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Investigation into multi Spawn of same chief naming???
Hi,
I have a curly one. I have a script that works fine on individual triggers. But I want to bundle two triggers together. 1) So the first thing is a group spawn 11_Chief 2) Then it triggers an action "action1 ASpawnGroup 0 11_Chief" 3) Since 11_Chief already exists it spawns IN GAME a 1:11_Chief when you right click on the screen and view vheicles you see this. 4) The issue is when you look below I have named trigger Target1_1 1:Chief but it does not recognise that as the valid name in game to set the trigger off. Anyone know what naming the 1:11_Chief should be in the below trigger area??? I know i can just hard code a second chief called 12_Chief but that is not what I want. Anyone know what the TRIGGER 1:11_Chief should be in .mis file. I have tried these and they don't seem to work below do't work.:confused: Target1_1 TGroupDestroyed 1:11_Chief 100 Target1_1 TGroupDestroyed _11_Chief 100 Target1_1 TGroupDestroyed 1_11_Chief 100 Target1_1 TGroupDestroyed 11_1_Chief 100 [Trigger] Target1 TGroupDestroyed 11_Chief 100 Target1_1 TGroupDestroyed 1:11_Chief 100 [Action] action1 ASpawnGroup 0 11_Chief Code:
public override void OnTrigger(int missionNumber, string shortName, bool active) |
When you spawn a Group via action its the same as you load a submission. The 1: is the number of this submission (you can get the next Missionnumber with GamePlay.gpNextMissionNumber()). So the first Question is do you have MissionNumberListener = -1?
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good point Kodiak
From my limited experience each occurance of an object, no matter what it is has an internal identifer related to mission number, shortname and active. Anyway your code may be asking the wrong question, && is adding both objects together" object and object", using | is syntax for "or" so you would then be "object or object" I might also add read this thread refering to trigger spawning, I see a few differences to your current script which may be helpful. http://forum.1cpublishing.eu/showthread.php?t=26515 |
Hi guys, hope you would be on reading this.
Yes I forgot to add MissionNumberListener = -1 to this smaller script for testing but it is in the larger one. I do not import a new mission on trigger it is all run from the one mission and .cs file. Also I want the syntax for 'AND' not 'OR' cause I want it to say that objective is complete if Target 1 & Target 2 are triggered. So the Syntax for 'AND' is && or something else? So it registers that both triggers destroy and so both triggers are active as i changed Target1_1 TGroupDestroyed 11_Chief 100 But this is not correct also. So I think I wil have go to with two separate Chiefs and not a respawn of the first as both Trigger 1 and two refer to the same group and the groups are dont individually designed like 10Cheif and 11_Cheif will read the link now. Thanks guys |
Ah ok a little misinterpretion
first if (("Target1".Equals(shortName) && active) && ("Target1_1".Equals(shortName) && active)) couldnt work there is only one shortName it could be Target1 or Target1_1 but never both. So you can create a global bool variable. Example bool Target1triggered = false; bool Target1_1triggered = false; then in Ontrigger you can set if ("Target1".Equals(shortName) && active) { Target1triggered = true; } if ("Target1_1".Equals(shortName) && active) { Target1_1triggered = true; } if (Target1triggered && Target1_1triggered) { // Your code } Or you check if the Trigger is enabled, normaly the trigger will be disabled (not the PassThru-Trigger) after activation. if (GamePlay.gpGetTrigger("Trigger1").Enable == false && GamePlay.gpGetTrigger("Target1_1").Enable == false) should became true |
You Wizzards of Code! Ok will put this together and test. let you know in a little while
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Isnt he sneaky :)
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Quote:
0:BoB_LW_StG77_Stab.000 after you land/crash/etc and create a new plane this one will be named: 1:BoB_LW_StG77_Stab.000 then next time 2:BoB_LW_StG77_Stab.000 etc. This also occurs with AI planes created using sub missions. WildWillie |
I thought about this a bit more, I think you can solve this by creating a separate void
The trick is keep the 2 triggers separate, but instead of calling the action or text from the trigger call a void You need a bool or interger count in the trigger to act as a reference that the condition has been met then call the void within the void have conditional if statement or switch, in the case of each bool or interger count being this state or value then call the result if it hasnt had both triggers call yet nothing happens, or you could call a text message "half the column destroyed" . the following might work, it is something I use for other things, but no real reason this wont work here for this. code itself may require tweaking a little, but you get the idea Code:
