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Posted (edited)

I could have sworn I have come across someone sharing multiple-way random switch example. Any ideas anyone?

Edited by JG7_X-Man
Posted
3 hours ago, JG7_X-Man said:

I could have sworn I have come across someone sharing multiple-way random switch example. Any ideas anyone?

 

There are examples linked at the bottom of pg. 295 (Random Switch topic) in the editor manual.

  • Thanks 1
Posted (edited)

Gotcha Sample Group Missions! :yahoo:

Edited by JG7_X-Man
Posted

OK guys I am stumped! I have a 6 groups of trains that all start 2 secs after mission start. I also have a 6-way random switch.

How do I connect the six train groups to the 6-way switch?

Posted
1 hour ago, Sketch said:

Dude! Thank you so much! :drink2::dance:

1 hour ago, Sketch said:

 @Sketch Question: So for a single player mission, I can change the "player spawn" trigger to "On game begin" - yes?

Posted

Yep and you can remove the 20 minute disabler logic.

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Posted

Arigato!:good:

Posted

@Sketch Got it working! Thank you!

@JimTM I found on page 112 - 113 you mentioned the random switch and did a great job of explaining how it worked.

 

If I may ask a request please and don't take offense as I am the week link here - do you mind (in addition to keeping the explanation you currently have in the manual) in your update add a section explaining how to connect the random switch (2-way would be all that's needed) to a plane, train, ship and vehicle for both single player and multiplayer.

 

Thanks!

  • Like 1
Posted (edited)
11 hours ago, JG7_X-Man said:

...

@JimTM I found on page 112 - 113 you mentioned the random switch and did a great job of explaining how it worked.

 

If I may ask a request please and don't take offense as I am the week link here - do you mind (in addition to keeping the explanation you currently have in the manual) in your update add a section explaining how to connect the random switch (2-way would be all that's needed) to a plane, train, ship and vehicle for both single player and multiplayer.

...

 

Thanks X-Man.

 

No offense taken to your suggestion; I welcome constructive criticism. As explained in the "Output" section of the "Random Switch" topic, you connect the random switch to MCUs, not objects. For instance, the example in "Manage Object Formations" (pg. 74) shows that you connect the random switch to three different formation commands, which are in turn object linked to the AI flight leader. However, I can add a simple example of the connections to the random switch topic when I update it.

Edited by JimTM
Posted (edited)
12 hours ago, JimTM said:

 

Thanks X-Man.

 

No offense taken to your suggestion; I welcome constructive criticism. As explained in the "Output" section of the "Random Switch" topic, you connect the random switch to MCUs, not objects. For instance, the example in "Manage Object Formations" (pg. 74) shows that you connect the random switch to three different formation commands, which are in turn object linked to the AI flight leader. However, I can add a simple example of the connections to the random switch topic when I update it.

 

Thanks @JimTM! It was the "how" to connect the two was what I couldn't understand for the life of me. LOL :fool:

However, I will read that section again as I am trying to connect your 4-way random switch to a check zone which will trigger a unit that will intercept the player on incursion at random. Any ideas on how I should get the AI to find me as the Check Zone is 10KM?

Edited by JG7_X-Man
Posted

It's exactly the same as my video.

 

 

CheckZone to four way random,

Four way random to spawner,

Spawner, using an OnSpawnReport, to a waypoint that is near the center of the 10k area,

Waypoint to an AttackArea that is fairly large.

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Posted
7 hours ago, Sketch said:

It's exactly the same as my video.

 

 

CheckZone to four way random,

Four way random to spawner,

Spawner, using an OnSpawnReport, to a waypoint that is near the center of the 10k area,

Waypoint to an AttackArea that is fairly large.

 

@Sketch Thanks dude! I am trying to simulate an active airbase so I would like to like to have these AI aircraft spawn in parking area and taxi out. Between your twitch video and @JimTM's manual I should figure it out :). Anything I should watch out for? I know formations maybe an issue...

Posted (edited)

Are you only spawning one set of planes that will taxi? Or are you repeatedly spawning the same set of planes over and over that will taxi?

