1./JG42Nephris Posted January 17, 2021 Posted January 17, 2021 (edited) Hi folks, although i am fiddling around with the ME since RoF, I always discover new beahviours in my tests (wich outcome is sometimes really frustrating ....next to corona lockdowns) I never noticed before. I hope you can enlight me a bit. ? I place a checkzone trigger and make it "hot" by a mission begin command. The trigger shall fire, when the player enters. After the checkzone trigger fired another action (target link) starts, in this case a debug subtitel. In my tests: when mission begins, the trigger fires immediately, and doesent wait for the player to enter the radius of 25000m Player plane is around 50 km away at mission begin. I rechecked JIM´s tutorial, but I didint noticed any problems in my setup. So at first ,what is best practise to set a check zone trigger on standby? Why is the trigger fired in this situation? Are you working with an activate trigger here? I noticed this behaviour after some time, as it was supposed to work the weeks before. Edited January 17, 2021 by 1./JG42Nephris
SYN_Vander Posted January 17, 2021 Posted January 17, 2021 That's indeed strange. Is this a single- or cooperative mission?
1./JG42Nephris Posted January 17, 2021 Author Posted January 17, 2021 (edited) It is a singleplayer mission. From my understand, the mission begin command sets the checkzone trigger on standby. As soons as the condition is filled, the checkzone trigger fires. Is that same with your understandings from a checkzone trigger? Edited January 17, 2021 by 1./JG42Nephris
SYN_Vander Posted January 17, 2021 Posted January 17, 2021 (edited) 4 minutes ago, 1./JG42Nephris said: It is a singleplayer mission. From my understand, the mission begin command sets the checkzone trigger on standby. As soons as the condition is filled, the checkzone trigger fires. Is that same with your understandings from a checkzone trigger? Yes, that is how it should work. You have to trigger/activate it first or it will not trigger anything. So to rule out anything else, make a single mission with ONLY these components: Mission begin, checkzone, subtitle and aircraft (with entity) outisde of trigger zone and test Edited January 17, 2021 by SYN_Vander 1
1./JG42Nephris Posted January 17, 2021 Author Posted January 17, 2021 (edited) Yes, you are right. Looks like something become bugged in the logic, I connected the triggers. I resembled the logic and it works again. At a certain stage of mission design, these changes can become quiet complex ... if not planned properly in the beginning of mission design. However, thank you very much for your input! As the topic of the thread already states it deals with checkzone trigger, I would like to point out the behaviour of checkzone trigger in the different modes. I am still unsure about it. Is there a difference at all. checkzone triggers in: singleplayer - AI & Player can be triggered! coop - AI can be triggered, players ? dogfight - AI can be triggered, player? Edited January 17, 2021 by 1./JG42Nephris
coconut Posted January 17, 2021 Posted January 17, 2021 The difference is between in coop and multiplayer, whether you run DServer or from within the game. There was/is a bug affecting player-controller planes detection by a checkzone. I don't if that bug has been fixed or not. Other than that, there are differences between the dogfight mode and the other modes, but not so much in the way triggers work, rather in what tools are available to you. In single player and coop mode you have nodes which identify the players' planes, and you can link to these nodes via object links. You can't do that in dogfight mode because players spawn dynamically in the mission and aren't identifiable by nodes. 1
No_85_Gramps Posted January 17, 2021 Posted January 17, 2021 8 minutes ago, coconut said: The difference is between in coop and multiplayer, whether you run DServer or from within the game. There was/is a bug affecting player-controller planes detection by a checkzone. I don't if that bug has been fixed or not. The bug was fixed a couple of updates back. Both the check zone and proximity triggers now work correctly when using the in-game dserver.
