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Moving Triggers applied to boats possible?


Wood

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Hello

 

Can anyone tell me if moving triggers can be assigned to boats at a particular distance away from the boat or does it automatically attach to the unit?

 

Example I've put a trigger behind the boat that will trigger a 3/4 mile Call the ball from the LSO. However as soon as I test it and am on the deck during start it begins to action the trigger.

 

Thanks


Edited by Wood

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Hello

 

Can anyone tell me if moving triggers can be assigned to boats at a particular distance away from the boat or does it automatically attach to the unit?

 

Example I've put a trigger behind the boat that will trigger a 3/4 mile Call the ball from the LSO. However as soon as I test it and am on the deck during start it begins to action the trigger.

 

Thanks

 

I like this idea, I will try to see if moving zone works for this type of scenario.:pilotfly:

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Hey Wood; to use the built-in ME functions you'll need to add some additional conditions.

 

Use UNIT OUTSIDE MOVING ZONE to set a flag on once your aircraft is, say, 10 miles from the carrier's position. Use that flag as a condition for your "3/4 mile, call the ball" message from the LSO in addition to UNIT INSIDE MOVING ZONE so that your plane first has to exit the vicinity before the other message will trigger.

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Hey Wood; to use the built-in ME functions you'll need to add some additional conditions.

 

Use UNIT OUTSIDE MOVING ZONE to set a flag on once your aircraft is, say, 10 miles from the carrier's position. Use that flag as a condition for your "3/4 mile, call the ball" message from the LSO in addition to UNIT INSIDE MOVING ZONE so that your plane first has to exit the vicinity before the other message will trigger.

 

Trouble with that is that the zone is a circular one so basically when you enter the circular area having the carrier as center (no matter from which direction, that can be head on) the the call the ball will be triggered. There's some fine tuning to this in the sense that you must know the relative position of your aircraft to the carrier and that must be from the aft.

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Add UNIT'S HEADING WITHIN LIMITS and define the player's approach heading as well.

 

If the boat turns, you'll need another set of flags at each leg of its route with different requirements : i.e. boat turns left from an Eastern to a Northern track, add a trigger zone at which flag 2 becomes true at the location of the turn. Flag one is true once the player leaves the area

 

So now you have:

UNIT INSIDE MOVING ZONE (player, 3-4mile, carrier)

FLAG IS TRUE (1)

FLAG IS FALSE (2)

UNIT'S HEADING WITHIN LIMITS (PLAYER, 075,105)

OR

UNIT INSIDE MOVING ZONE (player, 3-4mile, carrier)

FLAG IS TRUE (1)

FLAG IS TRUE (2)

UNIT'S HEADING WITHIN LIMITS (PLAYER, 345,015)

 

 

MESSAGE TO ALL ("3/4 mile, call the ball", 10)

 

You just have to break it down into very simple yes/no terms. This gives the player 30 degrees of play in their heading for the correct approach vector. You could add yet another condition that checks if the player is too close, or if their altitude is appropriate, before the VO plays.


Edited by feefifofum
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Hello

 

Can anyone tell me if moving triggers can be assigned to boats at a particular distance away from the boat or does it automatically attach to the unit?

 

Example I've put a trigger behind the boat that will trigger a 3/4 mile Call the ball from the LSO. However as soon as I test it and am on the deck during start it begins to action the trigger.

 

Thanks

 

Add another trigger: When unit (player) is outside of that zone, a flag goes on. And the 3/4 mile call would have 2 conditions: unit inside moving zone and flag on. So at the start you won't hear it because the flag won't be on yet.

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Hi guys

 

Thanks for the replies. I’m very new to this so this is defiantly going to take some playing around with to make it work. Basically this is what I have set up so far. I have on trigger that is 60 nm in size that represents the carriers area control. Entering into that you will get a pop up message giving you BRC case recovery and Charlie time.

The second trigger for the paddles contact is set to a size of 2500ft or so to represent the min and max abeam position where one needs to be in the pattern to trigger the paddles contact call.

 

The third is set very small about 900ft and places astern at 3/4 of the boat for 3/4 mile call the ball. I’d really like to take this further but need to learn as much as I can first.

 

I’ll try to set flag values and conditions as you guys indicated because for some reason as I mentioned earlier as soon as I’m the boat the paddles contact ogg starts playing and I’m not even in the zone.So I’m thinking that it is impossible to have a trigger at certain position around the boat. As soon as it is assigned to the unit it attaches itself at centre point. If that makes any sense.

 

On another note it would be great if Paddle from VLSO would develope for DSC as well.

So again thanks for the replies. I look forward to the challenge

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That's correct, and the purpose of the moving zone trigger; in most situations where you're using it, you'd want it attached to the zone unit the entire time. Instead of using circles around a fixed position, think in terms of radii from the center of the carrier.

 

As detailed in my post above, you simply need to create a trigger - UNIT OUTSIZE MOVING ZONE (player, control area) with the action FLAG ON (1) ;

 

Add FLAG IS TRUE (1) to the conditions for your other messages; this will prevent the contact message from playing before the player exits the control area initially.

 

If it's still not making sense, post your .miz and I'll diddle it for you. ;)


Edited by feefifofum
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That's correct, and the purpose of the moving zone trigger; in most situations where you're using it, you'd want it attached to the zone unit the entire time. Instead of using circles around a fixed position, think in terms of radii from the center of the carrier.

