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Posted (edited)

I'm using a switched condition ("Unit [Player] in Zone") to trigger a flag (Flag 10)that needs to be on for a series of random target assignments to work. Every assignment, once selected, deactivates the flag, which is then activated again before the pilot gets his next assignment. The pilot has to resume holding at a CAP waypoint. Outside the trigger zone associated with the waypoint is a slightly larger trigger zone whose only purpose is to reset Flag 10.

 

My question is:

 

- If I am still in that zone when the mission assignment is made, and Flag 10 is therefore switched off, will it switch back on again immediately because I am still in the zone and therefore still meeting the conditions for it to be on?

 

- If the above is true, is there a better way to make this flag switch so that there is no ambiguity?

 

I am asking because on testing the mission I got two target assignments one after the other, i.e. before the first was completed. I'm pretty sure the target assignment logic is sound (it's Grimes's) so I'm wondering if the main trigger is the culprit because of the way I set it up as a Unit in Zone trigger that might contradict itself.

Edited by Bahger
Posted

 

My question is:

 

- If I am still in that zone when the mission assignment is made, and Flag 10 is therefore switched off, will it switch back on again immediately because I am still in the zone and therefore still meeting the conditions for it to be on?

 

- If the above is true, is there a better way to make this flag switch so that there is no ambiguity?

 

 

It depends what is in the condition for to activate flag 10.

 

Switched conditions only work if the conditions are false. For example...

Unit in Zone> Set Flag 10 = The unit must FIRST exit the zone in order for trigger to execute

 

Unit in Zone AND Time since Flag 2 is 15 seconds> Clear Flag 2, Set Flag 2, Play Message = For every 15 seconds the player is in the zone it will play a message. This is because flag 2 gets cleared, thus making the conditions "false", once the 15 second delay is over the condition becomes true again.

 

 

So I guess the question is, what a you have set the conditions for the trigger to execute?

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Posted

The only condition is to set Flag 10 is "Unit in Zone". But because the trigger zone for Flag 10 is virtually the same as the CAP zone, and the CAP zone disables Flag 10 as part of the routine by which the player is given a new assignment (he has to be in the CAP zone, plus 30 seconds) it seems possible to me that Flag 10 can be switched on again when it is supposed to be off until the player completes the assignment (which takes him out of both trigger zones) and comes back for a new one.

Posted

Looks like you need to set another flag (say 11) when the given task is completed. When a new task is given set 11 to false.

 

Your switched condition would then be Unit [Player] in Zone AND flag 11 true

 

btw: Not sure that A10s hold CAPs IRL, CAPs are more for interceptors/Air superiority fighters.

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Posted

Thanks Druid. If that is confirmed as true I will probably eliminate the CAP. It's a night mission, with a Hog CAP over the ground objective at Angels 20. I wonder if it should be called an anchor point?

Posted

In reality, the A10s would use their radios to confirm objective/tasking complete (to AWACS or FAC or Ground based Ops). The same could be said about further tasking.

 

Building a CAP into your mission is fine, we don't have to stick with reality. If its playable, challenging and in the end fun then stick with it. My only concern would be the transiting back and forth to a single point to get further tasking might become a little tedious after a while. Personally, I prefer the Radio solution as its more dynamic and involving.

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Posted

Thank, Druid. I have never used the "Add Radio Option", i.e. F10, in the ME. Is there anything I should know before diving into it to replace the CAP idea with a series of options for the player to communicate "Target destroyed" via F10? And because the targets are randomised, is there some way to set this up so that you don't see the list of available targets in the F10 menu? Otherwise you'd jnow whatother targets there are, even before you get assigned them...

Posted

radio menus set a flag to true. Simply use that specific flag as part of the condition to select mission. And be sure to set the flag to false every time you use it so it can be reused.

 

 

As for different ways to activate missions... They all have their trade-offs. I doubt an A-10C pilot in real life would reliably get target info every time they checked in or if they reached a certain spot. But this is a game, and killing stuff is kinda the point. On the flip side we can't make it incredibly boring with nothing but flying around in circles waiting for something to happen. players time is valuable because unlike the real A-10 pilots, players aren't getting paid to fly.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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