Doum76 Posted August 6, 2011 Posted August 6, 2011 (edited) Greetings all, Once more i ask you guys some help, i,ve been trying to create a mission in which, a SAM site spawn randomly from 15 different possibilities. I've made a batch of triggers which randonly 50% set a number X flag in the action, then a second batch of triggers which has as conditions if flag X is true, group unit X will activate... it didn't worked they were all activated, so with more reading here, i ended up create about 15 triggers with diff random and on each activating unit put in as condition one of those random triggers, making sure it doesn't duplicate to spawn 2 units... and doesn't work, they are still all activate... so i do not understand at all, all passes the 50 % random of first trigger, then all passes the other % triggers, and end up all with 100 % activated... i'm confused. Here's the .miz Thanks for the help. Doum Edited December 6, 2016 by Doum76
Sleem Posted August 6, 2011 Posted August 6, 2011 Add a day to the start times of the SAM sites and you should find it works. As it is they are all activated at the start time of the mission. I'm not sure why you have so many flags - I'm sure you can trim this down a bit!
Doum76 Posted August 6, 2011 Author Posted August 6, 2011 Add a day to the start times of the SAM sites and you should find it works. As it is they are all activated at the start time of the mission. I'm not sure why you have so many flags - I'm sure you can trim this down a bit! thanks for the reply. Well i did somekinda try out stuff with time, but sincerly, i don't understand how the time should affect a unit that for exemple has 30 % chance of being activating, even if it's 12 : 00 ou 01:00 if the roll is less than 30 % the time shouldn't matter? Anyways as you said i narrow down the triggers, to the point with not much sucess, that i ended up deleting all units exept 3, making it in a diff file since maybe there was a bug with mu starting mission, then not only i narrowed down the enemy to 3 units, that i narow down the trigger, you can't get that more simple, i did as it is in the GUI manual Each units has a mission start trigger, a random of 10 %, and action of activating unit... so bascily all units has a narrow 10 % of poping, and guess what, they are all therew when mission start, so seriously i am more confused than ever, i even made all units before deleting them, all 2% random and they were stil all there.... Possible random broken in ME? or am i missing something easier than ABC? Here's the so empty mission. DoumSAM-Random_Avoidance_TRNG v6.miz
Sleem Posted August 6, 2011 Posted August 6, 2011 Ignoring all triggers and flags for a moment ... the start time for a group in the mission editor specifies at which mission time the group will become active. If this is 12:00 and the mission starts at 12:00 it will be active at mission start. If you want it to stay deactivated until a trigger you set the group start time to a future time that will not be reached when playing the mission - hence I said set them all to one day later. I've edited your mission to spawn one of the fifteen SAMs at mission start. :)SAM-Random_Avoidance_TRNG.miz
Doum76 Posted August 7, 2011 Author Posted August 7, 2011 Ignoring all triggers and flags for a moment ... the start time for a group in the mission editor specifies at which mission time the group will become active. If this is 12:00 and the mission starts at 12:00 it will be active at mission start. If you want it to stay deactivated until a trigger you set the group start time to a future time that will not be reached when playing the mission - hence I said set them all to one day later. I've edited your mission to spawn one of the fifteen SAMs at mission start. :) MAGNIFICENT ! Exactly what i wanted, you are the man ! :) I've looked what you did, and that is not at all what i had tought or even understand those triggers, never used them, i will have to do way much mor reading about ME, thanks again ! Doum
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