Gibsonm Posted January 26 Share Posted January 26 (edited) I have a large scenario that to date has been running OK (some glitches to resolve). Until recently all the units have been player owned. I have yesterday started to make the ownership of some units "Player if ..." in order to break it down into bite sized pieces, so the player can play just part if they want and the rest will run on scripts. These "Player if ..." statements are Trigger based. e.g. A Trigger is "Player controls Combat Team X" If that Trigger is selected then the elements of Combat Team X are controlled by the player, while the others are scripted (AI controlled). Most units have at most three Triggers (Player controls everything, Player controls Cbt Team X, Player controls Y Platoon within Cbt Team X) with "OR" conditions. The issue is that now, even if I select "Player controls everything" scripting that worked fine previously is now going off the rails. Units not moving forward from battle positions, even if the "embark if ..." statement is satisfied. Units moving forward (or back) off routes (there is no square displayed showing the formation, etc.) so the subsequent routes are not used. ... I'm assuming this ownership choice should make no difference, esp. if I select "all" but just seeking confirmation that this is not a known issue, before I audit all 1500+ waypoints to try and find out what has gone wrong. Edited January 26 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted January 26 Members Share Posted January 26 Ownership should be completely independent from waypoints (unless referenced in the ownership condition). I agree, this sounds fishy. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 26 Author Share Posted January 26 Initial update: I've asked someone else to run this as a "tester". That person is running it as an "Offline Session" to confirm a player's experience (No Mission Editor, No accelerated time, Not a Network Session as a Host). Their outcomes to date: 1st run: Control Everything - Cbt Team X stops part way. 2nd run: Selected another Cbt Team (i.e. Cbt Team X scripted) -- Cbt Team X works as planned. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 26 Author Share Posted January 26 3rd run (underway now): They will select Ownership of Cbt Team X but just observe the scripting. That is they "own" the units via the Trigger, but they will issue no commands. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 26 Author Share Posted January 26 Outcome: 3rd run: Control Cbt Team X only - Cbt Team X stops part way. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 26 Author Share Posted January 26 Update: If the Tester, selects a unit in Cbt Team X and hits "C" - resume route, that particular unit obeys the scripting, at least until the next waypoint. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 27 Author Share Posted January 27 Just had a thought. Taking ownership doesn't now mean "Disregard the scripted command and rely on the Player" does it? That wasn't the case previously. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted January 27 Members Share Posted January 27 It definitely shouldn't. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted January 27 Moderators Share Posted January 27 In almost every case, the best thing to do is try to simplify the logic behind the condition. If the logic is based on too many variables, then its difficult to guarantee the outcome. I am speaking from a very general sense here, in scenario design, that usually every logical condition can be simplified by approach it from another way (such as, rather than units arriving at exact waypoints, use a transparent box as a region it enters, instead). 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 28 Author Share Posted January 28 13 minutes ago, Volcano said: In almost every case, the best thing to do is try to simplify the logic behind the condition. If the logic is based on too many variables, then its difficult to guarantee the outcome. I am speaking from a very general sense here, in scenario design, that usually every logical condition can be simplified by approach it from another way (such as, rather than units arriving at exact waypoints, use a transparent box as a region it enters, instead). Agreed but I think its pretty simple already. There is a choice of three Triggers: Platoon X is player controlled if the player chooses: a. Trigger 1 - Control all units (which includes Platoon X), or b. Trigger 2 - Control Cbt Team Y (which includes Platoon X), or c. Trigger 3 - Control Platoon X only More detail to follow separately. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted January 28 Moderators Share Posted January 28 OK, yeah that should be simple enough. 0 Quote Link to comment Share on other sites More sharing options...
Members Retro Posted February 28 Members Share Posted February 28 Sorry, by 'worked previously' you mean before 4.363? Can you nail down a version where it still worked (sorry I have to confess that I'm not 100% sure about the PE version numbers..) 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted February 28 Author Share Posted February 28 @Retro I'll respond in the relevant thread. 0 Quote Link to comment Share on other sites More sharing options...
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