sjpateys Posted May 22, 2012 Posted May 22, 2012 i cannot get units to spawn at random when using activate group trigger. I have followed all the steps as detailed in the GUI manual but nothing works. i set start time 1 day head of mission start time as directed but either all the units appear or none appear . its the same getting templates to work, everything,s a ball-ache with this f*cking mission editor.
Grimes Posted May 22, 2012 Posted May 22, 2012 The question is how the trigger is setup. If its a Mission Start> Random %> Activate group, then there will be that percentage chance the group will spawn at the start of the mission. Its ONLY evaluated when you start the mission. If its Once> Random % > Activate group, then every second that goes by there will be the random% chance that it spawns in. Continuous and Switched conditions will work the same way as once. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
sjpateys Posted May 22, 2012 Author Posted May 22, 2012 it doesn't work for me when i start the mission. the units either all appear or don't appear at all. i have tried different percentages and tried changing the start time of each unit to no avail. i read in the gui manual that the start time for the unit must be put ahead of the anticipated playing time, but when i do the units dont spawn until that time has elapsed so it appears the trigger is not working.
Speed Posted May 22, 2012 Posted May 22, 2012 It does work... I'm using over a hundred randomly spawned groups in mission I'm currently working on. Please, upload your mission so we can see what it is that's going wrong with it. 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.
sjpateys Posted May 22, 2012 Author Posted May 22, 2012 hi speedy i know the triggers work. i'm simply saying that they're not working for me. obviously i'm doing something wrong. i think i know what the problem might be. it could be because i hadn't placed my heli in game which would mean i assume that the MISSIONSTART trigger would not be activated? anyhow gonna check later. will let you know if that's it.
Grimes Posted May 23, 2012 Posted May 23, 2012 Post the mission so we can help you out. But I've re-read your posts and it looks like you are wanting to get units within the group to spawn randomly. As in you have 4 units in the same group and you want only a percentage of them to spawn. Unfortunately it doesn't work this way. As you've noted its either all of them or none of them, which is actually how its supposed to function. What you can do to get similar results to what you want is to simply create extra groups and extra random triggers to account for the groups... Mission Start> Random 25> Activate group (GroupA) Mission Start> Random 25> Activate group (GroupB) Mission Start> Random 25> Activate group (GroupC) Mission Start> Random 25> Activate group (GroupD) For each group there is a 25% chance it will spawn. However it is entirely possible that 0 groups spawn or that all 4 groups spawn... along with any combination in between. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Speed Posted May 23, 2012 Posted May 23, 2012 hi speedy i know the triggers work. i'm simply saying that they're not working for me. :huh: Please, upload the mission. :smilewink: 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.
MadTommy Posted May 23, 2012 Posted May 23, 2012 (edited) As has been said, best to use random triggers either with a Mission Start trigger or some Event based trigger.. a basic Once trigger is checked every second, so even at 1% probability it will likely come true within 100 seconds. i hadn't placed my heli in game which would mean i assume that the MISSIONSTART trigger would not be activated? Incorrect.. Mission Start trigger will be preformed when the mission starts, no matter if a player is present or not. Edited May 23, 2012 by MadTommy 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. TM Warthog, Saitek combat pro pedals, TrackIR 4
sjpateys Posted May 23, 2012 Author Posted May 23, 2012 thanks for the replies everyone. I note from Grimes post that you have to have a MISSIONSTART trigger for each group, which makes sense. I had a single missionstart trigger with several groups assigned to it, so naturally they would all spawn or not spawn at once.
sjpateys Posted May 23, 2012 Author Posted May 23, 2012 I spoke too soon. set triggers at 25% for each group and they all spawn everytime. I notice that the GUI says you have to set the unit start time a day ahead of the mission start time. does this make a difference? I tried it and it doesn't seem too. i have uploaded a copy of the mission.vody Mission.miz
MadTommy Posted May 23, 2012 Posted May 23, 2012 I spoke too soon. set triggers at 25% for each group and they all spawn everytime. I notice that the GUI says you have to set the unit start time a day ahead of the mission start time. does this make a difference? I tried it and it doesn't seem too. i have uploaded a copy of the mission. You have to set a start time beyond when you want them to spawn in group properties. If you are going to trigger a group to spawn, set the start time a day or two past mission start. See image below.. set the start time 12:0:0/2 for example.. 2 days in the future. 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. TM Warthog, Saitek combat pro pedals, TrackIR 4
sjpateys Posted May 23, 2012 Author Posted May 23, 2012 already tried that as I stated in an earlier post. I have set up 4 MISSIONSTART triggers as detailed in the GUI manual. I set the start time both at default and two day ahead and all groups spawn every time, not 25% of the time as the trigger is set to. I believe they are sapwning at the mission start time. the trigger is (as far as I can tell) having no effect on the outcome. I haver attached the .miz file below with start time set to 12.0.0.2.vody Mission.miz
Speed Posted May 23, 2012 Posted May 23, 2012 (edited) It's working fine for me... make sure you unpause the game. Apparently, mission start happens at t = 0+ (or at least, the F10 map is not updated until t = 0+) :) So if you leave the game paused at t = 0, you won't see any units appear. RUN 1: RUN 2: RUN 3: Edited May 23, 2012 by Speed 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.
sjpateys Posted May 23, 2012 Author Posted May 23, 2012 thanks speed, that's what the problem was. I was viewing map f10 view before unpausing, also the briefing screen shows all threats whether they spawn or not adding to the assumption that the triggers weren't working. Triggers working fine.
MadTommy Posted May 24, 2012 Posted May 24, 2012 thanks speed, that's what the problem was. I was viewing map f10 view before unpausing, also the briefing screen shows all threats whether they spawn or not adding to the assumption that the triggers weren't working. Triggers working fine. Helpful reading.. well maybe not that helpful. :P 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. TM Warthog, Saitek combat pro pedals, TrackIR 4
sjpateys Posted May 24, 2012 Author Posted May 24, 2012 ignore that, image not uploaded for some reason
sjpateys Posted May 24, 2012 Author Posted May 24, 2012 nope. profile picture still not appearing. this is almost as bad as the subject i originally posted about...
MadTommy Posted May 24, 2012 Posted May 24, 2012 :megalol: Anyway glad you sorted it out. 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. TM Warthog, Saitek combat pro pedals, TrackIR 4
sjpateys Posted May 24, 2012 Author Posted May 24, 2012 yes thanks again for the help. now why won't my blooody profile picture appear
Recommended Posts