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Posted (edited)

I'm lost and unable to found the way to do it.

 

I would like to simulate an air-traffic controller who informs us that we have penetrate a protected airspace with a custom sound and a message txt.

 

I've define trigger zone along the border.

 

I describe my trigger in order of appearance

 

First step:

1) Continuous action -> part of coalition in zone -> Flag on (1)

When entering the zone, flag 1 is on and refer to the txt message & play sound

 

2) Continuous action -> time since flag (1,20) -> Flag off (1)

Restart the previous action after 20 second

By this way, if we are still in zone, Flag 1 will be on.

 

2 way for the next trigger (each with pb):3) Once -> flag is true (1) -> Message to coalition & sound to coalition

sound will be play (one time) and message txt appeare only one time even if i stay in the trigger zone during 5 minutes.

 

3) Continuous action -> Flag is true (1) -> Message to coalition & sound to coalition

unable to hear sound because every second it play it

 

Hoppe someone will be able to understand my pb (my poor english too :music_whistling:) and help me for that.

Edited by beynesairforce

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Posted (edited)

Try:

 

 

Once -> part of coalition in zone -> Flag on (1)

 

Switch Condition -> Time Since Flag(1, desired time) -> Clear Flag (1), Set Flag(1), Message to coalition & sound to coalition

 

Once -> all of coalition outside zone -> Flag off (1)

Edited by MadTommy

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Posted

I forget who said it, maybe druid but you can just use flag on then message to all, every time you use flag on, it automatically resets the timer, so you dont have to switch it off every time...

 

so..

Switched >> Time since flag (1,xx seconds) >> FlagOn(1) ++ Message to coalition.

Posted

it's work .... :thumbup: thanks to Wildfire & MadTommy :thumbup:

 

1) Once -> part of coalition in zone -> Flag on (1)

 

2) Switched Condition -> time since flag (1,20) -> Flag on (1) & Message & sound

 

3) Once -> all coalition outside zone -> Flag Off (1)

 

But i didn't have time to make more test and thing of :

- using Once trigger make the condition check only when we enter the zone for the first time. If we go out of this zone and re-enter 1h after i understand it won't work ?

- If my understanding of Once trigger is correct how can i modify that ?

 

May be using continuous action for trigger 1 & 3 ?

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Posted

After a long test, Trigger detect when part of coalition are in zone but sound is still playing after all unit are outside.

 

So i think of the pb comes from Once trigger that is check only one time.

 

My changes that are working :thumbup:

 

1) Switched Condition -> part of coalition in zone -> Flag on (1)

 

2) Switched Condition -> time since flag (1,20) -> Flag on (1) & Message & sound

 

3) Switched Condition -> all coalition outside zone -> Flag Off (1)

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Intel I7-960 / 12Gb Corsair DDR3 Ram / Asus GTX980 Ti Strix / Asus PB287Q / TIR 5+Clip Pro Logitech G13/ TM Warthog N°01295 / Saitek Combat Rudder Pedals / Win Seven 64bits/ TM Cougar MFDs (Vers. 1) / 1 Syncmaster 206BW running Helios

Posted

To have it pick up multiple time entering and exiting a zone use...

 

 

Once>>UnitInZone>>FlagOn(1) ++ FlagOn(10)
Switched>>TimeSinceFlag(1,20)>> blah blah
Once>>UnitOutsideZone ++ FlagTrue(10)>> FlagOn(20) ++ FlagOff(1)

 

Second run..

 

Once>>UnitInZone ++ FlagIsTrue(20)>> FlagOn(2) ++ FlagOn(11)
switched>>TimeSinceFlag(2,20)>>blah blah
Once>>UnitOutsideZone ++ FlagTrue(11)>>FlagOn(21) ++ FlagOff(2)

 

and so on. Its important to use separate flags for each run.

Posted (edited)

I have define 3 Trigger zone Border 1-1 ; Border 1-2 and Border 1-3

 

the 3 trigger to get it work :

 

Switched Condition -> part of coalition in zone (Blue,Border 1-1) [OR]  
part of coalition in zone (Blue,Border 1-2) [OR] 
part of coalition in zone (Blue,Border 1-3) 
-> Flag on (1)

Switched Condition -> time since flag (1,30) & Flag is true (1) -> Message to coalition () & 
Sound to coalition & Flag on (1)

Switched Condition -> all of coalition out zone (Blue,Border 1-1) &
all of coalition out  zone (Blue,Border 1-2) &
all of coalition out zone (Blue,Border 1-3)  -> Flag Off (1) 

 

By this way we are able to get out the Trigger zone and stop the check.

When re-entering trigger zone, the check we be done an other time.

 

Tested and approve during our Multi-filght tonight.

 

That's the definition of the Switched condition Trigger form the GUI pdf :

 

3. SWITCHED CONDITION. The trigger will perform the set action(s) every time the trigger's condition is checked and evaluated as true and its previous state was false. For example, such a trigger can be used to show a text message whenever a particular unit enters a trigger zone. The first time the unit enters the zone, the trigger action will be activated, because the previous check of the trigger conditions was evaluated as false (unit was not in zone). The trigger will not activate any longer as long as the unit is inside the zone, because the previous check of the trigger conditions will be evaluated as true (unit remains inside zone). However, if the unit exists the zone and then re-enters it again, the conditions will have once again switched from false to true and the trigger action will be activated.
What i want to put in place now is how to launch an interception flight because the air controler told us to get out and i think that after 2minutes he normaly launch fighters against us.

