Habu_69 Posted July 29, 2019 Posted July 29, 2019 I assume that multiple START and STOP conditions behave as AND conditions like trigger conditions, rather than OR conditions. Correct?
feefifofum Posted July 30, 2019 Posted July 30, 2019 So this is a little funny; if memory serves, a STOP condition prevents the action from ever executing but it will not necessarily cease the action once it is in progress. I.E. if you have a stop condition of FLAG 7 TRUE for a HOLD action, if flag 7 is true the vehicles will never hold to begin with. If the vehicles are already holding, flag 7 turning true will not cause them to resume. All actions whose conditions have been met should activate, in linear order, when the unit reaches the waypoint at which the actions are assigned. If one action is given higher priority it may prevent others from occuring I.E. an "orbit" action before an "attack" action. If orbit comes first, the unit will not attack until ordered to break its orbit. If attack comes first, the unit will attack the group if it is detected, and if not will proceed to their orbit. Hope that clears things up a little bit. THE GEORGIAN WAR - OFFICIAL F-15C DLC
Habu_69 Posted July 30, 2019 Author Posted July 30, 2019 Hmmm. I have personally set up several missions with an orbiting AI and halted the orbit by turning a UF to true, using group in zone or a MOOSE script menu item for example. AI then resumes its flight plan. Needs further investigation.
Habu_69 Posted July 30, 2019 Author Posted July 30, 2019 OK, I tested STOP conditions somewhat extensively and concluded that they operate as OR conditions. The action will cease when the shortest time condition (time, flag, duration) becomes true.
feefifofum Posted July 30, 2019 Posted July 30, 2019 Assuming multiple stop conditions for the same action, yes. Sorry, didn't follow what you were asking. :thumbup: THE GEORGIAN WAR - OFFICIAL F-15C DLC
ENO Posted August 2, 2019 Posted August 2, 2019 (edited) Okay well this is in line with an issue I’m having- I’d set a couple units to immortal with the intention of allowing them to close within a certain distance while fighting and not dying. I set a stop condition for the immortal as a flag set to true when pet the red group moved into a zone. Unfortunately it doesn’t turn off. I ended up deactivating the immortal unit and activating a mortal one and that works but I’d like to figure out the stop condition issue. Edited August 2, 2019 by ENO "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Habu_69 Posted August 2, 2019 Author Posted August 2, 2019 Okay well this is in line with an issue I’m having- I’d set a couple units to immortal with the intention of allowing them to close within a certain distance while fighting and not dying. I set a stop condition for the immortal as a flag set to true when pet the red group moved into a zone. Unfortunately it doesn’t turn off. Probably better to make an AI PUSH TASK for Immortal with VALUE parameter unchecked (will read 'off') then push that task with a trigger action and conditions you desire.
ENO Posted August 4, 2019 Posted August 4, 2019 Probably better to make an AI PUSH TASK for Immortal with VALUE parameter unchecked (will read 'off') then push that task with a trigger action and conditions you desire. Thanks Habu- worth a shot. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
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