TP_Fritz Posted Saturday at 06:13 PM Posted Saturday at 06:13 PM One of the things that's frustrated me in building multiplayer missions is that I can't seem to figure out how to set up an MCU group that can detect, and count, the number of player aircraft that enter, or pass through, an area. I've tried doing this by setting up multiple Check Zone MCUs that fire one after the other but no matter how I've set this up it's inherently flawed, since you can't ever really plan where the players are going to fly (even if you give them instructions in the briefing). Since I'm always careful to never use a Complex Trigger in my multiplayer missions, I'm stuck, as I don't know how to accomplish this. I initially thought I might be able to do this with a Proximity Trigger, but I can't see a way to link the Proximity Trigger to a Counter. So, to give an example of what I encounter frequently - sometimes I'd like to set up a situation where something happens, but only after a certain number of the players fly through the area I've chosen as the "detection area" (say, 4 or 5 players). Without a Complex Trigger, how can I accomplish this?
JG4_Deciman Posted Sunday at 04:29 AM Posted Sunday at 04:29 AM You need a complex trigger for that, feeding a counter up and downwards on players entering that area (or spawning in) upwards and leaving that area alive, beeing killed or despawning downwards The other triggers only can check if any object is inside that area or not. Deci
TP_Fritz Posted Monday at 03:29 PM Author Posted Monday at 03:29 PM And that's been my worry. I think the only way I'm going to get something close to that is to use a Check Zone with Distance Type set to "Further". That's likely going to be better than the way I've been trying to do it before... but not as ideal as I was hoping for.
JG4_Deciman Posted Monday at 06:26 PM Posted Monday at 06:26 PM Demends on 'what' you want to realize and what you need for that. With 'Check Zone' you detect if 'any' wanted object is inside or 'none' of them is inside. In combination with a counter you could also detect how often there was 'any' inside (after the area was empty before) But you have no way to detect 'how many' are inside that area at the same time... Deci
No_85_Gramps Posted Monday at 06:37 PM Posted Monday at 06:37 PM IIRC, there is no way to get the current value of a counter. There is no "if, then, else" construct. Of course I could be wrong.
JG4_Deciman Posted yesterday at 09:34 AM Posted yesterday at 09:34 AM I'm not sure about what TP_Fritz wants to realize. For me it looks like 'activating' something when - a number of planes is present in that area - a number of planes entered that area (which could even be the same plane more often) He also mentioned something about '4 or 5' So in case he has the number he wanted (either same time present or entering) he could realize that with a counter (set to 4 or 5) which is either counting only entering (simple version) or counting up/down on enter/leave (more complex version) And about 'getting the value of a counter'... Yes, not possible now with 'what is given' But possible without counters. That would mean to go back to the RoF days, when I realizes 'counting up/down' without using counters (due do reducing was not possible) and also mean a massive use of timers, activators and deactivators. With that you would be able to trigger events on any number of planes present in that area... But I guess 'saving' the resources for more important things is the better way, because tha way needs a lot! Deci
Flashy Posted yesterday at 10:14 AM Posted yesterday at 10:14 AM On 11/1/2025 at 8:13 PM, TP_Fritz said: One of the things that's frustrated me in building multiplayer missions is that I can't seem to figure out how to set up an MCU group that can detect, and count, the number of player aircraft that enter, or pass through, an area. I've tried doing this by setting up multiple Check Zone MCUs that fire one after the other but no matter how I've set this up it's inherently flawed, since you can't ever really plan where the players are going to fly (even if you give them instructions in the briefing). Since I'm always careful to never use a Complex Trigger in my multiplayer missions, I'm stuck, as I don't know how to accomplish this. I initially thought I might be able to do this with a Proximity Trigger, but I can't see a way to link the Proximity Trigger to a Counter. So, to give an example of what I encounter frequently - sometimes I'd like to set up a situation where something happens, but only after a certain number of the players fly through the area I've chosen as the "detection area" (say, 4 or 5 players). Without a Complex Trigger, how can I accomplish this? Why dont you want to use a Complex Trigger? How many of these areas where you need to count planes are you planning on having in your mission?
TP_Fritz Posted yesterday at 03:34 PM Author Posted yesterday at 03:34 PM 5 hours ago, JG4_Deciman said: I'm not sure about what TP_Fritz wants to realize. For me it looks like 'activating' something when - a number of planes is present in that area - a number of planes entered that area (which could even be the same plane more often) He also mentioned something about '4 or 5' Basically, what you described is exactly what I'm trying to do. Trying to find a way to have a group of player aircraft fly through a "target area", and set up a method so that when 4 or 5 of those player aircraft are "detected" in that target area then an action occurs (not specific aircraft in the group mind you, just 4 or 5 of that group's planes, and preferably not by detecting the same plane multiple times). I've tried a Counter and it doesn't work when Target Linked from a Check Zone... so without using a Complex Trigger, I don't know how to do this. So for example, lets say I want to set up a "target zone" over Arnhem. The players will be flying over Arnhem during their mission, probably in near squadron strength (12 to 14 players). I want to set up a trigger over Arnhem in such a way that when it detects 4, or 5 (or any number rather than all) of the player aircraft in that group, an event is fired. If I use a standard Check Zone setup, it fires the the moment the first plane enters the Zone. If I use a Check Zone with "further" checked, then it will fire only when ALL the player planes exit the zone. Neither of these solutions is what I am looking for. 5 hours ago, Flashy said: Why dont you want to use a Complex Trigger? How many of these areas where you need to count planes are you planning on having in your mission? Primarily because of all the comments and discussions around the fact that a Complex Trigger takes up a whole lot more resources than a Check Zone. This is for multiplayer missions, so I need to keep the AI / active MCU resource use as low as possible.
Flashy Posted yesterday at 04:28 PM Posted yesterday at 04:28 PM 52 minutes ago, TP_Fritz said: Primarily because of all the comments and discussions around the fact that a Complex Trigger takes up a whole lot more resources than a Check Zone. This is for multiplayer missions, so I need to keep the AI / active MCU resource use as low as possible. I dont think you need to be that scared of using them in MP, especially if you are only using one or two of the things! They arent THAT bad when it comes to resource usage. You only need to be careful when you are building something which will use like 20 or 30 of them AFAIR.
JG4_Deciman Posted 8 hours ago Posted 8 hours ago (edited) Found a former version of my zone logic using 'comptex Trigger' and 'Counter' on my hdd. Just added a further counter (set to 5) and the logic needed for this one, too Description: On 'mission begin' the whole logic is initiated. Both counters are set to 0. Complex Trigger reacts on german planes entering or leaving the zone. First plane entering sets the 'counter 100' to 99, increases the 'counter 5' by one and activates counting the planes. The 'counter 100' is counting downwards on entering and upwards on leaving. so when it reaches 100 it will fire (because there are no palnes inside) and reset the whole logic The 'counter 5' will fire when it reaches 5 (and disable it's output actions because it could fire again after entering and leaving of futher planes) Just set the 'complex trigger' to match your needs in detection (no need to change the linkings inside!) and use the 'Master' actions (ACTION Empty, ACTION First Entry and ACTION Number Present) to feed your target logic. First Entry will fire, when the first plane has entered Number Present will fire when the 'counter 5' has fired Empty will fire when there are no planes inside Not tested but should work Deci PS: I could even get rid of the 'counting for empty area' part of the logic by adding a 'check zone' doing that. But as I had to use the 'complex trigger' in any case the question is: What eats up more recources? Some timers, (de)activators, manipulators and a counter or a 'check zone'... Zone Counter.zip Edited 8 hours ago by JG4_Deciman 1
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