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  #1  
Old 03-14-2012, 05:29 PM
wildwillie wildwillie is offline
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Quote:
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())
From my testing, the 1: occurs when there are duplicate Objects created with the same name. If you spawn in your plane name will be something like:

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
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  #2  
Old 03-14-2012, 08:29 PM
Smokeynz Smokeynz is offline
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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:


private int column;

public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        base.OnTrigger(missionNumber, shortName, active);

if ("Target1".Equals(shortName) && active)       
{
column = column + 1;   
callcolumn();
GamePlay.gpGetTrigger(shortName).Enable = false;
}

if ("Target1_1".Equals(shortName) && active)       
{
column = column + 1;  
callcolumn();
GamePlay.gpGetTrigger(shortName).Enable = false;
}

}

private void callcolumn()
{

switch (column)
{
case 1
GamePlay.gpHUDLogCenter(" Half the Column destroyed!!!");

break;
case 2
column = 0;
GamePlay.gpHUDLogCenter("Column destroyed!!!");

break;
}

}
updated with minor corrections

Last edited by Smokeynz; 03-15-2012 at 06:12 AM.
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  #3  
Old 03-14-2012, 09:14 PM
hc_wolf hc_wolf is offline
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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.
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  #4  
Old 03-14-2012, 09:57 PM
Smokeynz Smokeynz is offline
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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

Last edited by Smokeynz; 03-14-2012 at 10:42 PM.
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  #5  
Old 03-14-2012, 10:03 PM
hc_wolf hc_wolf is offline
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Awesome I understand, I am keen to put your code together and see how it works. Will try tonight thanks Smokeynz
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  #6  
Old 03-15-2012, 08:43 AM
FG28_Kodiak FG28_Kodiak is offline
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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]
  core.100
  bob.100
[MAIN]
  MAP Land$English_Channel_1940
  BattleArea 251703 183294 91819 60561 10000
  TIME 12
  WeatherIndex 0
  CloudsHeight 1000
  BreezeActivity 10
  ThermalActivity 10
  player BoB_LW_LG2_I.000
[GlobalWind_0]
  Power 3.000 0.000 0.000
  BottomBound 0.00
  TopBound 1500.00
  GustPower 5
  GustAngle 45
[splines]
[AirGroups]
  BoB_LW_LG2_I.01
[BoB_LW_LG2_I.01]
  Flight0  1
  Class Aircraft.Bf-109E-4
  Formation FINGERFOUR
  CallSign 26
  Fuel 100
  Weapons 1
  Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3
[BoB_LW_LG2_I.01_Way]
  NORMFLY 288810.19 211014.55 500.00 300.00
  NORMFLY 290995.02 216329.47 500.00 300.00
[CustomChiefs]
[Chiefs]
  0_Chief Vehicle.AEC_Matador gb 
  2_Chief Vehicle.AEC_Matador gb 
  1_Chief Vehicle.AEC_Matador gb 
[0_Chief_Road]
  291352.13 215913.05 38.40  0 2 4.17
  291328.78 215953.20 38.40
[2_Chief_Road]
  291173.38 215887.72 38.40  0 5 2.08
  S 2563 0 0.80 40.00 P 291185.31 215916.13
  S 2563 0 0.62 20.00 P 291263.63 216119.81
  S 2563 0 0.24 20.00 P 291455.81 216619.78
  291470.13 216668.56 38.40
[1_Chief_Road]
  291638.69 216413.20 38.40  0 7 4.17
  S 2564 0 0.25 20.00 P 291552.34 216412.75
  S 2564 0 0.32 20.00 P 291449.75 216409.33
  S 2564 0 0.50 20.00 P 291139.50 216399.00
  S 2562 0 0.58 20.00 P 291026.44 216393.27
  S 2562 0 0.84 40.00 P 290816.22 216703.83
  290805.72 216727.70 38.40
[Stationary]
[Buildings]
[BuildingsLinks]
[Trigger]
  Des_1 TGroupDestroyed 0_Chief 50
  Des_2 TGroupDestroyed 1_Chief 50
  Des_3 TGroupDestroyed 2_Chief 50
Code:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using maddox.game;
using maddox.game.world;

public class Mission : AMission
{
    Stopwatch MessageTimer = new Stopwatch();

    public override void OnBattleStarted()
    {
        base.OnBattleStarted();

        MessageTimer.Start();
        MissionNumberListener = -1;
    }


    public override void OnActorDead(int missionNumber, string shortName, AiActor actor, List<DamagerScore> damages)
    {
        base.OnActorDead(missionNumber, shortName, actor, damages);
        GamePlay.gpLogServer(null, "Actor: {0}", new object[] { actor.Name() });
    }


    public override void OnTickGame()
    {
        base.OnTickGame();

        if (MessageTimer.Elapsed.TotalSeconds >= 10)
        {
            GamePlay.gpLogServer(null, "Des_1 Trigger: {0}", new object[] { GamePlay.gpGetTrigger("Des_1").Enable.ToString() });
            GamePlay.gpLogServer(null, "Des_2 Trigger: {0}", new object[] { GamePlay.gpGetTrigger("Des_2").Enable.ToString() });
            GamePlay.gpLogServer(null, "Des_3 Trigger: {0}", new object[] { GamePlay.gpGetTrigger("Des_3").Enable.ToString() });
            GamePlay.gpLogServer(null, "--------------------------", null);
            MessageTimer.Restart();
        }
    }


    public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        base.OnTrigger(missionNumber, shortName, active);
        
        GamePlay.gpLogServer(null, "Trigger: {0}", new object[] { shortName });
        GamePlay.gpHUDLogCenter(null, "Trigger: {0}", new object[] { shortName });

        GamePlay.gpGetTrigger(shortName).Enable = false;
    }

}
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  #7  
Old 03-15-2012, 07:10 PM
Smokeynz Smokeynz is offline
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Posts: 106
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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;
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