GSHWK_Houndstone_Hawk Posted April 20, 2022 Posted April 20, 2022 Hi. Hopefully this is a simple help request but having little luck although I'm thinking I'm just maybe approaching this in the wrong way. Basically; as the title suggests, I want a Trigger counter to fire off media, subtitle & mission objective MCUs at a given location (waypoint in this case) using events. My scenario is this: Player is to escort 8 B-25 bombers to target and back again. If all bombers perish, the primary mission objective is failed (easy enough using a trigger counter and 'OnKilledEvent' from each bomber). If however, 4 or more Bombers make it safely to waypoint 4, the primary objective is achieved. In my main mission with the bomber flight, how I've approached it is to have an 'OnMovedToEvent' from each of the 8 B-25s, to a Trigger Counter (set to a count of 4). The designated waypoint has a target link going to the counter and the relevant media, subtitle & mission objective MCUs are target linked from the trigger through a single 2 second timer. This doesn't work. I've also tried connecting the 'OnMovedToEvent' links directly to the waypoint then target linking the counter from said waypoint but no joy either. I've included a very basic demonstration of my thinking which mirrors what I have in my main mission. (4 P-47s flying through waypoint 1 and when if 2 or more reach waypoint 2, the 3 aforementioned MCU's will be fired off a trigger counter). Any help as per usual would be very gratefully received as I'm intuitively thinking that I'm missing something obvious. Thanks in advance. HH OnMovedTo Test.rar
doyle66 Posted April 20, 2022 Posted April 20, 2022 Me thinks i read that OnMovedTo was not functioning, see Jim's manual?
JimTM Posted April 20, 2022 Posted April 20, 2022 (edited) 1 hour ago, doyle66 said: Me thinks i read that OnMovedTo was not functioning, see Jim's manual? When I wrote the manual, I concluded (rightly or wrongly) that the OnMovedTo event was not working. I have not seen a working example yet on using OnMovedTo in IL-2. FYI, have a look at this thread, which includes a French document and a translation showing how OnMovedTo is used in the Rise of Flight (RoF) editor (on which the IL-2 editor is based). Note that in the RoF editor you create an OnMovedTo message in the same way as you create a report in IL-2. Pay particular attention to my comment in the second paragraph of the translation post, which makes me wonder if the OnMovedTo message really works or whether it's the proximity trigger alone that's responsible for triggering the waypoint. I tested OnMovedTo (unsuccessfully) later in the thread. Edited April 20, 2022 by JimTM 1 1
GSHWK_Houndstone_Hawk Posted April 20, 2022 Author Posted April 20, 2022 Oh dear that’s a little bit of a downer. I was convinced it was something I was doing wrong. No worries. Back to the drawing board. I guess there’s no other form of proximity based trigger I can use? I didn’t want to have to make the player wait for 4 or more B-25’s to circuit and land by using using the ‘OnLandedEvent’ Thank you though for your responses
Sketch Posted April 20, 2022 Posted April 20, 2022 Do something like this: Complex trigger disabled by default (Formation of) Plane(s) hit waypoint -> Waypoint Activates CTX -> CTX tracks how many planes enter the CTX -> Once enough planes enter CTX fire event -> -> OR CTX disables after X time -> Timer fires a different event -> 1
AEthelraedUnraed Posted April 20, 2022 Posted April 20, 2022 (edited) 8 hours ago, GSHWK_Houndstone_Hawk said: My scenario is this: Player is to escort 8 B-25 bombers to target and back again. If all bombers perish, the primary mission objective is failed (easy enough using a trigger counter and 'OnKilledEvent' from each bomber). If however, 4 or more Bombers make it safely to waypoint 4, the primary objective is achieved. As the others have said, the OnMovedTo doesn't work. However, there are other ways to accomplish this (which is probably the reason the Devs didn't implement the OnMovedTo event since it isn't really needed). See this picture: I've tuned it down from 8 to 3 bombers because I'm lazy. The bombers are linked to a counter trigger with their OnPlaneCriticalDamage event. Once 2 bombers have triggered this event (4 bombers in your use case), the mission fails. The Mission Complete event is deactivated so that it won't be possible anymore to complete the mission even if some bombers reach the objective later on. On the other hand, once any of the bombers reach Waypoint 4, it'll trigger the Mission Complete counter, if it's still enabled (so if >4 bombers are still alive). Simultaneously, it'll deactivate the Mission Failed counter so that the mission is now permanently complete, even if some more bombers are shot down afterwards. I hope the general idea is clear; if not, just let us know Edited April 20, 2022 by AEthelraedUnraed 1