JimTM Posted January 17, 2021 Posted January 17, 2021 The only thing I can think of is that there is no timer trigger delay between the mission start MCU and the check zone. However, I'm not sure if this would cause the problem. I would need to see the whole mission to spot any other issues. 1
SYN_Vander Posted January 17, 2021 Posted January 17, 2021 1 hour ago, No_85_Gramps said: The bug was fixed a couple of updates back. Both the check zone and proximity triggers now work correctly when using the in-game dserver. Good to know! Does that mean that players who spawned in 'Dogfight' mode will also trigger a Checkzone? (if the plane coalition is set to 'true' )
Jaegermeister Posted January 17, 2021 Posted January 17, 2021 Just now, JimTM said: The only thing I can think of is that there is no timer trigger delay between the mission start MCU and the check zone. However, I'm not sure if this would cause the problem. I would need to see the whole mission to spot any other issues. That's what I was about to say, but Jim is quick today. You should put a 3 second delay between any mission begin command and the MCU you want to load to let the static mission objects load.
Deacon352nd Posted January 17, 2021 Posted January 17, 2021 In the advanced properties screen, I see that NO plane or vehicle of any side has been checked as “TRUE”. Everything is “FALSE”. Could this cause the problem in either single, coop or dogfight mode?
No_85_Gramps Posted January 17, 2021 Posted January 17, 2021 1 hour ago, SYN_Vander said: Good to know! Does that mean that players who spawned in 'Dogfight' mode will also trigger a Checkzone? (if the plane coalition is set to 'true' ) Yes. 37 minutes ago, Deacon352nd said: In the advanced properties screen, I see that NO plane or vehicle of any side has been checked as “TRUE”. Everything is “FALSE”. Could this cause the problem in either single, coop or dogfight mode? Yes, with everything set to false there is nothing to detect.
SYN_Vander Posted January 17, 2021 Posted January 17, 2021 7 minutes ago, No_85_Gramps said: Yes. Yes, with everything set to false there is nothing to detect. No, because the plane entity has been set as 'object' (the green line). It means that only that object will trigger. This should work. 1
No_85_Gramps Posted January 17, 2021 Posted January 17, 2021 10 minutes ago, SYN_Vander said: No, because the plane entity has been set as 'object' (the green line). It means that only that object will trigger. This should work. Oops, forgot about that.
1./JG42Nephris Posted January 17, 2021 Author Posted January 17, 2021 (edited) 1 hour ago, JimTM said: The only thing I can think of is that there is no timer trigger delay between the mission start MCU and the check zone. However, I'm not sure if this would cause the problem. I would need to see the whole mission to spot any other issues. That is a good hint. There is no timer in between Mission begin and Checkzone. Are issues common known, if you dont link a timer after missio begin? Edited January 17, 2021 by 1./JG42Nephris
Jaegermeister Posted January 17, 2021 Posted January 17, 2021 (edited) 24 minutes ago, 1./JG42Nephris said: Are issues common known, if you dont link a timer after missio begin? It's random, but it does happen. If you have too many objects being activated in the first 2 seconds sometimes things don't work right. It's impossible to isolate but putting in a delay usually lets everything load correctly. I don't think anyone really cares that vehicles and stuff pops in during the first 2 seconds. If you really want the object there when the mission loads, just leave it enabled. There is no need to activate an enabled object. Of course that won't work for CheckZones that have to be triggered. Edited January 17, 2021 by Jaegermeister 1
IckyATLAS Posted January 19, 2021 Posted January 19, 2021 Yes I did also have this erratic behavior in the past. This could also happen with Proximity MCU. Putting a one second time delay after a mission begin is fine as long as it is not a too loaded mission. In my missions where I have maybe 20-30 of mission begins, and thousands of entities I do split the mission begins into various categories. The one second timer is for those few begins which are closely related to the start of the game and the player flight. Then as we go to entities that will be neded later in the game or are further on the map I go up to 30 seconds again depending on the actions of your scenario. In this way I avoid conflicts between events. Regarding check zones, when it does make sense I use one check zone to trigger another one. In this way you activate one but until it has not triggered the other one is not activated. Typical example is if you need to trigger when you enter a zone , and need to trigger other events when you exit the same zone. If you will come from outside the zone, then just activate the Closer type zone, and use that one to activate the Further type zone. And an advice in this case, make the Further type zone larger that the Closer type zone when the two zone are identically centered. There are a lot of cases where you can sequentially trigger things according to your scenario and avoid using the Mission Begin MCU.
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