jimiC Posted August 16, 2009 Posted August 16, 2009 (edited) I figured i would share this with the community. its a little trigger template that i often use to open up as the start of any mission i make and then 'save as' to create a new mission. The Mission editor isnt very good at random variables to generate multi-option ai decisions or activations. so i use this default flag trigger structure to create random outcome triggers that are linked to each other. -This template provides 4 outcome flags. Flags 1 and 2 are your 'coin toss' flags, with 50% random, and are set at mission start. - Flags 3 4 5 6 are your probability outcome flags, each one being determined as true based on the following.. Ouctome 1 = Flag 1 false and Flag 2 false : set Flag 3 true. Outcome 2 = Flag 1 true and Flag 2 false : Flag 4 set to true Outcome 3 = Flag 1 false and Flag 2 true : Flag 5 set to true. Outcome 4 = Flag 1 true and Flag 2 true : Flag 6 set to true. You then create various triggers in your mission that check if one of these flags is true. Example: Create a vehicle unit that goes one of 4 routes on the map. This requires you to create 4 of versions of the unit(lets hope in future patches they allow branched waypoints), and assign a route to each unit. you then activate one of those units with the above triggers, so if flag 3 is true, unit 1 activates and travels route 1, if flag 5 is true then unit 3 activates and travels down route 3. The above template ensures that only one version of the unit and one route is activated, whereas if you used the straight %random trigger rules, you could theoretically end up with all 4 units active. I realise this isnt rocket science but if it helps some people generate some more random missions then im happy. It also removes a few minutes of dull repetitive work to setup the triggers every time you make a mission too.. Obviously you can make multiple sets of these to allow for multi stage multi outcome situations.RandomWPtemplate.miz Edited August 16, 2009 by jimiC
Rhino4 Posted August 16, 2009 Posted August 16, 2009 Very happy with this idea. Hadn't thought of that amount of randomization. I'll give it a try.
STP Dragon Posted August 16, 2009 Posted August 16, 2009 Why you don't use the original random trigger? It is working very faithful. Trigger: MISSIONSTART : "Random 1" Rule: Random : 50% (or other like you wish) Action: Set flag : 1 This "flag 1" you can use for other trigger as "random flag". Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Weta43 Posted August 16, 2009 Posted August 16, 2009 Because the way suggested above (and used in one the stock missions shipped with the game) gives mutually exclusive results where 1 is always true (unless you make 2 of the triggers do the same thing :-), while 4 random 25% triggers may have all true (or false) in a given mission. Using 3 initial flags gets you 8 scenarios etc. Cheers.
jimiC Posted August 16, 2009 Author Posted August 16, 2009 what weta said. this method allows you to make 4 outcomes each only able to occur individually using a single random % trigger only allows 2 outcomes, and the use of two % triggers means that both outcomes can occur at the same time.
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