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Proximity and Check Zone Triggers: Add 'Player' as a Coalition


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Posted

Summary: Treat 'Player' as a Coalition for the purpose of Proximity and Check Zone Triggers.

 

Detail:

 

A very common pattern is to activate/deactivate objects based on a check zone trigger, to save mission resources. For example, only activating AA when a human-controlled plane is nearby.

 

In practice, this means enumerating all human planes (in co-op or singleplayer). Proximity triggers are impractical to use in co-op missions, because one trigger is needed for each human controlled plane, and then you need logic to aggregate the result.

 

Letting 'Player Controlled' be used like a Coalition in these triggers would make it very easy to encode logic like "Activate this AA unit if a Human is <5km away", or "deactivate this flight if all humans are >15km away".

  • Upvote 5
  • 2 months later...
Posted

Very, very good idea, because, additonally to the reasons mentioned by you the whole mission design would be simplified because the individual linking to the Player's plane would not more required. This could be a benifit especially for template files, that are used for automatic / semi automatic creation of mission files.

With this feature 'Player' as an additional option for the object of MCUs for example I could pre-install my "Wingmen Messages Mod" and use them without manual linking by using the the ME in each mission file.

In the War Thunder WTMissionEditor for example there are always options to point a trigger, function (e.g. attack unit) directly to a player's plane.

  • Upvote 1

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