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Mission editor: Activate trigger


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LachenKrieg
Posted

Can anyone tell if there is a problem with the way these controls are set up? Unless I am missing something obvious, the activate trigger doesn't seem to set the formation leader to enable.

mission editor movement.png

Posted
8 minutes ago, LachenKrieg said:

Can anyone tell if there is a problem with the way these controls are set up? Unless I am missing something obvious, the activate trigger doesn't seem to set the formation leader to enable.

mission editor movement.png

Try a timer between Activate and Vehicule

LachenKrieg
Posted

"The activate trigger enables certain deactivated objects and deactivated MCUs to interact with the mission again (that is, respond to commands and interact with objects and MCUs). An object or MCU can be deactivated in the following ways: They are deactivated by the deactivate trigger during a mission. They are deactivated before the mission starts because the "Enabled" check box is cleared in the advanced properties of the object or MCU. Input: A target link from another MCU or a message link from an object. Output: Object link to any object that includes the "Enabled" option in the object advanced properties (that is, artillery, planes, ships, trains, and vehicles). Target link to certain MCUs.

 

Important! Before issuing a command to an object that has just been activated, add a one or two-second delay using a timer trigger before the command.Note: You activate a formation of objects by activating the formation leader only".

 

 

 

Thanks for the suggestion namhee2, I tried but it doesn't work. Timers only include target links to MCU's as outputs. As quoted from the manual, the activate trigger is supposed to be object linked to an object in order to enable it, but it does not work. The formation just sits there. This is a very simple arrangement of controls, and yet it does not work.

 

I know there are a lot of mission builders here, do you find any variation in your mission behavior? I have seen where the scoring system in a multi-player dogfight mission works perfectly one time, and then doesn't the next time the same mission is run. Has anyone seen the same? 

 

Any suggestions on why the activate trigger does not work in the example provided, and how to fix would be greatly appreciated.

[KG]Destaex
Posted (edited)

“Mission begin” needs to be attached to your waypoint with “find target”.

Generally I set timers to at least 10 seconds. 

 

I also have not used anything more than mission begins attached to all waypoints and a timer for the first waypoint only so far.  Apart from that obviously all waypoints also need to be object linked to the vehicle.

 

Lastly As far as I know you want to link everything directly to the waypoints or objects. But don’t quote me on that last point.

Edited by [KG]Destaex
LachenKrieg
Posted (edited)

"Mission Begin Translator: The Mission Begin Translator can trigger other MCUs when a mission starts. For convenience, you can place multiple mission start translators wherever you need them in the View Port and have each one trigger nearby MCUs.Important! You must target link each mission begin translator to a timer trigger with a short delay (one or two seconds) and then target link the timer to another MCU. The delay allows IL-2 Sturmovik internal mission-start processing to complete before your mission events occur. Input: None Output: Target link to another MCU."                                                                                                                                                                                                                                                                                                                                                                                                                       Sorry [KG]Destaex, but what is a "find target"? Is this something you read, or something your making up, because I can't find a reference to it any where. The above quote is taken out of the only reference I can find regarding the mission editor. Any example I have seen using the "begin mission" translator target links it to a timer. Thanks

                                                                

9 minutes ago, namhee2 said:

Test so 

Screenshot (14).png

 

 

Sorry namhee2, but do you mean it is working?

Edited by LachenKrieg
Posted
8 minutes ago, LachenKrieg said:

"Mission Begin Translator: The Mission Begin Translator can trigger other MCUs when a mission starts. For convenience, you can place multiple mission start translators wherever you need them in the View Port and have each one trigger nearby MCUs.Important! You must target link each mission begin translator to a timer trigger with a short delay (one or two seconds) and then target link the timer to another MCU. The delay allows IL-2 Sturmovik internal mission-start processing to complete before your mission events occur. Input: None Output: Target link to another MCU."                                                                                                                                                                                                                                                                                                                                                                                                                       Sorry [KG]Destaex, but what is a "find target"? Is this something you read, or something your making up, because I can't find a reference to it any where. The above quote is taken out of the only reference I can find regarding the mission editor. Any example I have seen using the "begin mission" translator target links it to a timer. Thanks

                                                                

 

 

Sorry namhee2, but do you mean it is working?

