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Old 03-19-2012, 11:26 PM
Smokeynz Smokeynz is offline
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Join Date: Apr 2011
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Yeah, bare in mind there is no documention regarding what each function is actually intended for, so many experiement to find out by trial and error to see what happens.

As noted before the action function seems to work(best) with ai actors.
(I could be wrong aswell, just haven't found reason why yet)
Generally it is used to create repeating ai cycles, the ai airgroup reaches trigger point and new group spawns and repeats.

Don't be afraid of using many small sub missions to do spawning, add in objects etc. In fact using sub missions has many advantages over using the main master mission for everything.

By utilising the trigger reponse to activate other cs code you can hijack the trigger to do far more operations in general.

Also note there are also bugs in source, and we find some things work in player server hosted then they don't work in dedicated hosting.

In general, the trigger/actions are simple setup operations for fairly simple mission design. (although it can be part of a larger set of missions).

There is a legacy hangover with old il246 mission design, many are trying to do everything in one mission. The basic problem with this is one mission can get large and very complex. By breaking aspects into sub missions, loaded by timers or triggers you lower the individual mission design difficulty.

Back to trigger and action, check you are using the correct trigger event.
You can trigger by army, passthrough, player etc.
Noting there is limits to this, for example you can't set to player and army, so army will allow ai aswell as players, also in army setup, if the ai get to the trigger first they interfere with player detection.

This is to do with the trigger, not the action.

I have a method of cs code where I bypass the trigger. The trigger is alive always and I reference the same location, but I treat ai and players separately in the cs code. In this way interferance is limited.

sorry if some of this is confusing(language as well)
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