Hinterseer Posted March 12, 2022 Posted March 12, 2022 Hi guys Im struggeling with my first multiplayer map. Its a resource saving issue. On both sides (german and USSR) i want 2 patrols activatet by 5 different checkzones that are placed over the targets that needs protecting. that is, if checkzone 1 and 2 fires and activates one patrole eatch - i want the rest of the checkzones to get deactivatet - so at no time there is no more than the 2 patrols active at the same time. (4 planes on either side = 8 in total) When one patrole is killed or despawned, i want the checkzones to be active again and ready to spawn a patrole again. The issue for me is not the deactivating off the checkzones, but to find a way to count when 2 patroles is active = disable all further spawn until one patrol is killed/destroyed or just despawned. if 0 or 1 patrole is active = checkzones is open if 2 is active = checkzones is closed (or spawning) I tryed reading about the add value cmd - imagine that i could count my way to succes adding the value of 1 when a patrole spawns and retract a value of -1 when a patrol is killed or despawned When the counter counts 2 it will deactivate the rest of the checkzones and then reactivate them when the counter goes below 2 But im in over my head here If i dont controle the numbers of patroles im affraid of, that just a few players flying solo could spawn all 5 checkzones and put to mutch stress on the server (there is a lot of other formations actives at the same time (bomber patrols, tanks columns etc) How are you guys controling this? any good advice on how to get a grip on when a patrole is not active any longer and use that to move on? I have attach the patrole group - its not done or testet in any way but maybe it will provide a clue - at least it will show that some work is being done Have a nice day and thanks to all off you who are providing manuals, guides, groups and youtube videos I would never have been able to make my own maps without you guys information and hard work ? Custom.rar
Sketch Posted March 12, 2022 Posted March 12, 2022 (edited) This is a rather advanced topic. As I understand it, you want: - Multiple Quick Reaction Forces that spawn in and spawn out depending on if a player is in a certain area or not - Be able to place the QRF all over the map as you see fit - For all of the QRF on the map, allow only two sets of QRF to be spawned in at one time Is this correct? First, we need to build the logic that adds and subtracts from a Counter MCU. Once the counter is reached, we need to fire off an event to stop adding to the counter, and to stop allowing any more QRF to spawn in. We can always subtract from the Counter MCU since a Counter MCU will never go in to the negative numbers. When a subtraction is pulsed, we will again allow QRF to spawn in. We will call this logic the QRF Slot Checker. Here is the overview of that logic. ADD GATE IN -> Is Add Switch Active? -> YES? -> Add one to counter NO? -> Do nothing SUBTRACT GATE IN -> Subtract one from counter -> Reactivate Add Switch Counter: 2 has been pulsed? -> Deactivate the Add Switch Pulse Counter Reached Gate Out Counter: 1 has been pulsed? -> Activate the subtraction (for the first time only) Pulse Subtraction Hit Gate Out Deactivation and Activation MCUs for toggling the ability to spawn in to all QRF Okay with QRF Slot Checker logic built, we can now build a single QRF group to make sure things are working correctly. This QRF group will: Use Checkzones to spawn in and despawn the QRF group once a player is in the area. When the group spawns in, add one to the QRF Slot Checker. Once the planes are spawned in, they will seek and destroy any planes in the Air Targets Attack Area. If a QRF plane in this set has been destroyed, it will never spawn in again. Meaning players can destroy QRF groups forever. Destroying a group (not just a single plane) will subtract one from the QRF Slot Checker. If the players leave the area, the QRF group will despawn and subtract one from the QRF Slot Checker. The QRF group can spawn in again if it has not been killed if there are still some QRF slots available in the QRF Slot Checker. NOTE: This QRF group counts as one for the QRF Slot Checker, even though there are multiple planes. Here's what that looks like: The key to this QRF force, is the onSpawned, onDespawned, and onDestroyed coutners. The onSpawned counter target links to our ADD GATE in the QRF Slot Checker. The onDespawned and onDestroyed target links to our SUBTRACT GATE in the QRF Slot Checker. onDestroyed will also stop any onDespawned from firing. If we look closely at the spawning logic, I have the QRF Slot Checker activation and deactivation connected to the onCheckzone Enter GATE IN. Meaning, if there's an available slot to spawn in a QRF group, then the OnCheckzone Enter Gate will be activated and allow a pulse to spawn in the group. Otherwise, the gate in will be deactivated, and will not allow spawning of the QRF group. Now we can start adding in multiple QRF groups (after a bit of testing on my part)! Here I have four groups, and only two will spawn in at a time: Woot! Look at that logic! And of course, here's the mission for you to reverse engineer: SpawningOnlyTwoQRF.zip Good luck with your mission building, and thanks for the challenge! Edited March 12, 2022 by Sketch Clarity (I hope) 2 1 1
Hinterseer Posted March 12, 2022 Author Posted March 12, 2022 1 hour ago, Sketch said: This is a rather advanced topic. As I understand it, you want: - Multiple Quick Reaction Forces that spawn in and spawn out depending on if a player is in a certain area or not - Be able to place the QRF all over the map as you see fit - For all of the QRF on the map, allow only two sets of QRF to be spawned in at one time Is this correct? This is very correct - Thank you Sketch ? I have redone my patrols 3 times from when i started working on the map only to realise that i need a system like this too keep the game being fun and not overrun Thanks for the Group files - im really happy and looking forward to reverse. you can see below, its much needed ?
