marcost Posted January 19, 2021 Posted January 19, 2021 (edited) I'm trying to show a subtitle when the player lands AND the aircraft is damaged. I've tried a counter and tried activating/deactivating timers as gates, but I'm getting nowhere. So in summary, I want to trigger an event when both onLanded and onDamaged events have triggered. If I can do that, then I also want to add logic for landed&wounded and landed&wounded&damaged. Slightly related question - if several subtitle MCU are triggered at the same time, what happens? Thanks Edited January 19, 2021 by marcost
Sketch Posted January 19, 2021 Posted January 19, 2021 1 hour ago, marcost said: Slightly related question - if several subtitle MCU are triggered at the same time, what happens? If they're all on the same line (ie: top, center), then the last one shows up and replaces the others. If they're on separate lines (ie: top, center and bottom, center) then they will both appear. 1
marcost Posted January 19, 2021 Author Posted January 19, 2021 Great, thanks again. I was guessing they would replace eachother, thanks for confirming.
Jaegermeister Posted January 21, 2021 Posted January 21, 2021 (edited) On 1/19/2021 at 1:52 PM, marcost said: I'm trying to show a subtitle when the player lands AND the aircraft is damaged. I've tried a counter and tried activating/deactivating timers as gates, but I'm getting nowhere. So in summary, I want to trigger an event when both onLanded and onDamaged events have triggered. Regarding this part of your question, I have placed a complex trigger that is activated by "On plane crashed" and set the parameter to "On Stationary and Alive" so if you crash land and you stop, you survived the crash landing. If you aren't alive, you died anyway and failed the mission so... Target a counter set to 2 from your player plane with "On Pilot Wounded" and "On Damaged". When both of those are met have the counter activate the complex trigger looking for your plane to be "On Stationary and Alive". Plane Settings; Complex Trigger Settings; Edited January 21, 2021 by Jaegermeister 1
marcost Posted January 22, 2021 Author Posted January 22, 2021 (edited) Hi Jaegermeister, Thanks so much for that, I was intending to research complex triggers further as I wasn't sure whether they could be applied to the player aircraft. Do you know the difference between 'Object Stationary and Alive' and 'Object Finished Stationary and Alive'? I did what I needed with the examples from SAS_Skylla, but clearly the complex trigger has scope for more interesting variations. You've got me thinking now! Regards, M Edited January 22, 2021 by marcost
Jaegermeister Posted January 22, 2021 Posted January 22, 2021 4 hours ago, marcost said: Do you know the difference between 'Object Stationary and Alive' and 'Object Finished Stationary and Alive'? No problem, happy to help. Complex triggers are, well... complex. My impression is that the "On Finished Stationary and Alive" would apply to a multiplayer mission and trigger an event after a plane landed and despawned. Perhaps @JimTM would know, I have not used that one. BTW, don't use a Checkzone linked to the player plane after it lands on the taxiway to activate the Complex Trigger. Once a plane is in the landing pattern it will not be detected by a Checkzone linked directly to it under some circumstances. That issue is also (wait for it...) complex. 1
JimTM Posted January 22, 2021 Posted January 22, 2021 5 hours ago, marcost said: ... Do you know the difference between 'Object Stationary and Alive' and 'Object Finished Stationary and Alive'? ... 1 hour ago, Jaegermeister said: ... My impression is that the "On Finished Stationary and Alive" would apply to a multiplayer mission and trigger an event after a plane landed and despawned. Perhaps @JimTM would know, I have not used that one. ... I don't remember testing these two events but I think Jaegermeister's impression re. "On Finished Stationary and Alive" is probably correct. I think "Object Stationary and Alive" probably works the same way except it will fire once the plane (or tank??) stops moving within the zone and is still alive. 1 hour ago, Jaegermeister said: ... BTW, don't use a Checkzone linked to the player plane after it lands on the taxiway to activate the Complex Trigger. Once a plane is in the landing pattern it will not be detected by a Checkzone linked directly to it under some circumstances. That issue is also (wait for it...) complex. Re. check zone detection of landing objects, see this post (and the two posts following) and this post (and the three posts following). 1
marcost Posted January 22, 2021 Author Posted January 22, 2021 (edited) I'm learning a lot, thanks both Edited January 22, 2021 by marcost
IckyATLAS Posted January 22, 2021 Posted January 22, 2021 Never have been able to have that complex trigger Trigger. I did lately a test to have it trigger, and after carefully checking everything it simply does not trigger. I will continue using my technique which works perfectly well to detect if you have landed. I cannot check if you are alive but if you die anyway the system will kick you out and fail the mission. In my missions you always take off from somewhere and you have to land alive on an a given airfield to validate your successful execution of a given task. If you are damaged then you go to the place where you can be repaired, take a shower etc.. and fly again. If you landed on a wrong friendly airfield because of damage, as long as your plane can move and there is a workshop that can repair your aircraft on that airfield, you can fly again and reach the airfield that is needed to register a success on your task. So here is the way I do: When the plane flies away there is a proximity trigger that checks that the plane has indeed left the airfield airspace to do the mission. Every airfield has a T sign and a windsock. So I use the windsock as a reference point for the airfield. For very large airfield with multiple runways it may be different. To avoid cheats like I am rolling away with my plane for a few kilometers if the fields allow it I also check the OnPlaneTookOff Event. The combination of both makes a guaranteed check that you fly and are away. This is an important information as you may stay in your cockpit and stare at the birds or the clouds for some time then wander around with your plane, visit the airfield the workshop, a friend etc.. This information that you are gone and flying may trigger various events depending on the scenario but it will always trigger the landing detection sequence that can be on the same airfield or another one if the mission is so designed. I also use the OnPlaneLanded Event when landing but there is a problem with that. When you roll to take off you can have spurious events as when you roll the system does not know if you are rolling after landing or if you are rolling to take off. You may do small jumps and touching many times the runway. Taking Off is a clear signal you are in air at some altitude above ground. But Landing is not clear. The OnPlaneLanded event is filtered through a Timer that is deactivated and gets activated only when the plane enters the airfield airspace for landing. In this way when OnPlaneLanded will fire only the correct one will be used. And it will work as long as you land inside the airfield zone that is defined even out of the official runway and are alive even if with the plane damaged. And this is what also happens in reality. You do your mission successfully and land badly for multiple reasons but are alive. That's all what counts. Here my Test that does not work. If you can tell me why I would be very happy. I tested separately two triggers 1) Object entered Alive 2) Object Stationary and alive. The Map The Logic The Complex Trigger Parameter Any clue?
