Leon_Portier Posted December 9, 2021 Posted December 9, 2021 So I'd like to make a artillery spotting mission, which is dogfight, so me and my friends can respawn. The rough idea is to have a plane stay in a certain area for a certain amount of time. How would I set that up in the MCU logic?
Sketch Posted December 10, 2021 Posted December 10, 2021 (edited) Something like this Leon: When the player in the recon plane enters the complex trigger: - We do nothing if the recon has already been performed, because Recon Successful Gate would shut down the Complex Trigger - If the Recon has not been performed, we pulse the On Gate, which opens the Recon Successful Gate, lets the player know that the recon has started, and then we start the recon timer (mine is set at 1min) If the player leaves the complex trigger at any time: - We close the Recon Successful Gate, which in turn stops the ability for the recon to be completed, unless the Recon timer finishes first. - If the Recon Timer has finished its time, then the player has not completed the recon correctly, (because they left the Complex Trigger area too early) and must reenter the Complex Trigger to start the recon over. - If the Recon Timer finishes and the Recon Successful Gate is open, (meaning the player stayed in the Complex Trigger area for X amount of time without leaving) then the recon will be completed successful. Note: We use OnObjectEnteredAlive - to make sure the recon plane is alive when it enters the Complex Trigger. We use OnObjectLeft for checking if the player has left the Complex Trigger. This is because the player may die, may get disconnected, may finish mid flight, may fly out of the complex trigger, or any other possibilities. Here's the group, that you would place in your own missions: Recon for X Time.zip Hope this helps! Edited December 10, 2021 by Sketch Minor bug where I forgot an activate 1
Leon_Portier Posted December 10, 2021 Author Posted December 10, 2021 (edited) 16 hours ago, Sketch said: Something like this Leon: When the player in the recon plane enters the complex trigger: - We do nothing if the recon has already been performed, because Recon Successful Gate would shut down the Complex Trigger - If the Recon has not been performed, we pulse the On Gate, which opens the Recon Successful Gate, lets the player know that the recon has started, and then we start the recon timer (mine is set at 1min) If the player leaves the complex trigger at any time: - We close the Recon Successful Gate, which in turn stops the ability for the recon to be completed, unless the Recon timer finishes first. - If the Recon Timer has finished its time, then the player has not completed the recon correctly, (because they left the Complex Trigger area too early) and must reenter the Complex Trigger to start the recon over. - If the Recon Timer finishes and the Recon Successful Gate is open, (meaning the player stayed in the Complex Trigger area for X amount of time without leaving) then the recon will be completed successful. Note: We use OnObjectEnteredAlive - to make sure the recon plane is alive when it enters the Complex Trigger. We use OnObjectLeft for checking if the player has left the Complex Trigger. This is because the player may die, may get disconnected, may finish mid flight, may fly out of the complex trigger, or any other possibilities. Here's the group, that you would place in your own missions: Recon for X Time.zip 3.44 kB · 0 downloads Hope this helps! This is just what I needed, awesome! Thanks! Also, I didn't know that OnObjectLeft also accounts for getting killed. Edited December 10, 2021 by [N.O.G.F]Leon_Portier
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