deadlyfishes Posted October 9, 2016 Posted October 9, 2016 (edited) So I've got my mission working how I like it, but I'm trying to understand why some conditions seem to have the same properties. I've posted a tiny portion of my RPG-like endless mission here. I'm just trying to understand why this particular condition fires as true when the same thing happens. Essentially this is how my mission works: - Player is at airport. - Choose to accept a task; An A-A, A-G, or Multi-role mission. - Once a mission type is chosen, a random task is generated. (Tasks can be repeated thanks to MIST grouprespawn) - Once that task is generated, no new tasks can be accepted or generated until the current task is completed and the player has RTB'd. Here's what has me confused: I have my mission detect if a task is active if RED COALITION is inside my Trigger Zone which takes up the entire area of the mission. I don't expect anything to happen outside of it. What I want to happen (which works fine in my miz file) is for the mission to detect a task is COMPLETE when any RED COALITION unit is no longer in the Trigger Zone, so basically you destroyed everything that is RED COALITION. When I do this: **CONTINUOUS ACTION> PART OF RED COALITION OUTSIDE OF ZONE > Set Flag 1 OFF it has the SAME EXACT RESULTS as this: **CONTINUOUS ACTION> ALL OF RED COALITION OUTSIDE OF ZONE > Set Flag 1 OFF **note: If I make this switched action, it won't work correctly. So, why when I choose PART OF COALITION, it still has to wait until ALL the units are destroyed. Isn't that supposed to fire true when ONE unit is destroyed? Not every single one? I am not using group dead or unit dead conditions because it messes with the grouprespawn script from MIST. I'm okay with this, but I'm just wondering if something is wrong with that trigger condition. Attached is my miz file. Try changing the PART OF COALITION OUT to ALL OF COALITION OUT, they do the same thing. Also, if you make those into SWITCHED CONDITION instead of CONTINUOUS, it won't work. Why? I don't know, but it works and I'm okay with that haha. Anyways, I appreciate any help. I'd love to share a completed and full mission with you all once I got this working out. Thanks! EDIT: Okay, you might be wondering why there is a stupid amount of F-15C's in the sky. That's so the enemy AI can be destroyed faster. The AA on the ground helped, but didn't guarantee the enemy jets would all go down.Testing What works.mizmist_4_3_74.lua Edited October 9, 2016 by deadlyfishes "Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World Website | Discord | Support TTI on Patreon SP Missions: Caucasus | NTTR | Syria | Afghanistan | Iraq | Mariana Islands | Persian Gulf Normandy | South Atlantic | Sinai | Kola | Cold War Germany MP Servers: PvE Server TTI x Pimax - Get discounts on Pimax Headsets
ESAc_matador Posted October 9, 2016 Posted October 9, 2016 Part of coalition out a zone, means there should be at least one outside the zone. All coalition out of zone, means, no red unit is in the red zone. By destroying units, you should never activate part of coalition out. Only if one appears outside the zone. So, even if you kill some red unit in zone... There is no condition of part of red coa. Outside. The part of coalition trigger is more for moving units, the all of coalition can be used for moving, or dying. For instance, red coalition ismadvancing, and you want a trigger when any unit is getting to closeto you. This is how I understand it. I Hope it helps.
deadlyfishes Posted October 9, 2016 Author Posted October 9, 2016 Part of coalition out a zone, means there should be at least one outside the zone. All coalition out of zone, means, no red unit is in the red zone. Yeah, that's what I thought my understanding was, but the weird thing is that the game waits for all of RED units to be destroyed before the trigger activates for PART OF COALITION OUT OF ZONE. I'm guessing being dead and being outside are two different things? "Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World Website | Discord | Support TTI on Patreon SP Missions: Caucasus | NTTR | Syria | Afghanistan | Iraq | Mariana Islands | Persian Gulf Normandy | South Atlantic | Sinai | Kola | Cold War Germany MP Servers: PvE Server TTI x Pimax - Get discounts on Pimax Headsets
Grimes Posted October 10, 2016 Posted October 10, 2016 So, why when I choose PART OF COALITION, it still has to wait until ALL the units are destroyed. Isn't that supposed to fire true when ONE unit is destroyed? Not every single one? Its only checking for alive or late activated units. Once every unit belonging to a given coalition is dead there is nothing to check, therefor the condition is true. Yes being dead and outside a zone are two different things. Dead units generally no longer exist in the eyes of the editor, therefore they have no coordinates to check again. 1 The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
deadlyfishes Posted October 10, 2016 Author Posted October 10, 2016 Its only checking for alive or late activated units. Once every unit belonging to a given coalition is dead there is nothing to check, therefor the condition is true. Yes being dead and outside a zone are two different things. Dead units generally no longer exist in the eyes of the editor, therefore they have no coordinates to check again. Thanks, makes perfect sense. :D "Through The Inferno" - Endless, Dynamic, Open-World Experience for DCS World Website | Discord | Support TTI on Patreon SP Missions: Caucasus | NTTR | Syria | Afghanistan | Iraq | Mariana Islands | Persian Gulf Normandy | South Atlantic | Sinai | Kola | Cold War Germany MP Servers: PvE Server TTI x Pimax - Get discounts on Pimax Headsets
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