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Posted

Sorry for my impatient question... I have to wait for the german patch and I want to prepare my missions so I can release it in time after the patch.

 

- Is the trigger rule "random" now working for "once" trigger?

Before it only worked with "missionstart" trigger.

 

- How does the "smokesignal" trigger is working?

Which options do I have to get the trigger?

How long do a smokesignal burning?

 

:helpsmilie:

Posted

I've just used standard "when damaged / dead" there so far - was waiting for the patch for the rest. Unfortunately I havent had the time too look at the new methods yet.

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

Posted
"when damaged / dead"

 

This is important for me. Which one exactly do you use? "Group dead" or "Unit dead"? Do you use messages in this trigger?

Posted
This is important for me. Which one exactly do you use? "Group dead" or "Unit dead"? Do you use messages in this trigger?

Both versions - but no messages.

We'll have to let the poor pilots die in ignorance :)

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

Posted

We'll have to let the poor pilots die in ignorance :)

:megalol:

 

OK, no messages so it is not the info i need.

I want to know if the messages now working if you use "group dead".

Can somebody test this please?

Posted (edited)

Everything should work now, regardless of what you use, including in mp. I'm very interested in the new "end mission"/"load mission" triggers. I'm not entirely sure yet, but I think you can use these to make a mp coop campaign...

 

Edit: I don't see a smoke signal trigger. I see a signal flare trigger and you can set color, altitude, and zone, but there is no option for a smoke signal....Damn shame if they didn't include something like that...

Edited by Rhino4
Posted

Edit: I don't see a smoke signal trigger. I see a signal flare trigger and you can set color, altitude, and zone, but there is no option for a smoke signal....Damn shame if they didn't include something like that...

 

"Explode WP marker" is the trigger.

Posted (edited)

THX guys!

Can you tell me how long the smoke signal is burning?

 

 

An other important question for me is following:

 

 

You add a groundunit e.g. an ABRAMS and give it a holdingtime of 23h.

You DON'T check the checkbox "shown before missionstart" so the unit is invisible.

You add a triggerzone over the unit.

 

Is this unit "out of triggerzone" till it is not activated?

 

In V1.0 it was out of triggerzone but I don't know if this was volitional.

I want to know if this behavior is still the same or else I have to do some changes in my missions.

 

Edit: And what's with dead units? In V1.0 they were "out of triggerzone". Was this changed?

Edited by =STP= Dragon
Posted (edited)
THX guys!

Can you tell me how long the smoke signal is burning?

 

 

An other important question for me is following:

 

 

You add a groundunit e.g. an ABRAMS and give it a holdingtime of 23h.

You DON'T check the checkbox "shown before missionstart" so the unit is invisible.

You add a triggerzone over the unit.

 

Is this unit "out of triggerzone" till it is not activated?

 

In V1.0 it was out of triggerzone but I don't know if this was volitional.

I want to know if this behavior is still the same or else I have to do some changes in my missions.

 

Edit: And what's with dead units? In V1.0 they were "out of triggerzone". Was this changed?

 

can't get you right on question one. could you please rephrase it?

 

as for dead units - yes, they are "out of triggerzone".

 

basically, a little was changed to old triggers in the patch, so do expect the same triggers behaviour in 1.0.1 as you had in 1.0.0. Just to make mission designers job less difficult.

 

ps: as for smoke signal life time - it's 300 sec.

Edited by Dmut

"There are five dangerous faults which may affect a general: recklessness, which leads to destruction; cowardice, which leads to capture; a hasty temper, which can be provoked by insults; a delicacy of honor which is sensitive to shame; over-solicitude for his men, which exposes him to worry and trouble." Sun Tzu

[sigpic]http://forums.eagle.ru/signaturepics/sigpic2354_5.gif[/sigpic]

Posted (edited)

First question was:

If you start a smoke signal (new triggeraction) how long (time) can you see the smoke?

After what time it will stop smoking?

 

 

To the triggerquestion:

 

Tested this in a german forum:

http://www.lockonforum.de/thread.php?threadid=5309

 

 

It seems like a deactivated (holdingtime=23h + NO hook at "visible bevore missionstart") unit is now "in the triggerzone".

In V1.00 it wasn't!

 

What's with a dead unit? Is it still "in the triggerzone"??

 

Example:

I have 33 groundunits in the city.

All of them will be randomly triggert by 50% at missionstart.

So ca. 15-20 units will appear. The others are staying inactive and invisible.

After all activated units are killed a K.I. helicopter have to fly through the area.

In V1.00 I add a huge triggerzone over the city and queried every unit about "out of triggerzone". Deactivated units are also "out of triggerzone" so no dangerous units are there anymore and the helicopter can pass.

