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Warning Message when going out of bounds


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=MERCS=Firestorm*
Posted

Hi all,

 

I'm relatively new to mapping compared to the talent here but have a problem I have been trying to fix and need assistance.

 

What I want to do with squad events is once a player goes out of the border that has been set , they get a warning message on the screen stating they are going out of bounds.

 

If someone could point me in the right direction or have a group that already does this I'll be very grateful.

 

Thanks in advance

Posted

For dogfight servers, which is what I assume you're making, the only way is to tell all players on a particular coalition that one of them is out of bounds.

 

To do this, use a really large checkzone mcu and set it to check if players are outside of it. If they are, then send a subtitle message saying, "Yo, one of you guys is out of bounds!! Get back into the fight!!"

=MERCS=Firestorm*
Posted

Thanks so much Sketch,

 

I'm trying to get that working now so will let you know if I get it working.

Posted

@Sketch what about assigning each aircraft a callsign, and placing a check zone with subtitle for each aircraft?

Too much logic for an online mission?

Posted

Not really, but complex triggers are more resources on mission and adding in all the names for each plane/plane type is harder on the mission designer. KISS works much better (as you always say).

  • Upvote 1
Posted
6 minutes ago, Sketch said:

Not really, but complex triggers are more resources on mission and adding in all the names for each plane/plane type is harder on the mission designer. KISS works much better (as you always say).

 

Gotcha...I was thinking object links to check zones for each plane, but same same I guess.

Posted

Can't object link the planes in dogfight mode, because the planes are spawned in... Not set up by the mission designer.

 

This could 100% work in co-op mode, because you are specifying each individual plane in the mission editor.

  • Upvote 1
=MERCS=Firestorm*
Posted

Another issue I face now is that the map is rectangle and the checkzone area is a circle so areas that are out of bounds do not trigger until they are well over the boundary, which defeats the purpose worseluck.

Posted (edited)

If you're having the issue below, where the purple area is larger than your border area, then you'll have to add a bunch of checkzones around the border, and disable them all when one goes off.

 

image.png.f25197c76367be95a8530c42ca93b871.png

This will not work, because the players won't get the message when they're outside of the border, but not outside of the yellow circle (the checkzone's influence) surrounding the border [aka: the purple highlighted section].

 

You'll have to create something like this...

 

  • A bunch of checkzones surrounding the border (there may be small gaps, but it's better than the larger gap from above)
  • Those checkzones will be active from mission start, but will immediately deactivate once one of them detects a plane.
  • Once a plane is detected, a message will fire to both teams, "Hey! GET BACK IN THE ZONE!!" and
  • Once that fires off, a one minute timer will be fired off.
  • After one minute, the checkzones will reactivate again. If the any planes are out of the border, then the system repeats itself.

NOTE: Building the checkzones in this way is most likely using mission resources than are probably unnecessary. Do we really need a warning message for out of bounds players? Something to consider...

Another NOTE: In my example below, I'm using only one set of checkzones around the border to detect both sides (Red team and Blue team), and I'm notifying both sides, if only one side is out of bounds. If you want specific side notifications, then you'll need DOUBLE the amount of Checkzones around the border - one set for each side. Which again, takes up even more resources! Definitely something to consider...

 

image.thumb.png.c3dafcaf37d175a8a7603190dd8b7efb.png

Here's what it looks like without all the target links. The Checkzones surround the border. If they detect a plane, will deactivate all checkzones, tell the player to get back into the fight, and after 1 minute reactivate all checkzones again. The reason we want this one minute delay is so that we're not constantly spamming the players.

 

image.thumb.png.99c2853aefcca987ce781e397efad2b8.png

Same image, but now with the target links to all objects. As you can see, the pulse goes:

Checkzone -> Deactivate -> All Checkzones                      

                     -> 1 sec -> Subtitle               

                                    -> 1 min -> Activate -> All Checkzones

 

 

 

Here is a group example from the images above.

Out of Bounds.zip

 

 

EDIT: An easier alternative is just to building your border in the shape of the Checkzone. Why be square?

 

image.thumb.png.a1b642b72f1bc02748f395d5443df33e.png

In this example, we use much less resources, but our border shape is not circular instead of square.

 

 

 

 

Edited by Sketch
Added alternative suggestion
  • Upvote 1
=MERCS=Firestorm*
Posted

Thanks so much Sketch

 

I only need one set of warnings for both sides as we will use this in an event. I really appreciate the time its took you to do this.

 

Thanks again

  • Upvote 1
Posted

You're welcome. Good luck in your mission building, and if you have any more questions hit us up.

Posted (edited)
53 minutes ago, Sketch said:

...

 

EDIT: An easier alternative is just to building your border in the shape of the Checkzone. Why be square?

 

image.thumb.png.a1b642b72f1bc02748f395d5443df33e.png

In this example, we use much less resources, but our border shape is not circular instead of square.

 

 

Note that you only need four linked icon translators with, say, Sector 1 lines to make a circle.

Edited by JimTM
  • Upvote 1
Posted

Oh yes! I forgot about that. I was using "Bold" in my example. Thanks @JimTM!

Posted

You're welcome Sketch.  :salute:

  • Upvote 1
=MERCS=Firestorm*
Posted

Why didnt I think of a circle...damn, good work guys and thanks to all.

  • Thanks 2

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