Mission begin start 1s timer - activate start 4s timer for WPT und start 1s timer for formation: after 4s wpt start and 1s later Formation 

LachenKrieg
Posted

So I am taking that as a yes, it is working for you. The only difference being your use of a longer timer for the way-point trigger then the timer used to trigger the formation. I will try it that way, thanks. I used 5 seconds to trigger the formation because I wanted to make sure the vehicle was moving before it received the formation command as suggested in the manual.

 

"Important! An object must be moving before you can trigger a formation command, except for the "Continue Moving" formation type."

Posted (edited)

Salutations,

 

Good grief. This is explained within Prangsters Mission Building Guide. Pg. 36

column.PNG

Edited by Thad
LachenKrieg
Posted
3 hours ago, namhee2 said:

Mission begin start 1s timer - activate start 4s timer for WPT und start 1s timer for formation: after 4s wpt start and 1s later Formation 

Well I tried that, but no go. I still got the sitting formation. But after some trial and error, this is strangely enough what worked. I separated the activate trigger from the way-point timer by using two mission begin translators. The first time I tried it, the way-point timer was 2 sec and the formation timer was 3 seconds. Both tanks started to move, but not together in a formation. After I increased the formation timer to 4 seconds, both tanks moved to the designated way-point as intended.

 

 

Screenshot (6).png

1 hour ago, Thad said:

Salutations,

 

Good grief. This is explained within Prangsters Mission Building Guide. Pg. 36

column.PNG

Thad, thanks for your input. The main differences I am seeing from your image are that you don't use a mission begin translator, and you have no object link from a way-point to your vehicle. Are you able to use way-point triggers without object linking them to the intended target? I will have to give this a try. Thanks.

Posted (edited)

Never mind the waypoint image not showing up. Read what it says to do. ?

 

I quickly threw together a small German OnRoad Column for you to examine. It works. Note the delay times of the Triggers.

 

GerOnRoad.PNG

Edited by Thad
Posted
26 minutes ago, LachenKrieg said:

Well I tried that, but no go. I still got the sitting formation. But after some trial and error, this is strangely enough what worked. I separated the activate trigger from the way-point timer by using two mission begin translators. The first time I tried it, the way-point timer was 2 sec and the formation timer was 3 seconds. Both tanks started to move, but not together in a formation. After I increased the formation timer to 4 seconds, both tanks moved to the designated way-point as intended.

 

 

Screenshot (6).png

Thad, thanks for your input. The main differences I am seeing from your image are that you don't use a mission begin translator, and you have no object link from a way-point to your vehicle. Are you able to use way-point triggers without object linking them to the intended target? I will have to give this a try. Thanks.

 

You do not need two mission begin MCUs. In your setup at the top, remove the target link from the activate trigger to T3 and target link T2 to T3.

LachenKrieg
Posted

Help me out Jim, I am trying to understand. I don't have a target link from the activate trigger to T3(formation timer). Currently T2(way-point timer) is target linked to T3.

Edit: My bad Jim, I just realized that you are talking about the image at the very top of this thread.

[KG]Destaex
Posted (edited)

You must have been pretty frustrated to think I would "make stuff up". There are a few ways to target link things. Find target is the one I use.

Here is a picture of some basic waypoints that loop I am mucking around with. I just thought that you may need to link your begin mission via find target (target link it) to your waypoint.

See how my begin mission translator is targeted to all waypoints and a timer. My vehicle object however is object linked with "find object" (button below find target) to all the waypoints. You added formations and I have a video about that for you but have to run for now.

InkedDesktop Screenshot 2020.07.18 - 08.52.58.31_LI.jpg

Here is the video I spoke of

https://youtu.be/v0540y9vkyw

Edited by [KG]Destaex
Posted
1 hour ago, [KG]Destaex said:

You must have been pretty frustrated to think I would "make stuff up". There are a few ways to target link things. Find target is the one I use.

