MasterZelgadis Posted December 10, 2012 Posted December 10, 2012 Hi mission builders, I am just creating a mission where I want things to happen, when any one of the players left the airbase are. Background: I want things to happen, when the players really take off. Some planes spool up faster (F-15) some take longer (A-10C). Not includes the time players need until they even start the startup procedure. To realize this I created multiple Flights players can join. i also added a trigger zone at the homeplate. Now I created a trigger: All of Group out of zone (Flight1, Homeplate) [OR] All of Group out of zone (Flight2, Homeplate) [OR] All of Group out of zone (Flight3, Homeplate) Now if i join Flight1 immediatley the trigger starts. Could it be that unused Client slots are counted as "out of zone"? Or am I completely wrong on my approach? "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
Weta43 Posted December 10, 2012 Posted December 10, 2012 Haven't seen the mission & not sure how your groups are composed, but I suspect an unfilled client is 'out of zone', as it doesn't exist, so if the slots aren't full at mission start, the triggers are true. How about perform a check to see if the group is 'in' the zone, before you check if it left, or making a zone at either end of the runway & checking the groups are in those (they've just flown off the end. or 2 concentric zones, one the size of your current homeplate (airbase), and another 10km larger, and have the trigger true if the group is in the larger, but not in the smaller . 1 Cheers.
Megagoth1702 Posted December 10, 2012 Posted December 10, 2012 (edited) Now if i join Flight1 immediatley the trigger starts. Could it be that unused Client slots are counted as "out of zone"? Or am I completely wrong on my approach? Yes, you got that right. I am going to bed in 5min but if the triggers are "once" triggers, try this: Set up 2 trigger zones. A big one and a small one within the big one. Now you can do this: all of group A inside zone (big zone) all of group A outside zone (small zone) OR all of group B inside zone (big zone) all of group B outside zone (small zone) etc. If no unit is there -> false, because unit is NOT inside big zone. If unit is there but inside small zone -> false, because inside small zone If unit exits small zone -> true, because out of small zone but still in big zone I THINK.... This should work. :) Give it a try. EDIT: I could not resist, it works in singleplayer. I am not sure how it will handle on MP clients. Give it a try.@MissionEditorTesting.miz Edited December 10, 2012 by Megagoth1702 1 [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
MasterZelgadis Posted December 10, 2012 Author Posted December 10, 2012 Thanks to both of you, the way with the bigger zone works :) "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
Mouse Posted December 11, 2012 Posted December 11, 2012 (edited) It is safer to use "part of group" rather than "all of group" in multiplayer because the latter will delay the whole mission if there is a player who is very slow or simply refuses to take off. It also lets two people game the mission: one stays on the ground while the other goes and gets into an advantageous position before the action kicks off. In brief, "part of group" punishes players for misbehavior while "all of group" potentially rewards them for it. This only applies to the bigger inside zone trigger. Or something. I'll figure it out later... Edited December 11, 2012 by Mouse
chromium Posted December 11, 2012 Posted December 11, 2012 It is safer to use "part of group" rather than "all of group" in multiplayer because the latter will delay the whole mission if there is a player who is very slow or simply refuses to take off. It also lets two people game the mission: one stays on the ground while the other goes and gets into an advantageous position before the action kicks off. In brief, "part of group" punishes players for misbehavior while "all of group" potentially rewards them for it. This only applies to the bigger inside zone trigger. Or something. I'll figure it out later... False for airborne unit cause of you can't set 2 client on the same flight: means that you will have 2 groups for 2 aircraft. To obtain what you say you have to use the "OR" between groups/units (it's the same for human airborne client). Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
Megagoth1702 Posted December 11, 2012 Posted December 11, 2012 (edited) Yep, in the online environment each client has it's own group. So you can use: -part of group -all of group -unit (I tend to use this all the time) You can even go super fancy (but very risky) and use: part of coalition (out of zone) but that would mean that every blue unit outside the zone will trigger this. :p So don't use it, haha. But what I am trying to say here is - there are so many different ways to do stuff in the ME, it's crazy. Edited December 11, 2012 by Megagoth1702 [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
MasterZelgadis Posted December 11, 2012 Author Posted December 11, 2012 Hm, but every player has to be in his own group. Only the first plane in a group can be player/client, so when the player takes off, all of the group (1 plane) is outside the zone. That's why there is the [OR], for additional player groups. For a bit of background: I am creating a mission mainly for the A-10C. The CAS mission will be focus. But there are also 2 groups of playable F-15C. I want additional MiGs to take off, when the playable F-15 started from the airbase. Just for the "show", there is already an AI airfight going on, which BLUFOR will win, but when a player wants to fly the F-15, additional REDFOR planes will join the fight. BLUFOR then only wins the air battle, when the player(s) take part in the fight. If they dont, well, the MiGs will probably shoot down the A-10 flights... "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
Megagoth1702 Posted December 12, 2012 Posted December 12, 2012 Sounds nice. :) [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
Grimes Posted December 12, 2012 Posted December 12, 2012 (edited) Yeah simple enough: Group 1 is Alive and Part of group 1 out of Zone or group 2 is alive and part of group 2 out of zone> Spawn Migs. Or. Units Speed higher than (some speed you have to be airborne at) or units altitude higher than (1000 feet above the starting airbase altitude) Edited December 12, 2012 by Grimes 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
Druid_ Posted December 12, 2012 Posted December 12, 2012 The way I scale missions is to use Once -> Unit alive (client1) and unit alt above (runway alt+10m). -> Add 1 to flag 1 Once -> Unit alive (client2) and unit alt above (runway alt+10m). -> Add 1 to flag 1 Do the above for every client. Then ... Once -> flag 1 > 0 ->. Spawn enemy gp1 Once -> flag 1 > 2 ->. Spawn enemy gp2 And so on. You could get more creative and use switched condition, unit dead plus a flag check to reduce flag 1 total too if your mission was going to be a public version and would cater for people leaving as well as joining. I.e. flag 1's total would always contain the number of clients in your miz. 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
Megagoth1702 Posted December 12, 2012 Posted December 12, 2012 Daym, smart! [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
MasterZelgadis Posted December 12, 2012 Author Posted December 12, 2012 Never thought about the altitude and/or speed trigger, that would be a way, too "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
Megagoth1702 Posted December 12, 2012 Posted December 12, 2012 I also learned something, hehe. If client is not ingame -> unit counts as dead. Good to know. :) No need for multple zones now. [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
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