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Posted

I'm having troubles getting this trigger to work (in multi player)

 

I've set several groups to activate AI when a "part of coalition in zone" condition is satisfied. As of right now, only the host can activate this trigger. I've tried setting up a "unit in zone" condition, and cloning that for all the available jets, and sadly it still doesn't want to work.

 

Any good ideas? The mission is not overly complex, but it is very well populated with a lot of groups/waypoints.

 

I'd love to not have to rebuild it from scratch. If you advanced editor users have any good ideas for me I'll owe you a virtual beer :D

System specifications: Computer, joystick, DCS world, Beer

Posted

Can you replace the coalition condition with unit in zone and try that mate:)

I am assuming your disks are in customs hope they dont hold up your Red Flag too long;)

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Posted

Tried the "unit in zone" with no luck. Will try again to be sure.

 

Still have yet to recieve the discs. Very much looking forward to them :)

I was about to to send you a p.m., but I didn't want to rush you. Hopefully there are no issues with customs :(

 

Thanks again,

Please let me know if I can somehow return the favor, or at least cover your costs

System specifications: Computer, joystick, DCS world, Beer

Posted

Unit in zone has always worked before in multiplayer, and I'm 99% sure it still does in 1.1.0.8. You likely screwed the conditions up. Make sure the conditions are:

 

Unit in Zone (jet #1, zone 1) OR Unit in Zone (jet #2, zone 1) OR Unit in Zone (jet #3, zone 1)....etc. You HAVE to use the OR logical operator between each condition, otherwise the default logical operator is AND. If you erroneously use AND instead of OR, that means you're requiring ALL jets to be alive and in zone before the AI is turned off, in this example.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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Posted

Are you using "group AI ON" or "Activate Group" for the trigger action.

 

Group AI On is used for land based AI groups that are already spawned into a mission and have had their AI turned off by a "Group AI OFF" trigger.

 

Activate Group is used for spawning groups that have a delayed start.

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

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Posted (edited)

My wording could have been better :)

 

I'm using "group AI on" (for about forty separate groups that make up one target area). The condition is set as "part of coalition in zone". There is an appropriate mission start "group AI off" set of triggers.

 

As of right now only the host can activate the trigger but no other clients can. The AI behaves as intended once the host activates the trigger.

 

 

I'll try the unit in zone when I get home and see if that's foes the trick.

@speed, that makes perfect sense, if I may ask: how does one confirm what logic operator they are using for a givin trigger?

Edited by SmokeyTheLung

System specifications: Computer, joystick, DCS world, Beer

Posted

@speed, that makes perfect sense, if I may ask: how does one confirm what logic operator they are using for a givin trigger?

 

If there is no logical operator between conditions, then it's AND. If it says "OR" between a condition, then those two conditions are related by the OR operator.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

Posted
If there is no logical operator between conditions, then it's AND. If it says "OR" between a condition, then those two conditions are related by the OR operator.

 

Haven't had te chance to test this yet, but it seems like that must have been my problem.

Thanks again speed

System specifications: Computer, joystick, DCS world, Beer

Posted (edited)

Now that I've got you guys on the hook :D I'm hoping you'll humor one more stupid question;

 

Is there a way to set a series of sound files to play, based on the above condition being true?

 

So the players can do their ramp start, take however much time they need, fly to the target area and activate the AI. Once the AI starts doing their thing, I want to get about six sound files to play, with the timing of the sound files (hopefully) corresponding to the movement of said AI.

 

I'm thinking that I'll need to set the first sound file to play once the AI trigger is tripped, then create a countdown that will activate the rest of the sound files to play at the nessicarry interval.

 

Does this sound feasible?

Edited by SmokeyTheLung

System specifications: Computer, joystick, DCS world, Beer

Posted
Now that I've got you guys on the hook :D I'm hoping you'll humor one more stupid question;

 

Is there a way to set a series of sound files to play, based on the above condition being true?

 

So the players can do their ramp start, take however much time they need, fly to the target area and activate the AI. Once the AI starts doing their thing, I want to get about six sound files to play, with the timing of the sound files (hopefully) corresponding to the movement of said AI.

 

I'm thinking that I'll need to set the first sound file to play once the AI trigger is tripped, then create a countdown that will activate the rest of the sound files to play at the nessicarry interval.

 

Does this sound feasible?

 

Why play them on an interval though, you can have them play conditionally too. Play a sound if a unit is in zone or not, for example. If you wanted to play them on an interval though, you set a flag, and then play them on the "time since flag" condition type. Time since flag should be read as "time since flag was last set true"

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

Posted (edited)
If you wanted to play them on an interval though, you set a flag, and then play them on the "time since flag" condition type. Time since flag should be read as "time since flag was last set true"

 

^^^perfect, works like a charm. And so do my "unit in zone" conditions. Thanks!

 

@grimes, will check that out. One of those brave enough :D to test this monster with me took almost 4 minutes to load it, YIKES!!!

Any suggestions for what program to use?

 

I'm wondering if there's anyway, in the editor, to adjust the volume of said sounds? One guy could here them clearly, and the other was having a hard time.

Edited by SmokeyTheLung

System specifications: Computer, joystick, DCS world, Beer

Posted

It might be part of their particular audio settings. A good audio program to use is audacity and then export each sound file to a .ogg. Its also advisable to put a text message to coincide with the audio.

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

Posted

Thanks for that Grimes. I've been using audacity, and like the dope I am, saved all the audio clips in WAV format.

 

They work just fine, but as mentioned, the load times are ridiculous. Will go with .OGG and see what happens

System specifications: Computer, joystick, DCS world, Beer

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