Here is a picture of some basic waypoints that loop I am mucking around with. I just thought that you may need to link your begin mission via find target (target link it) to your waypoint.

See how my begin mission translator is targeted to all waypoints and a timer. My vehicle object however is object linked with "find object" (button below find target) to all the waypoints. You added formations and I have a video about that for you but have to run for now.

InkedDesktop Screenshot 2020.07.18 - 08.52.58.31_LI.jpg

Here is the video I spoke of

https://youtu.be/v0540y9vkyw

 

You want to object link all of the waypoints to the object that follows those waypoints. However, just target link one MCU to the first waypoint and target link each waypoint to the next one along on the route.

 

For example, Mission Begin --> 2s Timer Trigger --> 1st Waypoint --> 2nd waypoint --> etc. 

 

 

 

 

 

  • Thanks 1
[KG]Destaex
Posted (edited)

Ok thanks Jim. I will remove all but the first waypoints target link back to the begin mission MCU. However the waypoints do work properly this way with all the waypoints target linked to the begin mission MCU. It's great to know I do not have to link all of them though.

 

However if you look back at the first picture at the top of this entire thread. You can see that his Begin Mission MCU does not have a direct target link to the first waypoint. Would that still activate the waypoint when the mission starts? If it does is it doing so through that other target linked MCUs down through his lower trigger timer to the waypoint? 

Edited by [KG]Destaex
Posted (edited)
46 minutes ago, [KG]Destaex said:

Ok thanks Jim. I will remove all but the first waypoints target link back to the begin mission MCU. However the waypoints do work properly this way with all the waypoints target linked to the begin mission MCU. It's great to know I do not have to link all of them though.

 

However if you look back at the first picture at the top of this entire thread. You can see that his Begin Mission MCU does not have a direct target link to the first waypoint. Would that still activate the waypoint when the mission starts? If it does is it doing so through that other target linked MCUs down through his lower trigger timer to the waypoint? 

 

Yes, in the opening post, there is a slight delay (T2) while the vehicle is activated. T2 then triggers the waypoint, but it is also supposed to trigger T3 rather than the activate trigger triggering T3, which is not correct. The only thing the activate trigger is doing in the screenshot is activating T3, which is already active and waiting to be triggered by something.

 

Note that you should never trigger anything (except a timer trigger) directly from a mission begin translator. The mission needs a short time to get started properly. So, always place a timer trigger with a short delay (1 or 2 seconds) after the mission begin and trigger other MCUs from that timer. You can make the timer as long as you want but it should be 1 or 2 seconds minimum.

Edited by JimTM
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LachenKrieg
Posted (edited)
9 hours ago, Thad said:

Never mind the waypoint image not showing up. Read what it says to do. ?

 

I quickly threw together a small German OnRoad Column for you to examine. It works. Note the delay times of the Triggers.

 

GerOnRoad.PNG

Thanks again Thad. Just a quick question. What would happen if you made a target link from the start timer directly to the waypoint trigger? The set up looks good.

 

 

 

 

6 hours ago, [KG]Destaex said:

You must have been pretty frustrated to think I would "make stuff up". There are a few ways to target link things. Find target is the one I use.

Here is a picture of some basic waypoints that loop I am mucking around with. I just thought that you may need to link your begin mission via find target (target link it) to your waypoint.

See how my begin mission translator is targeted to all waypoints and a timer. My vehicle object however is object linked with "find object" (button below find target) to all the waypoints. You added formations and I have a video about that for you but have to run for now.

InkedDesktop Screenshot 2020.07.18 - 08.52.58.31_LI.jpg

Here is the video I spoke of

https://youtu.be/v0540y9vkyw

 

I apologize for the misunderstanding. I was talking/thinking about MCU's, and not a menu item of an MCU. So I misread your post about linking a waypoint with "find target". That is why I asked if you had read that somewhere. I thought you might be trying to be funny. I have read most of the mission editor manual, and I can't say that I read about your suggestion to link a mission begin translator like that. But you are right, there is always more then one way to do something with this kind of thing. My preference while learning something new is to stay as close as possible to the guidelines of the thing being learned. 

