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Flag and Spawn Point Logic Help Please - Solution Found


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Posted (edited)

Salute,

Is there anyone that could advise on what I am doing wrong please. I have been trying to get what I am sure is simple logic for what seems like ages now.

The scenario

When a flag is captured by a tank it enables a spawn point. If the otherside takes it back their spawn point is enabled and the enemy spawn is removed.

Previously I have used logic where the spawn point shows as a white circle when it is neutral and then takes on the logo of the capturing side, however I do not want to have this icon where a flag has not been captured the first time.

 

When the mission starts I disable the two spawn points. This works.

When a side captures the flag for the first time their spawn point is enabled. This works.

When the enemy captures the flag, their spawn point is enabled (this works) and the enemy is disabled (this is the bit that does not work, I end up with both spawn points active)

 

I have a screen shot of my logic below if someone could please enlighten me. Please, just to confirm I know i could do this with a single spawn point but I do not want the icon to show until the flag has been taken for the first time.

 

The timers are 1 second to disable and 2 seconds to enable (disable should trigger first)

 

many thanks in anticipation. I am going to bed now and hopefully when I wake up in the morning the Mission Builder elves will have sprinkled their "woffle dust" and solved my issue.

 

Cheers

 

Friar

Flag Logic.JPG

Edited by DD_Friar
Posted

Can you please zip and post your mission. It will help to see your flag settings.

Posted

@JimTM

 

I am sure that is ok, but here you go.

Many thanks for your time.

 

BigMission.zip

Posted (edited)

I've run a few tests after checking out your mission, and it looks like you can not deactivate an airfield respawn or vehicle respawn. I believe this is because the airfield advanced prosperities does not have an enabled/disabled checkbox. Furthermore, I think the devs don't allow deactivation of the airfields because players may be in the airfield selecting their modifications and payloads and then suddenly they can't spawn in... How are they to know the airfield is now disabled when they're clicking Start. "Why can't I spawn? I'm clicking start!!!"

 

image.png.8054164d0fb9ccbdb3d6941e318f0fba.png

Airfield advanced properties. Notice, there's no enabled checkbox. Therefore the airfields can not be enabled or disabled.

 

Also, I think @Alonzo and I had this issue in our mission The Rhineland Campaign. See Venlo and Aachen airfields. Instead of deactivating them, we ended up having them set to neutral. You can do the same for your vehicle spawns. Unfortunately it does leave the icon on the map, but since it's white everyone knows it's neutral and you can't spawn there.

 

The_Rhineland_Campaign_Feb_1945.png

The airfields at Venlo and Aachen are set to neutral by default, and then become 'activated' by switching the coalition from neutral to Allied after x events transpire.

 

 

Well Sketch, how am I disabling the fakefields when the mission starts? I think you're able to start them deactivated on mission start because your deactivation fires before the fakefields have a chance to initiate - telling the fakefields to stop initiating. This is why most of the time I use a Mission Begin -> Timer at 3 seconds -> do event (Your timer was set to 500ms). Otherwise, your logic works fine. I just changed the Activation and Deactivation MCUs to cmd Behavior MCUs, and that works in the mission.

 

image.thumb.png.0ba6092dbf47fcf8b994369e55447d10.png

Using your same logic, except I've changed the activation and deactivation to cmd behaviors.

 

We can condense this to a single airfield that gets flipped back and forth from one side to the other. Again, not your ideal design because it will still leave an icon on the map, but instead of having two different icons for each airfield, we have just a single icon that is either neutral (not captured), Axis, or Allied. To do this, you must also give the correct Float Param to the cmdBehavior MCU, and give each vehicle in the Vehicle's Dialog box (which is inside the Airfield Advanced Properties) the correct set index.

 

 

image.png.99abd79993e1a59ee36a28285b92a1f3.png

Here I've set the USA to Float Param 1.

 

image.png.fafb164bd9ff7eccec4e28068721beac.png

And I've set the Set Index for all the USA tanks to 1. This way, only USA will see the Kv1, Sherman, and the T34s (and Germany will only see their tanks too.)

 

 

image.thumb.png.2703436987705cfd3af0e92e6156f18b.png

This captured airfield starts out as Neutral, and can be flipped from Axis or Allied depending on the cmd Behavior. Be mindful of the vehicle set indexes when doing this. Use set 0 for one side, and set 1 for the other.

 

 

That's the best I can do for you. Maybe @JimTM will have different results. Otherwise, feel free to take a look at the mission here:

 

BigMission.zip

 

 

Good luck!

 

 

Edited by Sketch
  • Upvote 1
Posted

@Sketch and @JimTM

Many thanks guys.

 

I guess I will have to go with the single SP. At least I can hide it until it gets taken the first time.

 

Many thanks for your time and the sprinkling of "Wuffle Dust" on the solution.

 

Salute

DD_Friar

Posted

SOLUTION!

 

So below is what I believe is a solution to this scenario.

The key seems to have been having the initial timer to disable the spawn set to zero. When I had it at 1 sec the spawn point showed but as disabled.

 

The screen shots below show what the map looks like at the start. Each yellow circle indicates the location of the un captured flag. The next couple show what happens when the flag is captured and the last is the logic I have used.

The counter is set to 1 and not to re set. It is triggered by either allied or axis taking the flag.

 

Initial Map.JPG

1st Capture.JPG

2nd capture.JPG

Hide Spawn Logic.JPG

  • Like 1
  • Upvote 2
  • DD_Friar changed the title to Flag and Spawn Point Logic Help Please - Solution Found

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