 

Now in V1.01 the units which are not activ are still "in the triggerzone" and the helicopter won't start anymore although no dangerous enemys are in the area.

 

How can I change that?

Edited by =STP= Dragon
Posted (edited)

unfortunately, inactive units are still "in the zone"

 

you might want to play with "explode unit" trigger. set random 30 flags in mission start, activate units where flag is true and explode others. this will add a "cruel battleground look" to your city.

Edited by Dmut

"There are five dangerous faults which may affect a general: recklessness, which leads to destruction; cowardice, which leads to capture; a hasty temper, which can be provoked by insults; a delicacy of honor which is sensitive to shame; over-solicitude for his men, which exposes him to worry and trouble." Sun Tzu

[sigpic]http://forums.eagle.ru/signaturepics/sigpic2354_5.gif[/sigpic]

Posted (edited)

In V1.00 they wasn't....

 

Hm... any idea how to solve my problem?

How can I query if there are dangerous units in the city?

All active units dead, ok... which one are active if they appear randomly?

You understand my problem?

 

 

Edit: What else have changed in the new version?

Edited by =STP= Dragon
Posted (edited)

you might want to play with "explode unit" trigger. set random 30 flags in mission start, activate units where flag is true and explode others. this will add a "cruel battleground look" to your city.

 

Yes this is the only solution now... but it is not the most beautiful...

 

 

What else was changed in the triggers?

Edited by =STP= Dragon
Posted

try and tell us )

"There are five dangerous faults which may affect a general: recklessness, which leads to destruction; cowardice, which leads to capture; a hasty temper, which can be provoked by insults; a delicacy of honor which is sensitive to shame; over-solicitude for his men, which exposes him to worry and trouble." Sun Tzu

[sigpic]http://forums.eagle.ru/signaturepics/sigpic2354_5.gif[/sigpic]

Posted
In V1.00 they wasn't....

could you please re-check it? because my experiments telling me that they were "in zone" in 1.00

if you confirm it positive, then please attach your mission.

"There are five dangerous faults which may affect a general: recklessness, which leads to destruction; cowardice, which leads to capture; a hasty temper, which can be provoked by insults; a delicacy of honor which is sensitive to shame; over-solicitude for his men, which exposes him to worry and trouble." Sun Tzu

[sigpic]http://forums.eagle.ru/signaturepics/sigpic2354_5.gif[/sigpic]

Posted
Can I explode inactive units? If yes, will there be a burning wreck too?

yes

Inactive units are invisible. There wrecks too?

yes

 

I can't try because I have the german version. So please tell me because I have to prepere my missions.

This is important to me.... please...

if you don't like wrecks you can use "deactivate group" trigger, which will remove your inactive units silently

"There are five dangerous faults which may affect a general: recklessness, which leads to destruction; cowardice, which leads to capture; a hasty temper, which can be provoked by insults; a delicacy of honor which is sensitive to shame; over-solicitude for his men, which exposes him to worry and trouble." Sun Tzu

[sigpic]http://forums.eagle.ru/signaturepics/sigpic2354_5.gif[/sigpic]

Posted (edited)

I will check it again.

Maybe I mix it with the message problem in multiplayer.

The problem was following:

You have a group of inactive units into a triggerzone.

You add a message to "unit out of zone".

IN MULTIPLAYER the message will appear directly on missionstart if the units are invisible (NOT "show before missionstart").

If the unit is visible (YES "show before missionstart") the message only appear if the units will be activated and are moving out of zone. (.. or are dead).

So it looks to me inactive and invisible units are "out of zone".

 

In singleplayer this problem don't appear....

 

 

But this is/was an other problem which is now fixed hopefully.

 

 

Anyway thanks for your help!

Edited by =STP= Dragon
  • 2 weeks later...
Posted
unfortunately, inactive units are still "in the zone"

 

you might want to play with "explode unit" trigger. set random 30 flags in mission start, activate units where flag is true and explode others. this will add a "cruel battleground look" to your city.

 

 

Now I have the english version and tested this.

 

IT IS NOT WORKING!

 

I have exploded the deaktivated units but they are not "dead".

The request about "unit dead" is WRONG.

:(

Posted

Deactivated units trigger the 'damaged' rule, so you might want to change your trigger from "all death" to "all damaged". After all most units get killed with one shot anyway and damaged ground units are rare. Only the thougher tanks could be a problem, as they could survive one Vikhr and still execute your workaround trigger.

Posted
Deactivated units trigger the 'damaged' rule

 

Oh no! that needs to be fixed surely. So just to confirm, A deactivated unit is only considered damaged and not Dead?

 

Checking a zone for Dead Units in which deactivated units exist will return FALSE even if all the units are Dead?

 

Any chance ED can also post up any other trigger quirks and hidden rules for us poor ME's?

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