 

Edited by LachenKrieg
  • Thanks 1
LachenKrieg
Posted (edited)
15 hours ago, JimTM said:

 

You do not need two mission begin MCUs. In your setup at the top, remove the target link from the activate trigger to T3 and target link T2 to T3.

Thanks again. I made the target link from the activate trigger in the example above without realizing it.The multi-player mission I am working on is set up the way you describe, but I can't nail down the problem that cropped up yesterday with the activate trigger. I resolved the issue today by eliminating the activate trigger all together, setting the formation leader of each group to enable with a counter trigger from its preceding group to set it in motion. It seems to work well so far, but whats new today, the formation of the first of five groups is no longer following its leader to the set way-points, but wonders off completely outside the zone dictated by the attack command. I know your probably thinking that I changed something, but I didn't.  

 

 

8 hours ago, JimTM said:

 

Yes, in the opening post, there is a slight delay (T2) while the vehicle is activated. T2 then triggers the waypoint, but it is also supposed to trigger T3 rather than the activate trigger triggering T3, which is not correct. The only thing the activate trigger is doing in the screenshot is activating T3, which is already active and waiting to be triggered by something.

 

Note that you should never trigger anything (except a timer trigger) directly from a mission begin translator. The mission needs a short time to get started properly. So, always place a timer trigger with a short delay (1 or 2 seconds) after the mission begin and trigger other MCUs from that timer. You can make the timer as long as you want but it should be 1 or 2 seconds minimum.

In the interest of learning, the activate trigger is also object linked to the formation leader in the screenshot above. Shouldn't the object link to the formation leader set it to enable? In your example of a random switch on page 294, you use activate triggers target linked to timers. Can an activate trigger be used to start a timer? 

Edited by LachenKrieg
Posted

The notion of triggering and activating are separate. To use an analogy, if MCUs were guns, then triggering would be pulling the trigger, whereas activating is putting ammo in the gun. For the gun to fire, it needs to be triggered, and be loaded. Activating/deactivating merely puts in and removes ammo from the gun.

Alternatively, you could say that activating/deactivating is the same as flipping the safety switch.

 

Now, what I said applies to MCU triggers in the mission editor. Objects such as planes and vehicles are different. Activating or deactivating them will show or hide them. Actually, "spawn" and "despawn" might be better words, but there is also a concept of spawning in the mission editor, which differs slightly in a number of ways I won't go into here.

 

So, to answer your question "Can an activate trigger be used to start a timer?", the simple answer is no.

The complex answer I won't go into right now, as that might be too much info, but let's just say there are interesting things you can do with timers by enabling or disabling them after they have been triggered.

[KG]Destaex
Posted

I would say that everything is active until you de-activate it. If you de-activate it then you need an "activate" trigger to turn it back on in the mission again. Otherwise it's dead as a dodo. The reason people deactivate things from what I gather is because while active, things take up system resources and can slow down the mission. So deactivating something is like sending it to sleep or low power mode. It will not respond to all of it's normal functions unless it gets a specific wake up call.

Triggering on the other hand is simply tripping over something in a mission that is "actively" watching for it's trap to be "triggered". Triggers are constantly checking to see if their conditions are met and therefore using cpu cycles to do so. 

I "think" there is a box in each unit that can start the unit de-activated. I think it is the "enable" tickbox in advanced properties which is ticked by default? Untick that and I "suspect" that units will start de-activated?

4 hours ago, LachenKrieg said:

Thanks again Thad. Just a quick question. What would happen if you made a target link from the start timer directly to the waypoint trigger? The set up looks good.

 

 

 

 

 

I apologize for the misunderstanding. I was talking/thinking about MCU's, and not a menu item of an MCU. So I misread your post about linking a waypoint with "find target". That is why I asked if you had read that somewhere. I thought you might be trying to be funny. I have read most of the mission editor manual, and I can't say that I read about your suggestion to link a mission begin translator like that. But you are right, there is always more then one way to do something with this kind of thing. My preference while learning something new is to stay as close as possible to the guidelines of the thing being learned. 

