NightFighter Posted December 31, 2020 Posted December 31, 2020 (edited) I am trying to get a subtitle and audio file to play when the player gets to within the specified distance from an enemy aircraft. I have two different types of bomber formations running off of a Random switch, so only 1 of the 2 formations will be active. The bombers are placed far enough apart that I want the audio/subtitle to play within a certain distance to each individual bomber. I have the proximity trigger at the specified distance and coalition, which is activated from the two ends of the Random Switch. The Proximity trigger is then object linked to each individual bomber, and target linked to a audio/subtitle daisy chain. However, in the mission I never get it to play? Screenshots: Edit* - File below Edited January 1, 2021 by NightFighter
Jaegermeister Posted December 31, 2020 Posted December 31, 2020 Maybe you want to post your mission for some help. I personally can't read any of your logic with the white text on the map screen.
NightFighter Posted January 1, 2021 Author Posted January 1, 2021 Sorry about that, here is the mission file: Bf110g2-NightFighter.zip
Sketch Posted January 1, 2021 Posted January 1, 2021 (edited) Couple of minor mistakes are causing you to have issues. In no particular order: Your delay timer was set to 6 minutes 30 seconds... Way to long in my opinion. Proximity will pulse once the planes are close enough, so might as well decide which set of planes, through the randomizer, will have the proximity trigger logic at mission begin. I changed it to 30 seconds. Both sets of bombers start enabled. If you want only one set of bombers to spawn in, you'll need to uncheck the 'enabled' checkbox on every bomber, and then setup an activate MCU to pulse after the out of your randomizer (like you're doing with the waypoints and proximity triggers). This activate MCU will be object linked to your bombers, and therefore only one set will be activated (and enabled) in your mission at mission begin. If you don't do this, you will just have unused ai planes circling in the air where they spawned, since they never get a pulse to their waypoint. Here's how I'd do it. I'd also add a 1second delay and then pulse the waypoint. This way the bombers spawn in -> 1 sec delay -> set bomber's 1st waypoint Both your subtitle texts were empty for me, and of course, I don't have your audio files to test... So, I filled in some random text and at least the subtitles are working (once I filled them in with something). In the South, there was no coalition set for the proximity trigger, so it'll never pulse. The subtitle and audio messages (once you get it resolved) will repeat over and over as the player gets within proximity of each bomber. Is this what you intended? To me, it'll be extremely annoying hearing, "Bombers over head! Bombers over head! Bombers over head! Bombers over head! Bombers over head! Bombers over head!" OKAY I GET IT! haha. You should add a delay after the first message plays. This way, even if the player is within the proximity of the next bomber, we don't have to hear the audio cue so quickly. Or you can link the bombers into a formation, and as long as the player is within the proximity of the formation (of say 6-7 planes), the message will only fire once. In your instance, each bomber is its own formation, causing you to hear the message over and over as each formation (even though it is only one bomber per formation) gets in proximity of the player. I think some of your bombers were set to 'on Parking'. Go through your bombers and verify they're all set to 'in Air'. Alright good luck, and if you have questions let me know. Edited January 1, 2021 by Sketch Clarity 1 3
JimTM Posted January 1, 2021 Posted January 1, 2021 12 minutes ago, Sketch said: ... In the South, there was no coalition set for the proximity trigger, so it'll never pulse. ... With the object links to the bombers, the coalitions are ignored (at least when I tested once upon a time).
NightFighter Posted January 1, 2021 Author Posted January 1, 2021 (edited) Another greatly detailed response, thank you Sketch. The long timer was my novice self trying to bypass "Spawning in" of the bombers from a proximity trigger that the player would activate from a certain point. I would just wait to activate the waypoint so the player could get up in the air and to altitude fast enough. Edited January 1, 2021 by NightFighter
jollyjack Posted January 22, 2021 Posted January 22, 2021 (edited) On 1/1/2021 at 3:38 AM, JimTM said: With the object links to the bombers, the coalitions are ignored (at least when I tested once upon a time). If that was Once upon a Time in the West and Tuco was in it too, he would ignore any party, coalition or not ... Edited January 22, 2021 by jollyjack 1
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