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Airfield Logic Please Help!


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=MERCS=Warrior*
Posted (edited)

Hey guys I have made a video down below asking about airfield logic. Please watch the video and any insight would be greatly appreciated. This is the final step to finishing my map logic and won't have to ask anyone anymore :):)

http://vsqma.site/wp/wp-content/uploads/2020/08/Airfield-Testing-1.zip

 

 

Edited by =MERCS=Warrior*
  • Upvote 1
Posted (edited)

Here you are

 

I've changed the 'Ping Pong' a little.

Only 1 counter needed (without reset)

Reset will be done after airfield takeover

Repair will also be initiated after airfield takeover (and the formerly started timers are reset)

 

The rest was only grouped after figuring out there was no change needed and is unchanged

 

Deci

 

Remarks: A really nice one!

 

Resetting the counter manually prevents buildings being destroyed directly after takeover

to be directly counted as destroyed for the 'new' nation.

And in case you want some things not appear on mission start (takeover subtitle b.e.)

disable these things on mission start

and enable them by the 'Nation Switched' (id: 95)

 

Airfield-Testing_02.zip

Edited by JG4_Deciman
  • Upvote 1
=MERCS=Warrior*
Posted

Thank You very much m8! I am really great full that you took the time to do this for me. I have been learning the editor past 2 months and I think I have come a long way but still learning. Thank you this was a very great full help. Works perfectly! 

:):)

If you ever want to fly with us your more then welcome. I run Air Attack Tactical Combat (US/NA Base server) but we welcome everyone! Thanks again m8. 


https://il2airattack.com/
https://discord.gg/mD6cZ6C

Warrior

Posted (edited)

Thanks for invitation.

Maybe we'll see us in the sky.

 

And the changes made  were only a few. The rest of your logic was working as it should

(and easy to understand and debug)

 

Additional remark...

 

You use 'CheckZone' for detecting planes in area.

This uses less resources than the 'Complex Trigger' I use for the same things to do.

And I'ld really like to do this in my own missions (at least in the one I'm creating since more than half a year).

But it only works (dev's may correct me if changed in the meantime) only when running a dServer for hosting multiplayer missions or in single player missions.

Whenever you try to host that mission from within the main game (starting a server) without having a second account for a dServer and the ability to run both (game and dServer) at the same time these triggers (and maybe even some more) will not work.

'Complex Trigger' requires much more resources AND an additional counter (if you need 'units inside the area or area empty' what the 'checkzone' will trigger)

but afaik it will be working under all conditions, so even when a player tries to host a mission from within the game...

 

Just keep that in mind in case you want players to be able to host your missions on their own...

 

Deci

 

Edited by JG4_Deciman

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