 

All good of course. It's hard to know somebody on a forum. I would never try to mislead you on a forum without making it really obvious. You have just shown by apologising that you are a honourable person and have my respect for that. :)
We are kinda learning in parallel, although I suspect you are much keener and sharper than me (I am over 40). Every thread you have helps me as well. Especially with the tank specific stuff. Because at the moment, Tanks feel like the poor cousin to the attached flight simulation. I suspect their are a lot of things in that mission editor manual that, being designed for aircraft, may not have even been tested with tanks. 

Posted
8 hours ago, LachenKrieg said:

Thanks again Thad. Just a quick question. What would happen if you made a target link from the start timer directly to the waypoint trigger? The set up looks good.

 

If you examine the delay timing to my waypoint trigger it adds up to four seconds (4) from the start timer. It would have the same result if you made a target link directly from the start timer to the waypoint set with 4 second delay.

 

I trigger delay settings are place primarily to allow the mission logic to run smoothly by the game engine.

Order if events. Activate vehicle.... waypoint.... finally, formation. If your run them all at the same time the game engine could be overwhelmed and cause problems.

LachenKrieg
Posted

Thanks again Thad. Yes, I am quickly learning how important the order and timing are to getting something to run smoothly, and in some cases to run at all. Have you ever compared differences in the amount of delay to see how much is actually needed to get the best results? In the formation movement example you gave, the formation command was delayed 8 seconds, double the way-point trigger delay, is that what you would recommend? I am normally adding 1 second, but maybe that is not enough. I wonder if different commands/triggers/translators require different amounts of delay to complete their intended function? It makes sense that they would, but do you know if this has ever been considered? 

LachenKrieg
Posted (edited)
19 hours ago, coconut said:

The notion of triggering and activating are separate. To use an analogy, if MCUs were guns, then triggering would be pulling the trigger, whereas activating is putting ammo in the gun. For the gun to fire, it needs to be triggered, and be loaded. Activating/deactivating merely puts in and removes ammo from the gun.

Alternatively, you could say that activating/deactivating is the same as flipping the safety switch.

 

Now, what I said applies to MCU triggers in the mission editor. Objects such as planes and vehicles are different. Activating or deactivating them will show or hide them. Actually, "spawn" and "despawn" might be better words, but there is also a concept of spawning in the mission editor, which differs slightly in a number of ways I won't go into here.

 

So, to answer your question "Can an activate trigger be used to start a timer?", the simple answer is no.

The complex answer I won't go into right now, as that might be too much info, but let's just say there are interesting things you can do with timers by enabling or disabling them after they have been triggered.

That makes perfect sense thanks. A timer can be set to open, or closed by an activate trigger, but the timer still needs either a target link from another MCU, or message link from an object to start.

 

So in the screen shot above, the activate trigger actually prevents further communication between the object (lead tank) and its way-point trigger and formation command.

Edited by LachenKrieg
Posted
49 minutes ago, LachenKrieg said:

Thanks again Thad. Yes, I am quickly learning how important the order and timing are to getting something to run smoothly, and in some cases to run at all. Have you ever compared differences in the amount of delay to see how much is actually needed to get the best results? In the formation movement example you gave, the formation command was delayed 8 seconds, double the way-point trigger delay, is that what you would recommend? I am normally adding 1 second, but maybe that is not enough. I wonder if different commands/triggers/translators require different amounts of delay to complete their intended function? It makes sense that they would, but do you know if this has ever been considered? 

 

Adding 1 sec. between the functions should be enough. It isn't set in stone. Do what needs to be done for the desired mission activities to be achieved smoothly. 

Posted
28 minutes ago, LachenKrieg said:

That makes perfect sense thanks. A timer can be set to open, or closed by an activate trigger, but the timer still needs either a target link from another MCU, or message link from an object to start.

 

So in the screen shot above, the activate trigger actually prevents further communication between the object (lead tank) and its way-point trigger and formation command.