[DBS]Tx_Tip Posted March 14, 2022 Posted March 14, 2022 Nice job on this Sketch with the logic and explanation. My guess would be that not only Hinterseer owes you a beer on this one. Tip 1 1
Hinterseer Posted March 15, 2022 Author Posted March 15, 2022 Indeed it is a nice job. I just wanna give an update, to show its not in vein and it is being used I even think that kind of logic could be used in a "Master counter" that controles the 2 QRF slotchecker So it could add one slot to one side and retract from the other - 1 side can spawn 1 patrol - 2 side can spawn 3 patrols (if 4 is max) etc maybe according to target damage rapports (airfields destroyed) Maybe it can count players spawning planes from airfield, and if X numbers of players join, it could lower the number of patrols if balance on team is off, it could allso allow more patrols to the side with low pop of players? I dunno - my head is spinning (its just me thinking while debuging - havent looked into any of it) I wanted to show my progres - just a picture for now Ill share the group when done, even thu it just combined with logic from this forum. (picture of 1 patrol) I removed: The mechanic that wouldent allow respawn - i need them to respawn until map is finish (for now) I added: Random AI level 4 way random spawn - with different spawn altitude, spawn places and 2 different plane types for each patrol. If the run out off ammo/fuel - the have a run home WP and a proxy despawn check (so no player is close and see them dissaper) Whats not on the picture is 2 xtra checkzones i added The look for some special AI bomber formations - when they get close, the patrol, despawn if active (if the are allowed by the proxy check) or just get deactivatet if not spawned in until checkzone reactivate them, when the formation is just outside the patrol checkzone. it takes aprox 3 mins, where the patrol is inactive. This is so any player (if there are any) can have the fun with the bombers and the cover - thats more than plenty to handle (i think) I just finished the last test on the multiplayer map - with only the german side done with the QRF check Everything looks great! Ill do the rest when i get some sleep=less errors Thanks alot Sketch ? 2 1
Hinterseer Posted April 11, 2022 Author Posted April 11, 2022 I'll never try to make a Mp map without a proper plan... ? I used so many houres, thats quite crazy And got hit with Covid, putting the last braincells to a rest. Anyways, im done with this one and i did promisse to share the group and ill share the map(s) too I did a nigh version of it too, with landinglights and searchlights added. I made a thanks to you guys in the mission brief and i really mean that, its a very helpfull forum ? This is the Group file containing the QRF that only allowes 2 patrols at a time This one is the German one and there still is some naming in it, that fits my map you have to change this to you needs German.QRF.rar The MP files/mapGott mit uns - Rush for Stalingrad.rar And the Night version Gott mit uns - Rush for Stalingrad-Night.rar The MP Map is using some resources on my server running a TD on 12-15 when using the most power but no problems playing in VR at 90 fps (solo) i properly get that, when more players get on. Running server on a I5-4460 @ 3.2 Ghz and 8GB DDR3 Ram Ill look for upgrade parts (used) while i make some more maps Thanks for your help and have a nice day
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