 

If it's only one set of planes that will spawn in (even though they're random), then you can use the activate/deactivate MCUs and the cmdFormation MCU.

 

If it's multiple sets of the same planes spawning over and over, then you can not use the cmdFormation and you'll have to give each plane their own taxi, waypoint, and landing logic. Also, there's a high chance that the taxiing planes (that are acting as individuals instead of as a team) will most likely crash into each other. Food for thought.

Edited by Sketch
  • Thanks 1
Posted
3 hours ago, Sketch said:

Are you only spawning one set of planes that will taxi? Or are you repeatedly spawning the same set of planes over and over that will taxi?

 

If it's only one set of planes that will spawn in (even though they're random), then you can use the activate/deactivate MCUs and the cmdFormation MCU.

 

If it's multiple sets of the same planes spawning over and over, then you can not use the cmdFormation and you'll have to give each plane their own taxi, waypoint, and landing logic. Also, there's a high chance that the taxiing planes (that are acting as individuals instead of as a team) will most likely crash into each other. Food for thought.

 

I see - it's best to have a single set spawning verses multiple set! :)

 

Thanks - I will report back on my progress.

Posted

@Sketch Thank you for your video!

Here is what I am trying to do:

1. Player takes off and lies into a Check Zone

2. 4 Tempests from 1 of four airfield spawn, taxi and take off and looks for the player, flying a circuit until they make contact.

3. When any of the Tempest receive over 55% damage, they break for home

 

Question: Do I delete the "Multiplayer" spawn trigger (replace it with an "Mission Begin" and place the 4 "spawn output" on any airfield parking of my choice?

Random Fighter Check Zone Patrol Spawner.rar

Posted (edited)

This is a rather long video (43 minutes), but hopefully it helps you out in mission design, mission creation, and how I think about generating MCU nodes. I, of course, talk about the random 4 way logic, but I discuss a bunch of other things too. If you have questions, let me know.

 

https://www.twitch.tv/videos/653047841

 

 

EDIT: One thing I forgot to mention is you need to set the mission to coop, save it in the cooperative folder, and check the checkbox of each player plane "cooperative start".

image.thumb.png.a1605b5a148e63d01c682a3cf25f3c2e.png

 

EDIT: I forgot to make sure "Check Planes" is checked on the Complex Trigger. The CTX won't fire unless that checkbox is checked.

image.png.8732b90f25f543b062d52e94dbc6497f.png

 

EDIT: Gate to activate the CTX should be Gate to Activate MCU to CTX

image.thumb.png.4872d1e4af43046bfdacde282a04ee8b.png

 

 

Random Activated Tempest.zip

 

 

 

Edited by Sketch
  • Like 1
Posted (edited)

@SketchThank you! Thank you Thank you! So elegant! :acute:

I will take some time with video - much appreciated!

Edited by JG7_X-Man
  • Like 1
Posted
20 hours ago, Sketch said:

This is a rather long video (43 minutes), but hopefully it helps you out in mission design, mission creation, and how I think about generating MCU nodes. I, of course, talk about the random 4 way logic, but I discuss a bunch of other things too. If you have questions, let me know.

 

https://www.twitch.tv/videos/653047841

 

 

EDIT: One thing I forgot to mention is you need to set the mission to coop, save it in the cooperative folder, and check the checkbox of each player plane "cooperative start".

image.thumb.png.a1605b5a148e63d01c682a3cf25f3c2e.png

 

EDIT: I forgot to make sure "Check Planes" is checked on the Complex Trigger. The CTX won't fire unless that checkbox is checked.

image.png.8732b90f25f543b062d52e94dbc6497f.png

 

EDIT: Gate to activate the CTX should be Gate to Activate MCU to CTX

image.thumb.png.4872d1e4af43046bfdacde282a04ee8b.png

 

 

Random Activated Tempest.zip 20.48 kB · 2 downloads

 

 

 

@Sketch I really like your logic in mission building. Your emphasis on giving the player feedback on mission progress is solid!

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