 

Not quite. A timer is closed by the deactivate trigger and opened by the activate trigger.

LachenKrieg
Posted
4 minutes ago, JimTM said:

 

Not quite. A timer is closed by the deactivate trigger and opened by the activate trigger.

Yeah sorry, thanks for clarifying. I should have typed activate/deactivate.

 

Something else that I would like to share with the community here, especially for anyone new to learning the mission editor like I am. I previously posted in error, " but whats new today, the formation of the first of five groups is no longer following its leader to the set way-points, but wonders off completely outside the zone dictated by the attack command which contains the way-point triggers. I know your probably thinking that I changed something, but I didn't.", because it turns out something did change.

 

The distance between the other vehicles in the formation from the formation leader was changed without my realizing it. Settings for a way-point trigger are Priority, Area (m), and speed. While troubleshooting, I measured the distance between vehicles within the troubled formation and found that the last vehicle in the formation was more than 3x the distance specified in the Area setting of the way-point trigger, so as the formation moved and spread out it would exceed the Area value even more. Thinking that might be the problem, I adjusted the distance between vehicles so that they would still be within the Area parameter when arriving at the Way-point. But the problem still persists. Keep in mind that this is the only formation out of 5 that is doing this.  

 

Any suggestions on what what could cause a formation to not follow the formation leader to the designated way-point? The attached screenshot shows the formation in question.

Screenshot (7).png

Posted
9 hours ago, LachenKrieg said:

Any suggestions on what what could cause a formation to not follow the formation leader to the designated way-point?

 

Illogical programing in the editor. 

 

Basically, do everything step by step. Once one step is working as desired add or modify for the next step. Confirm that works. Repeat.

LachenKrieg
Posted (edited)

Thad, thanks again. I have done that. Don't forget, the formation originally worked. Then it stopped working. That is what doesn't make sense. If you look at the control setup, it should work based on what has been described in responses to this thread as well as what is documented in the manual.

Edited by LachenKrieg
Posted (edited)

If it is part of a mission you have... post it and I'll take a look at it if you want. Please include exactly what your want things to do.

 

Remember.... ALWAYS keep things as simple as possible. :salute:

Edited by Thad
LachenKrieg
Posted (edited)

I fixed the issue by simply removing the activate trigger completely. The linked video demonstrates that the activate trigger was responsible for the unexpected behavior. The question is why? Why did the formation originally work, and why is it now causing the other vehicles in the formation to break away from the leader, when its only function is to enable the leader? Maybe someone here with more experience can tell me whether this is a common problem with the mission editor, and what the causes might be.

 

In the opening scene of the linked video, you see the formation leader on the far right of the screen, and the other vehicles moving away to the left. Next you see the vehicle (T-34) that seems to be in the lead of the lost formation. Watch what this vehicle does when I destroy the formation leader now 1.2 km in front of me. I fire the shot at 4:23 of game play (time stamp in linked video = 0:00:28), and the formation leader disappears at 4:25 of game play (time stamp = 0:00:29). The T-34 starts to turn back towards the designated way-point of the formation at 4:25 of game play (time stamp 0:00:50), and arrives back in the attack zone at approximately 9:58 of game play (time stamp 0:02:03) where it hits an obstacle. In the last scene, you first see a screen shot of the formation in the mission editor with the activate trigger removed followed by the effects this had on the formation movement. Now the formation follows the leader to the way-point.

 

This type of behavior is happening to a number of elements inside this mission. Elements that worked without issue are suddenly no longer working, and this includes the hard coded elements that the mission designer does not have access to such as the in-game score counter. Unless this behavior is considered normal for the mission editor, then something is seriously amiss here. If I didn't know any better, I would say that it almost looks like the mission file has been hacked into. But is that even a possibility?

 

Any input into what this might be would be appreciated.

 

 

Edited by LachenKrieg
Posted

I've never seen or experienced the problem you have described. ?