 

I try to:

- Flag On (2) at the same time of Flag On (1)

- creating a new trigger with time since flag (2,xx) ->> AI task (start fighter)

- flag Off (2) when all of coalition are out of zone

 

But since flag 2 is activated, i can't stop the timer even if i'm not in a trigger zone, even if the new trigger is "Once" , "switched condition" or "continuous action".... always tested

Edited by beynesairforce
forget a flag on (1) in second trigger & change code of Trigger 3 ... too much beer last night

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Intel I7-960 / 12Gb Corsair DDR3 Ram / Asus GTX980 Ti Strix / Asus PB287Q / TIR 5+Clip Pro Logitech G13/ TM Warthog N°01295 / Saitek Combat Rudder Pedals / Win Seven 64bits/ TM Cougar MFDs (Vers. 1) / 1 Syncmaster 206BW running Helios

Posted (edited)

I will edit this "Reply" when going back home but i found a way to launch an interception flight if we stay more than x minutes in the restricted zone. Timer will stop if we go out the restricted area but only if the interception flight is not launch. No way to stop the interception task and let the flight go back home when he is launch.

 

Enter restricted zone:

Switched Condition -> part of coalition in zone (Blue,Border 1-1) [OR]  
part of coalition in zone (Blue,Border 1-2) [OR] 
part of coalition in zone (Blue,Border 1-3) 
-> Flag on (1) & Flag on (2) & message to Coalition & soud to coalition 

 

Air control repeate:

Switched Condition -> time since flag  (1,30) & Flag is true (1) -> 
Message to coalition () & Sound to coalition & Flag on (1)

 

Out of zone:

Switched Condition -> all of coalition out zone (Blue,Border 1-1) &
all of coalition out  zone (Blue,Border 1-2) & all of coalition out zone (Blue,Border 1-3) 
-> Flag Off (1) & Flag Off (2) 

 

Flag 2min interception:

Switched Condition -> Flag is true (2) & time since flag  (2,120)  -> Flag On (3)  

 

Flag launch interception:

Switched Condition -> part of coalition in zone (Blue,small Border 1-1) [OR]  
part of coalition in zone (Blue,small Border 1-2) [OR] 
Flag is true (3) -> AI task(start interceptor & message to Coalition & soud to coalition & Flag off (1)
& Flag off (2) & Flag off (3) 

Edited by beynesairforce
i add my code

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Intel I7-960 / 12Gb Corsair DDR3 Ram / Asus GTX980 Ti Strix / Asus PB287Q / TIR 5+Clip Pro Logitech G13/ TM Warthog N°01295 / Saitek Combat Rudder Pedals / Win Seven 64bits/ TM Cougar MFDs (Vers. 1) / 1 Syncmaster 206BW running Helios

Posted (edited)

For that I would use

 

Continuous -> Unit (player) in zone ++ FLAG 2 FALSE-> FLAG INCREASE 1,1

Once -> FLAG EQUALS 1,120 -> AI START (InterceptorGroup) + FLAG 2 TRUE

 

All triggers are evaluated once every second so flag 1 would increase by 1 every second hence the 120 (2 minutes). However this would be cumulative, so if you left the zone the 2 minutes isn't reset. When using flag Increase for the first time, it assumes the value in the flag is zero.

 

By the way, don't use Part of Coalition in zone for Multiplayer missions, it doesn't work. I don't think I have used it at all since I don't want any stray/crazy AI unit (Airborbe or ground) setting off flags I'm using for player or clients.

Edited by Druid_

i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q

Posted

By the way, don't use Part of Coalition in zone for Multiplayer missions, it doesn't work. I don't think I have used it at all since I don't want any stray/crazy AI unit (Airborbe or ground) setting off flags I'm using for player or clients.

 

Really ???? :unsure:

 

I've test it by launching the mission in Multiplayer (i'm the host) and didn't notice any probleme with an AI blue flight going on/out the zone ....

 

I'll test it tonight with my self inside the cockpit to be sure.... but no problems 2 night ago with a 3 humans player's flight.

 

I will post my interceptor trigger because it have not been done with what you would have used. (And i need to know what the "god" Druid think about it)

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Intel I7-960 / 12Gb Corsair DDR3 Ram / Asus GTX980 Ti Strix / Asus PB287Q / TIR 5+Clip Pro Logitech G13/ TM Warthog N°01295 / Saitek Combat Rudder Pedals / Win Seven 64bits/ TM Cougar MFDs (Vers. 1) / 1 Syncmaster 206BW running Helios

Posted (edited)
Really ???? :unsure:

 

I've test it by launching the mission in Multiplayer (i'm the host) and didn't notice any probleme with an AI blue flight going on/out the zone ....

Ok well it could be something they've fixed in the latest patch in which case sorry for the incorrect information. I will test this myself in MP and report back. Up until now I've been using UNIT in ZONE (client1) OR UNIT in ZONE (client2) etc so if it works then it will cut done on the amount of conditions.

 

Just be aware though, any blue ground unit or AI aircraft will also set trigger off and in my experience AI aircraft can be a little irrational occasionally (i.e. Not doing as they are damn well told).

 

Edit: Just re-read you post. Yes any AI aircraft will trigger 'part of coalition in zone' but try to activate trigger with a client aircraft in MP and see what happens.

Edited by Druid_

i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q

Posted (edited)

I concur with concerns over 'part of coalition' never used to work well in MP.

 

Testing as host is like testing in Single Player.. you need to test with clients too.

Edited by MadTommy
typo

i5-3570K @ 4.5 Ghz, Asus P8Z77-V, 8 GB DDR3, 1.5GB GTX 480 (EVGA, superclocked), SSD, 2 x 1680x1050, x-fi extreme music.



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