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Posted

An element of a mission I am making involves a suicidal car bomber.

To get this to work I placed a heavy artillery piece set to shoot at the sub.  I unchecked 'Enabled' so while the car is approaching the sub doesn't take out the gun.

When the car arrives it enables the gun which ten seconds later shoots at the car.   I want it to shoot the sub.

I used a Command Attack MCU set to High but the gun doesn't shoot at the sub.

I read through the manual several times.

Attached is a screenshot of the logic and I have also attached the mission if anyone wants to look it over and see what I did wrong and/or failed to do.

Note, this is a Dogfight Mission.

 

TIA

Sabotage Mission.jpg

Experimental.zip

Posted (edited)

You don’t activate an MCU to get it to fire, you simply send “power” to it via whatever input you choose. So pipe the complex trigger to a timer, then to the attack MCU.

 

 

Further, you can use ‘force complete High to keep the gun from shooting, then force complete Low to get it to ‘wake up’, then use the attack MCU if you wish.

 

Edit:

@Beebopto clarify regarding the force complete logic - you would have the gun activated the whole time. Your activate method may serve you just fine.

Edited by Gambit21
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Jaegermeister
Posted

Also a CheckZone Object linked to your vehicle or a proximity trigger between the vehicle and the sub would work in place of the complex trigger and be a bit more efficient. You don't even need the timer Gambit mentioned, you can target the attack command directly with the CheckZone/Proximity trigger, unless you want the delay.

 

Why don't you just have a proximity trigger activate a Damage - complete MCU instead of using the artillery? The Sub will blow up. 

 

Actually after laying this out, Why don't you just use the waypoint to trigger the damage and your done?

 

Screen.thumb.png.8d4949d88e24b82681e3f5f33431a718.png

  • Like 1
Posted

Timer or waypoint to ammo explosion effect/damage complete.

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  • Upvote 1
Posted

?  WOW!  Great ideas!  I've finally graduated into Mission Building 201.

Thanks for the ideas.  I will start using them more frequently and see which is the best for the job.

Gambit, I already had an ammo explosion effect in place but it was triggered by the subs death.  I'll try setting it off with some different logic.

Jaegermeister, that's a brilliant solution!

Now that I'm understanding things a little bit better this is becoming lots of fun working around the sometimes frustrating limitations given us.

Posted

It works like a charm!  :clapping:

Initally I tried to attach Object Links from the single Command Damage MCU to both the sub and the car.  The result was the car would smoke and the sub did nothing.

Added a second Command Damage and OL'ed each one to it's own object and VOILA!  Both went up in a riotous explosion.  Looked just like a car bomb.  Car drives up ramp, stops, 3 seconds later both go up!  It couldn't be more prefect!

 

Thanks a lot guys for opening my eyes to new MCU's and how to use them.  :thank_you:

 

(BTW, if you ever need a vehicle to overheat just set the Damage to "Minor.  The Vehicle stops and smokes.  I'm going to ask the Devs for a Flat Tire MCU and an animated figure to get out and change the tire. ? )

Jaegermeister
Posted

Glad you got it to work like you want. I've found that the simpler and more basic you keep the logic chain, the easier it is to work with and troubleshoot. I used to use complex triggers for a lot of things that other MCUs can do without the added complexity. There must be a reason there was a limit on how many you can have in a mission when the ME was coded. 

Posted
39 minutes ago, Jaegermeister said:

There must be a reason there was a limit on how many [CT's] you can have in a mission when the ME was coded. 

Or because of that limitation maybe that's why there are other MCU's that can preform similar functions with less(?) drain on CPU power.

Posted
On 5/30/2021 at 4:53 AM, Beebop said:

Or because of that limitation maybe that's why there are other MCU's that can preform similar functions with less(?) drain on CPU power.

 

Aye but there is a time to use it.

For example in a mission where I tricked the editor into getting AI to land, taxi to a stop, shut off, rearm, start up, taxi and take off again.

I needed that "on finished and alive" functionality. Then I had a lightning quick delete/spawn event happen. So it wasn't really the same aircraft starting up and taking off...but it was from a user experience standpoint. Slight of hand you see. That's some trick logic that is unlikely to break later (not that it matters to me now) but normally I stayed away from getting to cute with the logic, as it's just too likely to break (read will break) later after an update. 

Jaegermeister
Posted
1 hour ago, Gambit21 said:

 

Aye but there is a time to use it...

 

Yes, like when firing rockets...

Or when you crash...

Or after you have permission to land and lose your identity...

Or when you shoot down a random non-specific enemy and want that to count...

Or after you land and stop, as you mention above...

 

I still use them, just not as much as I used to. Complex Triggers will do quite a few things that nothing else will, and some things that other MCUs also do. 

 

  • Upvote 1
Posted
47 minutes ago, Jaegermeister said:

 

Yes, like when firing rockets...

Or when you crash...

Or after you have permission to land and lose your identity...

Or when you shoot down a random non-specific enemy and want that to count...

Or after you land and stop, as you mention above...

 

I still use them, just not as much as I used to. Complex Triggers will do quite a few things that nothing else will, and some things that other MCUs also do. 

 

 

Yep

They're useful little critters in the correct situations.

Posted

So many little (undocumented until you ask) functions.

I propose a new Law and Order spinoff, "Trial and Error'.

"In the Mission Editor system, the user is represented by two separate yet equally important groups. The mission builders who investigate what the editor does and explain it, and the devs who leave the user to their own devices. These are their stories."

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