Posted
2 hours ago, LachenKrieg said:

I fixed the issue by simply removing the activate trigger completely. The linked video demonstrates that the activate trigger was responsible for the unexpected behavior. The question is why? Why did the formation originally work, and why is it now causing the other vehicles in the formation to break away from the leader, when its only function is to enable the leader? Maybe someone here with more experience can tell me whether this is a common problem with the mission editor, and what the causes might be.

...

This type of behavior is happening to a number of elements inside this mission. Elements that worked without issue are suddenly no longer working, and this includes the hard coded elements that the mission designer does not have access to such as the in-game score counter. Unless this behavior is considered normal for the mission editor, then something is seriously amiss here. If I didn't know any better, I would say that it almost looks like the mission file has been hacked into. But is that even a possibility?

 

Any input into what this might be would be appreciated.

 

 

As with many other cases of mysterious behaviour in non-trivial missions, people cannot help unless they can look at the mission in the editor.

LachenKrieg
Posted
9 hours ago, JimTM said:

 

As with many other cases of mysterious behaviour in non-trivial missions, people cannot help unless they can look at the mission in the editor.

I get that, and thanks for your reply. I have full intention of sharing it with the community, but would prefer to finish it first. Unfortunately that involves learning how to.

 

I do have a question though, is there a way to control the number of players that can spawn in a dogfight mission? Because impacts the design of the mission, it would be nice to know how to include that consideration. I asked elsewhere, but didn't get a response.

 

Thanks.

LachenKrieg
Posted

Thanks Thad, I was able to find the maximum number of clients on page 327. I am surprised that you can have up to 84 players. That seems like a lot, but there shouldn't be any performance issues with 10 players or less.

  • 3 weeks later...
LachenKrieg
Posted
On 7/20/2020 at 10:50 AM, JimTM said:

 

As with many other cases of mysterious behaviour in non-trivial missions, people cannot help unless they can look at the mission in the editor.

This is a multi-player mission file that does not follow the intended behavior. After spawning, the plane is supposed to fly in a counter-clockwise pattern following four way points. The plane fly's in the wrong direction and can be as far as 2.2 km from the linked way points. I have rechecked all elements in the mission editor, and cannot find the reason why. I have also tried setting up the timers in different ways. The version I am attaching here uses a second timer so that way point 1 is object linked to the plane after it spawns. 

 

 

Artillery MG gun range.zip

Posted
39 minutes ago, LachenKrieg said:

This is a multi-player mission file that does not follow the intended behavior. After spawning, the plane is supposed to fly in a counter-clockwise pattern following four way points. The plane fly's in the wrong direction and can be as far as 2.2 km from the linked way points. I have rechecked all elements in the mission editor, and cannot find the reason why. I have also tried setting up the timers in different ways. The version I am attaching here uses a second timer so that way point 1 is object linked to the plane after it spawns. 

...

 

Try increasing the waypoint size to 200m (for aircraft). In the past, I found that planes usually miss a small waypoint and start circling to fly over it. Note that because your waypoints are set to High Priority, the plane will ignore enemies and just fly the route. 

 

Also, the plane is already enabled so the spawner is redundant. Note that you do not need a spawner (or an activate trigger for that matter) if you intend for the plane to be active from the start of the mission.

 

 

  • Like 1
LachenKrieg
Posted
1 hour ago, JimTM said:

 

Try increasing the waypoint size to 200m (for aircraft). In the past, I found that planes usually miss a small waypoint and start circling to fly over it. Note that because your waypoints are set to High Priority, the plane will ignore enemies and just fly the route. 

 

Also, the plane is already enabled so the spawner is redundant. Note that you do not need a spawner (or an activate trigger for that matter) if you intend for the plane to be active from the start of the mission.

 

 

Thanks again for your input Jim. I will reset the way point size to 200 and try again. The intention was to have the plane just fly the route without attacking to see just the affect of AA, so I used high priority. The spawn trigger is to replace the plane when it gets shot down until the user ends the mission him/herself. 

Posted
9 minutes ago, LachenKrieg said:

...The spawn trigger is to replace the plane when it gets shot down until the user ends the mission him/herself. 

 

Ah, that makes sense.

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