Mav Posted January 21, 2010 Share Posted January 21, 2010 (edited) Hi This might be or might not be a bug in the "jump to end if..." logic code I tried a simple layout to check it. Spawn one unit with trigger5, let it have 4 waypoints to go to (1, 2, 3 or 4) with 4 different routes. Each route conditioned by a trigger (route to wp1 with trigger1, route to wp2 with trigger2 etc. etc.) and each route with a "if true delay with XX seconds" where route 2 is delayed 20 seconds, route 3 delayed 30 seconds and route 4 delayed 40 seconds. Thus the unit should spawn with trigger 5 and pick a route dependend on the next trigger choise and then jump to the chosen routes end after the delay. But the unit will just start moving towords waypoint 4. Feature or Bug ? Attached is a mission with this in it, only trigger for spawning is 1 and the routes are triggers 2,3,4 and 5. TESTRUN.rar Edited April 24, 2018 by Mav 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted January 21, 2010 Share Posted January 21, 2010 For clarification, the "Jump to end" command works ONLY for the very first route leading straight from the newly spawned unit to the first waypoint at the end of that route. It will be ignored if applied to a route originating from a waypoint. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted January 22, 2010 Moderators Share Posted January 22, 2010 Yep, this is a feature. The "jump to end" doesn't act like a warp, it instead acts as a way to have one unit spawn in multiple places depending on the jump to end condition on that unit's very first leg of a route. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted January 22, 2010 Members Share Posted January 22, 2010 The basic design principle - which is also the reason why you can't "un-spawn" a unit - is that the enemy, even if under computer control, must play by the rules. It may go to a place undetected, but can't disappear into thin air. Just like for decision making the enemy can refer only to known Blue units in a region and not magically know what the situation is (perfect knowledge is available only in scoring formulas). Instructors, as god-like as their powers may be, can only spawn reinforcements that were defined before mission start in places that the mission designer anticipated. If the students are so good that they are winning - let them :cool3:, and don't create reinforcements on the fly. 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted January 22, 2010 Author Share Posted January 22, 2010 (edited) Tacbat: Yep i am aware of that, and as you can see all 4 routes are originating from the unit it self, with each its condition. Volcano: That is exactly what i am trying to do. Unit 1E fx. I want unit 1E that is a single Tank to spawn and go to the end of one of the four routes attached to it if any of the routes fulfill criterias. I can do that with other criterias, but as soon as the criterias for the "move to end" is added a DELAY it fails. The idea originates from me trying to make a shooting range scenario, where i would like to add a lot of replayability. Thus having the targets pop up at different locations. I CAN do that as above if each route has its own unit that then spawns based on the route conditions and the routes are then unconditioned, but that takes 4 units instead of one, cluttering up the "end engagement" criteria for that single engagement. I then have to check 4 units for arrival to waypoint and members number instead of one unit's arrival to eather of 4 WP's and its members numbers. The usage of triggers are merly to simplify my attempt in the shooting range scenario, where the routes are based on two 50% chance events being true or not (gives 4 posisble outcomes). To lift the vail a little, i can not attach the shooting range scenario here as i aim to submit it to the next competition But here is a few shots of the Yano Multi Purpose Range Complex - Heavy from Ft. Knox that i have edited a little..... Edited January 22, 2010 by Mav 0 Quote Link to comment Share on other sites More sharing options...
GH_Lieste Posted January 22, 2010 Share Posted January 22, 2010 If the unit is 'on map' it can't be jump moved, this is only valid for the spawn entry - so rather than spawning the unit, then delaying until choosing the route you need to delay the arrival and then spawn and move to end if without an additional delay. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted January 22, 2010 Share Posted January 22, 2010 Try changing the conditions for the vehicle's "Spawn if..." to:If trigger WP1 or WP2 or WP3 or WP4 is setand then take out the delay in the route "Jump to end" conditions.Now, if you want to keep the delays, there is a way to do it. It takes a bit of scripting using Events to spawn the unit in question, but it can be done. I'll give you the solution if you haven't figured it out after a little while... :wink: 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted January 22, 2010 Author Share Posted January 22, 2010 No need Tacbat, thats how i have solved it for now. But i was wondering if i could "save" three units for every unit needed to shoot at, as that method will require 4 units to spawn for each its route to an alternative target pop-up. For all targets i have 3 alternatives based on chance, so the shooting will never be the same. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted January 22, 2010 Share Posted January 22, 2010 Well, here's the solution using extra events. Maybe this method will be useful in achieving your goal. The problem comes in using the"delay" with the spawning unit, which this scripting addresses. You'll need to setup 4 events per target, so it's not less work. TESTRUN.rar 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted January 22, 2010 Author Share Posted January 22, 2010 Much appreciated Tacbat - looking at it now. I made some error in my scenario now, so i get dropped to main menu when hitting TEST button or running it as a scenario..... Got a debugLog.txt if that helps any one to decipher it. Looks like its a missing armor type or something.. EDIT.... I removed a few blue PC's, amongst them a Pizzaro. That solved the problem. I have a copy of the bad TE should the coders need that. debugLog.txt 0 Quote Link to comment Share on other sites More sharing options...
Administrators Sean Posted January 23, 2010 Administrators Share Posted January 23, 2010 If you could post the broken scenario that would be great! 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted January 23, 2010 Author Share Posted January 23, 2010 I can email it to you - as i wrote before i aim to submit it to the next contest... You can contact me on: Mav at post dot cybercity dot dk 0 Quote Link to comment Share on other sites More sharing options...
GH_Lieste Posted January 23, 2010 Share Posted January 23, 2010 Hmm, if you have 2.483 installed correctly you should be able to use the Pizarro... Can you try just launching a new scn with a blank map and one player Pizarro, just to check you don't have a corrupt resource? 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted January 23, 2010 Author Share Posted January 23, 2010 No problem GH Lieste. I had the Pizzaro and the other PC's in the mission for a long time while building it. And it has worked for about 1Ā½ week now durring all my tests. But suddenly last night it came up with this error, and i tried to remove unit after unit after unit, testing after each removal to check. And when i moved the PC's it started working again. I then took the original mission and removed only the PC's and voila. So it has to be one of them (i guess) 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted January 24, 2010 Author Share Posted January 24, 2010 OK now i added two single M3A2 Bradlys and got the same dump to main menu right after click on TEST button. So it might be that vehicle and not the Pizzaro.I removed them again and the scenario plays just fine. 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted February 2, 2010 Author Share Posted February 2, 2010 Follow up A total reinstall solved all the issues i had here. Thanks very much to the help i got from you guys - its nice to be amongst such a helpfull bunch 0 Quote Link to comment Share on other sites More sharing options...
Mav Posted April 24, 2018 Author Share Posted April 24, 2018 Update........gheeee Ā Well... so far it looks like I'm going to get this done soon Might say that's about timeĀ 0 Quote Link to comment Share on other sites More sharing options...
Wardog Posted April 25, 2018 Share Posted April 25, 2018 All good then MavĀ 0 Quote Link to comment Share on other sites More sharing options...
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