Jaegermeister Posted January 22, 2021 Posted January 22, 2021 (edited) 2 hours ago, IckyATLAS said: Any clue? Yeah, add a counter between the Complex Trigger and the subtitle. Right click on your complex trigger, Select Object Menu, click on Object Entered Alive and link that to the counter. Set it to 2. Then do that with Object Stationary and Alive. Then target your subtitle from the 2 counter. With your Complex Trigger Targeting the Subtitle, it's not doing anything. The output has to match the parameter in the check boxes. Edited January 22, 2021 by Jaegermeister
IckyATLAS Posted January 23, 2021 Posted January 23, 2021 12 hours ago, Jaegermeister said: Yeah, add a counter between the Complex Trigger and the subtitle. Right click on your complex trigger, Select Object Menu, click on Object Entered Alive and link that to the counter. Set it to 2. Then do that with Object Stationary and Alive. Then target your subtitle from the 2 counter. With your Complex Trigger Targeting the Subtitle, it's not doing anything. The output has to match the parameter in the check boxes. Thanks I could make it work. But frankly I still do not understand the interest of this MCU. Let me explain: every object like Vehicle, Plane, Ship, Train has the event based trigger system. So a complete event list specific to each object can be set in the object's (ship, plane, train, vehicle etc.) advanced parameters. I see that in the complex trigger there are events that are not listed in the event list of say a plane. But why? It could have been set in there and that's all. An object like a plane can trigger multiple event links according to the event list. This is not different than the complex trigger. So why make a difference between events in the complex trigger and those that are available with each object. That remains an open question for me.
coconut Posted January 23, 2021 Posted January 23, 2021 On 1/19/2021 at 7:52 PM, marcost said: I'm trying to show a subtitle when the player lands AND the aircraft is damaged. I've tried a counter and tried activating/deactivating timers as gates, but I'm getting nowhere. So in summary, I want to trigger an event when both onLanded and onDamaged events have triggered. Thanks Here is what I use: Conjunction.zip More stuff at https://github.com/deneuxj/SturmovikCampaign/tree/master/data/Blocks See missions Blocks and Blocks2. 2
marcost Posted January 23, 2021 Author Posted January 23, 2021 Thanks @coconut, plenty to go at there
Jaegermeister Posted January 23, 2021 Posted January 23, 2021 4 hours ago, IckyATLAS said: Thanks I could make it work. But frankly I still do not understand the interest of this MCU. The few things I find it useful for; A mission goal like shooting down enemy fighters. It has an area and you can specify a type of EAC to trigger a message, event and/or mission goal. Crash landing dialogue Triggering taxi or refuel messages Triggering enemy aircraft waypoints with "on dropped bombs" and a short timer so they don't loiter over the target area That's about all I can think of ATM. I don't use them much more than that.
JG7_X-Man Posted January 23, 2021 Posted January 23, 2021 On 1/19/2021 at 1:52 PM, marcost said: I'm trying to show a subtitle when the player lands AND the aircraft is damaged. I've tried a counter and tried activating/deactivating timers as gates, but I'm getting nowhere. Why not use counter MCUs? It will take two counts to trigger the Subtitle MCU, one from "The or any enemy aircraft" and the other from landing.
marcost Posted January 23, 2021 Author Posted January 23, 2021 34 minutes ago, JG7_X-Man said: Why not use counter MCUs? It will take two counts to trigger the Subtitle MCU, one from "The or any enemy aircraft" and the other from landing. Hi, Counters do work but I wanted options for landed&wounded, landed&wounded¬damaged etc etc It got complicated very quickly. It works nicely with some simple boolean and dual event logic from Skylla that Sketch linked to. 1
coconut Posted January 23, 2021 Posted January 23, 2021 51 minutes ago, JG7_X-Man said: Why not use counter MCUs? That does not work if one of the conditions can stop being valid before all are valid. 1 1
IckyATLAS Posted January 23, 2021 Posted January 23, 2021 (edited) What I really miss is conditional statements, like IF THEN ELSE etc. They should be tagged with a time. Edited January 23, 2021 by IckyATLAS 1
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