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Hey Smokeynz,
I got the full script working based on Kodiak's script above with a little tweaking, but was only working if the chiefs spawned from the beginning of the battle. If the Chiefs were flagged to 'spawn on sctipt' the triggers would not activate. So I have it all working great with the "bool Target1_1triggered = false;" script above. Kodiak came back to me with a possible fix to make the triggers activate if chiefs 'Spawn from script'. I gave it a quick go this morning before work but did not activate triggers, will test properly tonight. I will also give yours a shot as it is a different approach and would be interesting to see if "on the whole" it is a neater script or not. Will keep you both informed and send you the test mission tonight if I am stuck. |
yes both work, the difference notwithstanding a little more complex with a void and switch, is it catches the half completed case for your outcome, and also you could add more triggers, like switch(column) for cases of 3, 4, 5, 6 and so on then do different things at different levels.
In this way you can also have other trigger results interact with main counter. Case selection can be more useful when you want it more flexible for different outcomes. A bool is true or false, so you really have only 2 states or maybe an elseif as a third. bool true and falses can end up in sequential if statements and you can trap yourself |
Awesome I understand, I am keen to put your code together and see how it works. Will try tonight :D thanks Smokeynz
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Made some test with the TGroupDestroyed trigger
Found a additional problem with the TGroupDestroyed trigger, the trigger is only active before the group reached the endpoint. On the endpoint the trigger is automaticaly disabled. Seems to be a feature and not a bug, but i think its good to know. One of my test the 0_Chief had the shortest way (few meters), i don't destroy any target, only fly around. After the trigger is disabled automatically it no longer possible to activate the trigger. Server: Des_1 Trigger: True Server: Des_2 Trigger: True Server: Des_3 Trigger: True Server: -------------------------- Server: Des_1 Trigger: True Server: Des_2 Trigger: True Server: Des_3 Trigger: True Server: -------------------------- Server: Des_1 Trigger: True Server: Des_2 Trigger: True Server: Des_3 Trigger: True Server: -------------------------- Server: Des_1 Trigger: True Server: Des_2 Trigger: True Server: Des_3 Trigger: True Server: -------------------------- Server: Des_1 Trigger: False Server: Des_2 Trigger: True Server: Des_3 Trigger: True Server: -------------------------- Server: Die Schlacht ist beendet. My testscript and mission, the script shows the state of trigger every 10sec. : Code:
[PARTS] Code:
using System; |
Interesting, although not unexpected considering the detroyed trigger task is to activate on object destroyed, I mean how many times must it be kaput!
Probably a worth while exercise to look at all triggers in a similar way to see what "features" they have. For example, for the pass through trigger, from what I've seen it can be handled in a number of ways. if (shortName.Equals(shortName) && active) { //do somthing GamePlay.gpGetTrigger(shortName).Enable = false; } if you use only the following ,You can use the trigger in both true and false and it is always live. if (shortName.Equals(shortName)) { //do somthing } if you use only the following , it appears to only activate on true if (shortName.Equals(shortName) && active) { //do somthing } if you use only the following , it appears to only activate on true and disabled after use if (shortName.Equals(shortName) && active) { //do somthing GamePlay.gpGetTrigger(shortName).Enable = false; } So with that in mind, maybe leaving the following out of the destroy trigger it will stay live. GamePlay.gpGetTrigger(shortName).Enable = false; |
That is a very good point. I have completed the scripting and have it working for the moment, and is now uploaded on the ATAG test system (Destroy or defend the convoys).
But this find up here could tidy up the script a little or make for easier implementation. I think i have to read the above or draw some diagrams to get my head around it hehehe. Will run your test tonight |
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