 

As detailed in my post above, you simply need to create a trigger - UNIT OUTSIZE MOVING ZONE (player, control area) with the action FLAG ON (1) ;

 

Add FLAG IS TRUE (1) to the conditions for your other messages; this will prevent the contact message from playing before the player exits the control area initially.

 

If it's still not making sense, post your .miz and I'll diddle it for you. ;)

 

 

Thank you Sir

 

so if I may ask.

 

Starting within the Carrier control moving zone. How would I prevent a message from displaying until after I exit that zone and reenter it when it actually suppose to trigger the message?

 

Would it be something like this?

 

TYPE

Mission Start

 

CONDITIONS

FLAG IS TRUE (2)

UNIT INSIDE MOVING ZONE

 

ACTIONS

FLAG OFF (2)

 

TYPE

ONCE

 

CONDITIONS

FLAG IS FALSE (1)

UNIT INSIDE MOVING ZONE

 

ACTIONS

FLAG ON (1)

MESSAGE TO GROUP

 

Just a quick not this seemed to not display the message during mission start while in zone

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Add UNIT'S HEADING WITHIN LIMITS and define the player's approach heading as well.

 

If the boat turns, you'll need another set of flags at each leg of its route with different requirements : i.e. boat turns left from an Eastern to a Northern track, add a trigger zone at which flag 2 becomes true at the location of the turn. Flag one is true once the player leaves the area

 

So now you have:

UNIT INSIDE MOVING ZONE (player, 3-4mile, carrier)

FLAG IS TRUE (1)

FLAG IS FALSE (2)

UNIT'S HEADING WITHIN LIMITS (PLAYER, 075,105)

OR

UNIT INSIDE MOVING ZONE (player, 3-4mile, carrier)

FLAG IS TRUE (1)

FLAG IS TRUE (2)

UNIT'S HEADING WITHIN LIMITS (PLAYER, 345,015)

 

 

MESSAGE TO ALL ("3/4 mile, call the ball", 10)

 

You just have to break it down into very simple yes/no terms. This gives the player 30 degrees of play in their heading for the correct approach vector. You could add yet another condition that checks if the player is too close, or if their altitude is appropriate, before the VO plays.

 

The zone is attached to the moving object, the object being the center of the zone. You may have the flags checked for condition but if you decide to abort the landing after the flags are set then the logic is not going to work.

If you ask me, the best thing to do it is to add a continuous function (see MIST) checking the position of (every) aircraft coming to landing on the carrier. You will still use a moving zone (although this is not mandatory) with this but it will be cleaner. It maybe possible to make it work with triggers only but you must make them continuous and that means extra processing power. If you have a good rig then it may be ok. If not then, well, scripting is still king.

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How deep down the rabbit hole do you want to go? :lol:

Simple question gets a simple answer...I'm not going to write a super detailed set of triggers that accounts for every contingency for my own amusement, just like you're not going to write the proposed MiST script for yours. ;)

 

It was simply intended to illustrate that layering additional logic for the described contingency is possible without digging into .lua which scares off most people.

 

As for continuous action type triggers; If you're talking tons of triggers for a large scale multiplayer map, sure, but for a single player practice op (which I assume this is) you're not going to run into any significant performance issues with a few position checks. That's all probably way more complicated than we are ready for in this thread at this point, however, if we don't understand the basic principles of how UNIT INSIDE MOVING ZONE triggers work...KISS. Get more complicated when it's needed or asked.

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Hey guy's

 

Man didn't want to stir the pot hear. Everything is going good and I'm working through this from all the input here. I do thank everyone for their input as it is all valuable information. I'm not going to lie here but there forums need to be updated and pruned as there is information here that is so out dated and dead links.

 

It makes it quiet difficult for a new comer to start learning. It's not that people don't search for things but when its all over the map it gets very frustrating. :helpsmilie::helpsmilie:

 

It was simply intended to illustrate that layering additional logic for the described contingency is possible without digging into .lua which scares off most people.

 

I totally agree and again thanks for everyone's input.

 

Learning Lau is something that is valuable and will eventually will happen but people need to learn the basics first.

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How deep down the rabbit hole do you want to go? :lol:

Simple question gets a simple answer...I'm not going to write a super detailed set of triggers that accounts for every contingency for my own amusement, just like you're not going to write the proposed MiST script for yours. ;)

 

Did not want to stir you up and I apologize if you feel I have anything against your proposed solution. I was just suggesting the fact that while you may know the headings of the player's plane you can't know the relative position to the carrier by checking if the aircraft enters a moving zone attached to the carrier itself. It would work on stationary carrier/airfield but not when it's moving. If there was a trigger checking bearing limits (just like heading) relative to other unit then all this stuff would have worked like a breeze. That it from me.

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:lol: No offense taken buuuuut...if you read again there was a hypothetical trigger checking those limits as you describe...that was assuming a hypothetical flag 2 was activated when the carrier changed from a West-East track to a South-North track...hence the two different heading limit conditions. ;) There is room for error for a few seconds while he's in the process of changing course (or if you deliberately break it by buzzing the carrier inside 3/4 mile and changing your heading) but it's minimal, or you can add a few more flags while he's turning if you want to be really crazy about it.

That'll work for everything except a dynamically assigned route using Combined Arms, where I will concede that .lua scripting would become a requirement. Outside of that scenario, switch to continuous action triggers with flag toggles for position checks will correct for aborted landings blah blah blah....it can all be as complicated as you're willing to be crazy about building contingencies.

 

Good discussion though and again, no offense taken. :thumbup:


Edited by feefifofum
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