas about tuning the durability and/or using a counter just for the building that counts it as destroyed and puts a city fire on it. 1
Alonzo Posted February 12, 2020 Author Posted February 12, 2020 With ships and tanks, they can fire the onKilled event more than once. So you really want to use a "1 count" MCU to level that out. The ships are definitely dead once they fire the onKilled event, they might be smoking and actually go down later but they are destroyed. For large buildings they will fire an onKilled for each small subsection that can be marked as damaged. To see how many onKilled messages I might get from a block, I tend to "add damage" to the object and observe in the 3D view how many individual sections of damage that block will allow. That's roughly the maximum number of onKilled messages you can expect from it. (I might be doing this wrong, I admit). But yes, in the end, you need to tune all your numbers and counters so the objective 'feels' the right strength.
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