chardly38 Posted December 5, 2013 Posted December 5, 2013 (edited) Im editing Dragon's mission Convoy Hunting. There are about 30 vehicles that are set to late activation and triggers to random at mission start. The way the triggers are set up are.... Type________ Condition___________ Action 1 Once_______ Random 70%________Group Active (AAA1) 1 Once_______Random 70%_________Group Active (AAA2) 1 Once_______Random 70%_________Group Active (AAA3) This is repeated 30 times. Will it work the same if I do just do Type only one time Condition one time then add the 30 vehicles in action. Type_________Condition________Action 1 Once_______Random 70%_____Group Active (AAA1) _____________________________Group Active (AAA2) _____________________________Group Active (AAA3) Edited December 5, 2013 by chardly38 [sIGPIC][/sIGPIC] =&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=&arrFilter_CREATED_USER_NAME=chardly38&set_filter=Filter&set_filter=Y"]MY SKINS And Helios i7 2600k 3.4 quad w/ Hyper N520 cpu fan_, Asus Sabertooth z77_, RX 580_, Corsair Vengeance 1800 8Gb ram_, 112 OCZ Vertex 3_, Corsair HX 1000, 3 screens res 5292x1050_,and 1 1680x1050 Helios Ir Tracker 5 with Pro Clip_,Hotas Warthog#12167 ...
Grimes Posted December 5, 2013 Posted December 5, 2013 They aren't the same thing. The reason they aren't the same is because each group has a separate evaluation of "random 70%". The idea is that (probably) 70% of the groups will spawn, but the specific groups that spawn should be slightly different everytime the mission is run. However something is either wrong in how he set it up or how you copied it. What it looks like he wants to do with those triggers (and has used in the past) should be Mission Start>Random x%>Group Activate(whatever) it should be that because it will only be evaluated once at mission start. With Once>RandomX%>Group Activate(whatever) it will keep evaluating the trigger until it becomes true. So every group will spawn anyways after just a few seconds. http://en.wiki.eagle.ru/wiki/Mission_Editor:_Trigger_Basics 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
ENO Posted December 5, 2013 Posted December 5, 2013 And to add to that since I do use the "once / random" function quite a bit- I find that even when I set it to 1% the delay it causes is usually only a couple minutes. Random at the start is interesting- I hadn't thought of that but it would help to add side missions to existing sorties. Thanks grimes! "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
chardly38 Posted December 5, 2013 Author Posted December 5, 2013 Bingo Grimes the brain light just went on:thumbup::doh:. I will change the triggers to mission start and will do that for each group. [sIGPIC][/sIGPIC] =&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=&arrFilter_CREATED_USER_NAME=chardly38&set_filter=Filter&set_filter=Y"]MY SKINS And Helios i7 2600k 3.4 quad w/ Hyper N520 cpu fan_, Asus Sabertooth z77_, RX 580_, Corsair Vengeance 1800 8Gb ram_, 112 OCZ Vertex 3_, Corsair HX 1000, 3 screens res 5292x1050_,and 1 1680x1050 Helios Ir Tracker 5 with Pro Clip_,Hotas Warthog#12167 ...
chardly38 Posted December 5, 2013 Author Posted December 5, 2013 To add I just booked marked the triggers link. Thanks [sIGPIC][/sIGPIC] =&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=&arrFilter_CREATED_USER_NAME=chardly38&set_filter=Filter&set_filter=Y"]MY SKINS And Helios i7 2600k 3.4 quad w/ Hyper N520 cpu fan_, Asus Sabertooth z77_, RX 580_, Corsair Vengeance 1800 8Gb ram_, 112 OCZ Vertex 3_, Corsair HX 1000, 3 screens res 5292x1050_,and 1 1680x1050 Helios Ir Tracker 5 with Pro Clip_,Hotas Warthog#12167 ...
Wrecking Crew Posted December 5, 2013 Posted December 5, 2013 In some missions I will set a Random Flag Value, say like Flag 3 with possible values of 1, 2 or 3 on Mission Start. I then use that Flag 3's value to determine what random groups will activate, such as the first groups, or the second groups, or the third. This is a block activation, like what Grimes was saying,,, vs having each group randomized individually. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Grimes Posted December 6, 2013 Posted December 6, 2013 And to add to that since I do use the "once / random" function quite a bit- I find that even when I set it to 1% the delay it causes is usually only a couple minutes. Random at the start is interesting- I hadn't thought of that but it would help to add side missions to existing sorties. Yeah a 1% delay can have somewhere between 2 and 5 minute delay. Additional random x% delays can effectively double or triple the delay. I prefer the "Random Countdown" method with using triggers as it allows the most control over how much time you want to elapse before something is spawned/chosen. http://wiki.hoggit.us/view/Mission_Editor:_Randomization 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
Robin_Hood Posted December 6, 2013 Posted December 6, 2013 Talking about randomly activated units (not delayed), isn't there a new (I think) built-in option for that (see attached screen)? If it really is what I think it is, this will much simplify putting probability-based units 2nd French Fighter Squadron
Grimes Posted December 6, 2013 Posted December 6, 2013 Yes and no. Its great for the subject of the thread, its a more efficient way to spawn in random threats at the start of a mission. However, it SHOULD NOT be used with something you want to spawn in at a later time in the mission. If that chance is set to anything but 100% there is a chance the group will not even exist within the mission. 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
Robin_Hood Posted December 6, 2013 Posted December 6, 2013 (edited) Yes and no. Its great for the subject of the thread, its a more efficient way to spawn in random threats at the start of a mission. However, it SHOULD NOT be used with something you want to spawn in at a later time in the mission. If that chance is set to anything but 100% there is a chance the group will not even exist within the mission. That's even better then, no (for that specific purpose) ? I think I read some time ago how units waiting for activation were still taking valuable memory space (some advised to deactivate units you didn't want instead of activating those you wanted), so if they are completely eliminated from the mission, I guess that makes this Condition memory-efficient. Of course, I'm talking about the specific purpose that is randomising which units are there and which are not (at all). A simple way to make missions more interesting, by having opposing force randomized. In particular, it's a good way for the mission Creator not to be omniscient, for those of us who aren't that great at complex triggering. PS: I'm thinking relatively short missions (~2 hours) for squad use, not all-day-long missions for dedicated server, for which the initial units at start is less defining, I guess Edited December 6, 2013 by Robin_Hood 2nd French Fighter Squadron
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