GSHWK_Houndstone_Hawk Posted April 20, 2022 Author Posted April 20, 2022 3 hours ago, Sketch said: Do something like this: Complex trigger disabled by default (Formation of) Plane(s) hit waypoint -> Waypoint Activates CTX -> CTX tracks how many planes enter the CTX -> Once enough planes enter CTX fire event -> -> OR CTX disables after X time -> Timer fires a different event -> Didn't think of a CTX Sketch. Worked a charm and really easy. Thank you so much for that HH 3 hours ago, AEthelraedUnraed said: As the others have said, the OnMovedTo doesn't work. However, there are other ways to accomplish this (which is probably the reason the Devs didn't implement the OnMovedTo event since it isn't really needed). See this picture: I've tuned it down from 8 to 3 bombers because I'm lazy. The bombers are linked to a counter trigger with their OnPlaneCriticalDamage event. Once 2 bombers have triggered this event (4 bombers in your use case), the mission fails. The Mission Complete event is deactivated so that it won't be possible anymore to complete the mission even if some bombers reach the objective later on. On the other hand, once any of the bombers reach Waypoint 4, it'll trigger the Mission Complete counter, if it's still enabled (so if >4 bombers are still alive). Simultaneously, it'll deactivate the Mission Failed counter so that the mission is now permanently complete, even if some more bombers are shot down afterwards. I hope the general idea is clear; if not, just let us know Thank you. I'm trying to get my head round it as I'm not so good with a spaghetti of links etc but I'll keep working on your example. In the mean time, as Sketch suggested, I used the Complex Trigger as I'm more used to those types of MCUs. Thanks for the suggestion. I've screen grabbed your very helpful jpeg as I'm convinced it's going to come in extra handy down the line. HH
AEthelraedUnraed Posted April 21, 2022 Posted April 21, 2022 8 hours ago, GSHWK_Houndstone_Hawk said: Didn't think of a CTX Sketch. Worked a charm and really easy. Thank you so much for that HH One thing to keep in mind with Complex Triggers is that they use a lot of resources. Not a problem if there's only one of them and it's a light mission, but try to keep their usage to a minimum if there's lots of aircraft flying around. 8 hours ago, GSHWK_Houndstone_Hawk said: a spaghetti of links Yeah, things tend to get a bit tangled and unclear for large missions. Actually, one thing I'd really like to see in the Mission Editor, is to get the Input/Output helpers working for normal missions as well (they're used for the campaign system to connect different blocks). Like, you'd have an Output called "Player" object-linked to the player object and placed right next to it; then on the other side of the map you have a bunch of triggers for the player object that are object-linked to an Input MCU called "Player" as well. Behind the scenes it would link those triggers to the Player object, while it would have a whole bunch less of spaghetti. 3
DD_Friar Posted April 21, 2022 Posted April 21, 2022 (edited) Salute, @AEthelraedUnraed If you deactivate a counter, as per your example, it then treats it as if the total was reached and it fires? I was not aware of that. Everyday a school day.... Ref the Spaghetti issue, I am now trying to put all my commands in a vertical line, as if it was a programme and lines of code, rather than spread them around. The target / object lines may go off but at least I can follow my logic a bit easier (although I do get in this example which is location based, that approach may not work) Edited April 21, 2022 by DD_Friar 1
AEthelraedUnraed Posted April 22, 2022 Posted April 22, 2022 23 hours ago, DD_Friar said: If you deactivate a counter, as per your example, it then treats it as if the total was reached and it fires? No, if you deactivate a counter, it'll never fire (or update the counter) until you activate it again. You might also think of it as if the total was reached but it doesn't fire, I suppose. In my example, I use it to prevent the "Mission Success" event to trigger when one of the bombers reaches Waypoint 4, if too many of the bombers have been destroyed. And vice versa, to prevent the "Mission Failed" to trigger when the bombers are destroyed after they've already reached Waypoint 4. Even though in both cases there's a target link that links to the Counter, because they've been disabled first, they won't trigger. 1 1
GSHWK_Houndstone_Hawk Posted April 23, 2022 Author Posted April 23, 2022 (edited) On 4/22/2022 at 8:55 AM, AEthelraedUnraed said: No, if you deactivate a counter, it'll never fire (or update the counter) until you activate it again. You might also think of it as if the total was reached but it doesn't fire, I suppose. In my example, I use it to prevent the "Mission Success" event to trigger when one of the bombers reaches Waypoint 4, if too many of the bombers have been destroyed. And vice versa, to prevent the "Mission Failed" to trigger when the bombers are destroyed after they've already reached Waypoint 4. Even though in both cases there's a target link that links to the Counter, because they've been disabled first, they won't trigger. Very much liking your logic approach. I'll have to practice this as I wasn't aware that the Complex Trigger was such a resource hugger. Many thanks for this HH Edited April 23, 2022 by GSHWK_Houndstone_Hawk
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