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Ships not triggering event needed


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=MERCS=Firestorm*
Posted (edited)

Hi all,

 

I have spent the past hours reading over much of what I can in relation to ships and their movement, etc and have been working tirelessly on a map that requires what I thought was a relatively simple task but have trouble in finding the solution.

 

The task I have is this:

1. Axis ships need to pull into a port and once any one of them arrive, it triggers a MCU that ends the mission.

2. Allied bombers have to destroy all of the 7 ships to win the mission... this part works fine.

 

This is part of a much larger map I will be making for an event, but I just cant get the Axis sips to trigger correctly. I have used Complex Triggers, Check zones etc but nothing seems to work, so I have a feeling I haven't done something correct.

 

I would appreciate anyone taking a look over this and more than likely they will see what the problem is. The attached map is a cutdown version of what will be the final destination point for the ships.

 

Thanks so much guys

 

 

a-shiptest7.1.2.zip

Edited by =MERCS=Firestorm*
AEthelraedUnraed
Posted (edited)

The Counter MCU "1 Count  (id: 162)" is still set to 7 instead of 1. Meaning it's waiting for ships to enter the "Landed (id: 182)" CheckZone AND exit it afterwards 7 times, which will obviously never happen. ;)

 

Also, this CheckZone is also checking for planes, meaning that if any axis plane enters it, it'll trigger as well. Also, its Zone Type is set to Sphere, but for ships there's no reason to use a sphere since they can't change their altitude anyways. ;) In general, only use Sphere for very specific reasons.

Furthermore, I'm not 100% sure that ships trigger the "Vehicle" part of the CheckZone MCU. I think it'll work, but if after correcting the above error it still doesn't work, you could check this. Either way, why don't you trigger the Counter MCU by a target link from "STOP (id: 180)"? Saves you the trouble of having an extra MCU, and keeps the mission simple.

Also, why do you use several waypoints if they're in a straight line? You can just use the last one.

One more point; you don't need the last waypoint "STOP (id: 180)" with speed set to 0. Whenever vehicles reach their final waypoint, they'll stop automatically, whatever their speed is. The "STOP (id: 180)" waypoint will do little anyway, since it's not object-linked to any ships.

Lastly, you've got all waypoints object-linked to all ships. This'll make all ships head straight for the waypoint and completely mess up their formation (eventually, they'll end up more or less in a line). If you want the ships to stay in formation, make a separate set of waypoints for each one. EDIT: never mind, I see you use formations. In that case, you should only object-link the formation leader. And be advised that formations are reported to not work perfectly with ships, although I personally have little experience with ships so I can't confirm.

Edited by AEthelraedUnraed
=MERCS=Firestorm*
Posted (edited)

Thanks so much for your help AEthelraedUnraed,

 

Its working now and after doing the changes you mentioned. it works fine now. I think it was the STOP linking to the  Counter MCU that did it as this seemed to work first attempt.

 

Once again, thank you for your help with this. ?

Edited by =MERCS=Firestorm*
Posted

This inspire me with a question.

Is that possible to link multiple planes or vehicles to the same waypoint?

Imagine a path for multiple flights going the same way until a turning point. In order to save some links and multiplication of waypoints, it would be interesting to use only one waypoint for waves of planes passing through the same point

Posted
44 minutes ago, DN308 said:

This inspire me with a question.

Is that possible to link multiple planes or vehicles to the same waypoint?

Imagine a path for multiple flights going the same way until a turning point. In order to save some links and multiplication of waypoints, it would be interesting to use only one waypoint for waves of planes passing through the same point

 

Yes, but the first object to reach the waypoint will trigger all the MCUs to which the waypoint is target linked, no matter which object they affect. For example, say the first waypoint is A and after that object 1 goes to waypoint B and object 2 goes to waypoint C. As soon as object 1 reaches waypoint A, it will proceed to waypoint B. However, object 2 will proceed to waypoint C instead of going to A first.

Posted (edited)

@JimTM Ok, that’s clear.

But imagine that object 2 is going to WP A first and then to WP B but then to D that is linked only to him. D, Object 1 goes to WP A B C as you stated. What do you think it will do?

 

Edited by DN308
AEthelraedUnraed
Posted
1 hour ago, DN308 said:

@JimTM Ok, that’s clear.

But imagine that object 2 is going to WP A first and then to WP B but then to D that is linked only to him. D, Object 1 goes to WP A B C as you stated. What do you think it will do?

So you mean something like this:

	             |--> C(1)
A(1+2) ---> B(1+2) --|
                     |--> D(2)

 

Once the first of the objects, doesn't matter if that's 1 or 2, reaches B, object 1 will immediately go to C and object 2 immediately to 2.

 

So, if object 2 reaches B but object 1 hasn't even reached A yet, then A will go to C and completely skip A and B.

Posted
1 hour ago, DN308 said:

@JimTM Ok, that’s clear.

But imagine that object 2 is going to WP A first and then to WP B but then to D that is linked only to him. D, Object 1 goes to WP A B C as you stated. What do you think it will do?

 

 

Assume object 1 and 2 are currently en route to WP A and object 1 is always ahead of object 2.

Object 1 reaches WP A, triggering WP B.

Object 1 heads to WP B and object 2 diverts from WP A to WP B.

Object 1 reaches WP B, triggering WP C and WP D.

Object 1 heads to WP C and object 2 diverts from WP B to WP D.

Posted

All right! That’s perfect for me for some reasons.

 

Thank you very much you two for your help.

 

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