FAFGFirewall Posted April 7, 2020 Posted April 7, 2020 Hello all, I would like to create a coop mission where the players have to fly as low as possible to avoid radar detection. If, for any reason, they fly too high, an interception flight is trigger. I took a look to all the triggers available but found nothing with an altitude check so far. Do you know if it's something possible (maybe with a trick), or if I should give up before a headache ? Thank you ;)
Alonzo Posted April 7, 2020 Posted April 7, 2020 If you use a spherical Check Zone, that will approximate an altitude check. I used this for radar detection that includes altitude. If you visualize a series of spheres, you can imagine how they would form a 'layer' above the altitude you want the players to fly at. You might need a lot of spheres though, to really make it work.
Sketch Posted April 7, 2020 Posted April 7, 2020 (edited) Make sure your checkzone is in "sphere". Then, position the sphere at the altitude you want minus the sphere's radius. So in my picture, pilots will be fine if they fly less than 3000 meters (position being 4000 minus my radius of 1000 = 3000 meters). This checkzone, of course, is only 1000 meters wide, so you'll have to place multiple checkzones along the route that you want your pilots to fly. Having said that, don't go willy nilly with hundreds of checkzones... Maybe 5-6 total will give the illusion you'll want and not hammer the server too hard. Here's a side view of what I'm talking about: @Alonzo_ uses this logic heavily in his missions to have 'radar' call outs for enemy planes that are near the front lines. Here's an image of his logic: As you can see, he's doing it very similar to what you want, except pilots would need to fly higher than 6000 meters to not be detected by the radar. Edited April 7, 2020 by [TWB]Sketch
Alonzo Posted April 7, 2020 Posted April 7, 2020 Just now, [TWB]Sketch said: @Alonzo_ uses this logic heavily in his missions to have 'radar' call outs for enemy planes that are near the front lines. Just to clarify, I only use spheres when I care about altitude. For the majority of maps we have 'spotted' or 'radar' that just triggers off of the cylinder. There are a couple of maps where we tried high/low radar -- players thought it was cool, I think, so we might do it again. I don't think it's too much heavier than just a single check zone, but if you have hundreds of check zones the server will bog down.
FAFGFirewall Posted April 8, 2020 Author Posted April 8, 2020 Thank you very much to all of you. That's awesome, I never thought the Check Zone trigger could be set higher than the level of the ground. I plan to use only one Check Zone, with a coverage of approximately 100000m (wich seems to be the maximum value you can enter) of diameter, placed at 100500m of altitude ... and see if it works. Once again, thank you very much ? 1
IckyATLAS Posted April 14, 2020 Posted April 14, 2020 On 4/8/2020 at 9:27 AM, FAFGFirewall said: Thank you very much to all of you. That's awesome, I never thought the Check Zone trigger could be set higher than the level of the ground. I plan to use only one Check Zone, with a coverage of approximately 100000m (wich seems to be the maximum value you can enter) of diameter, placed at 100500m of altitude ... and see if it works. Once again, thank you very much ? I did not think we could use this editor to create a space simulator ?
WWDriftwood Posted April 19, 2020 Posted April 19, 2020 On 4/7/2020 at 11:15 AM, Sketch said: Make sure your checkzone is in "sphere". Then, position the sphere at the altitude you want minus the sphere's radius. So in my picture, pilots will be fine if they fly less than 3000 meters (position being 4000 minus my radius of 1000 = 3000 meters). This checkzone, of course, is only 1000 meters wide, so you'll have to place multiple checkzones along the route that you want your pilots to fly. Having said that, don't go willy nilly with hundreds of checkzones... Maybe 5-6 total will give the illusion you'll want and not hammer the server too hard. Here's a side view of what I'm talking about: Thanks for the info, that really cleared up how the sphere work... On 4/7/2020 at 11:15 AM, Sketch said: As you can see, he's doing it very similar to what you want, except pilots would need to fly higher than 6000 meters to not be detected by the radar. So if your not using a sphere and using a "cylinder" your saying setting the radius will create a cylinder 6000 meters in diameter, and it will be 6000 meters tall with a flat top? Then basically the "Y" axis does nothing? or it needs to be set to ground level, or can you set the "Y" axis to say 1000 meters, and be able to fly under 1000 meters beneath the cylinder undetected? I was under the impression the cylinder is infinite, set the radius and you can not fly above or below to avoid it, you have to fly around it? Thanks for any clarification on this, info is appreciated.
FTC_Mephisto Posted September 19, 2022 Posted September 19, 2022 Resurrecting the topic with a new question: can a cylinder check zone be placed above ground so not be triggered if the planes fly below it?
Sketch Posted September 20, 2022 Posted September 20, 2022 Yes, you can! Place a Checkzone or Complex Trigger MCU in 'sphere' configuration and then set the altitude to the desired height. A faction's plane must either fly through the yellow ring (in closer Distance Type) or be out of the ring (in further Distance Type)
SYN_Vander Posted September 20, 2022 Posted September 20, 2022 On 4/7/2020 at 6:36 PM, FAFGFirewall said: Hello all, I would like to create a coop mission where the players have to fly as low as possible to avoid radar detection. If, for any reason, they fly too high, an interception flight is trigger. I took a look to all the triggers available but found nothing with an altitude check so far. Do you know if it's something possible (maybe with a trick), or if I should give up before a headache ? Thank you If you want, you can fly one of the Channel map missions on the Syndicate server. You can then open the mission in the mission editor (yes, you can open .msnbin files, just type it in manually) you will find a 'Radar' group in there that does exactly this. Multiple CheckZone spheres will detect planes, but not below 150 m. It's far from perfect as there will be a lot of gaps in between the spheres, but then radar wasn't so good in WW2 anyway :).
Jaegermeister Posted September 20, 2022 Posted September 20, 2022 (edited) 13 hours ago, FTC_Mephisto said: Resurrecting the topic with a new question: can a cylinder check zone be placed above ground so not be triggered if the planes fly below it? No, the cylinder starts at ground level and goes up infinitely. The sphere does work for that purpose. Edited September 20, 2022 by Jaegermeister
IckyATLAS Posted September 21, 2022 Posted September 21, 2022 On 9/20/2022 at 1:48 PM, Jaegermeister said: No, the cylinder starts at ground level and goes up infinitely. The sphere does work for that purpose. Initially the Cylinder was to be with the altitude parameter that can be set to the altitude of the base of the cylinder. It is really a pity that they never implemented it. As with only one cylinder you could define an altitude check on the whole map given a radius large enough. Calculation wise that would be much better than multiple spheres floating around and if you want the gaps to be small you need a lot of spheres hence a lot of checks. Now you can group spheres inside a cylinder and activate them only if you are in that cylinder. This allows for filtering and reducing the active spheres at a given time. Still spheres are a very inelegant solution.
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