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The Complex Trigger

Prangster is the Resident Expert on Battle of Stalingrad mission designing and building. He will impart his great wisdom within the hallowed halls of this room.

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Swallow
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The Complex Trigger

Post by Swallow » Thu Mar 19, 2015 6:11 pm

I'm a little confused. :-s :-?

I read some of the responses in the thread I started about Prangster's second tutorial (about making a coop mission). Most of the posts were about how various things didn't work, which were mostly worked through and sorted out over time. But this post was more interesting - about getting the complex trigger to work.

This afternoon I had time to have a look at this myself. I downloaded Prangster's example mission (TP_coop_test02). In it, the complex trigger is set as per the tutorial video:

Image

It didn't work. Setting "Germany" in the "country" box didn't work either. So, I edited the complex trigger as Emil had suggested, adding an OnObjectEnteredAlive event:

Image

This did the trick.

But the thing is, we've flown more or less that mission - and I'm assuming the triggers were set the way Prangster suggests. So, if they work on Prangster's game but not mine... why?

Looking at the Complex trigger's "advanced properties" window, in the "Objects Scripts List", there seems to be what looks like a path in the "Luascripts" folder to a bf109f4.txt file. When I open the "worldobjects" folder inside the "Luascripts" folder, it's more or less empty (I have a "mapemitters" folder, which may have been installed there by Veteran66's SP missions). I can find no bf109f4.txt file on my computer. Hm. :-?? Now I'm wondering if I have a whole bunch of .txt files missing from my install!

Anyway, the add event method seems to work.

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Re: The Complex Trigger

Post by Prangster » Thu Mar 19, 2015 6:42 pm

The method I showed was not correct, more a short cut. I'll post a future video showing a complex trigger but yes you should really use an event to export the trigger. It can also help to tick the entities box.
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Re: The Complex Trigger

Post by Swallow » Thu Mar 19, 2015 6:53 pm

Cool, Prang! :-bd

[I'm starting to rather enjoy pulling some of this mission editor apart! Next on the agenda - some of those weird seeming-feedback loops the campaign missions seem to employ. Each group looks like it's constantly checking whether to activate or deactivate... :-? Intereshting...]

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Re: The Complex Trigger

Post by Prangster » Thu Mar 19, 2015 7:53 pm

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Re: The Complex Trigger

Post by Jacko » Sun Mar 22, 2015 9:22 am

Thanks for the post Swallow. I too have traveled this path to BoS FME enlightenment. The on event was the key the check entity button did not make a difference.

I setup 2 Pe2's in my scratch mission and was surprised to see them and merrily chased after to blast with the cannon
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Re: The Complex Trigger

Post by Swallow » Thu Apr 09, 2015 9:43 am

Prangster wrote: I'll post a future video showing a complex trigger ...

Image


;)

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Re: The Complex Trigger

Post by Hunter » Thu Apr 09, 2015 11:11 am

This complex trigger business looks like it has the seeds of what you might call added value. That is without any tweaking from the mission builder a group could refly a mission and just but delaying/ speeding up/taking a different route or making a secondary target the primary one , produce a completely different game.
In other words we get two game s for the price (in effort) of one.

Am I right?
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Re: The Complex Trigger

Post by Jacko » Thu Apr 09, 2015 1:06 pm

Hunter wrote:This complex trigger business looks like it has the seeds of what you might call added value. That is without any tweaking from the mission builder a group could refly a mission and just but delaying/ speeding up/taking a different route or making a secondary target the primary one , produce a completely different game.
In other words we get two game s for the price (in effort) of one.

Am I right?
Probably. There are also lots of things that can be done with timers that produce a random result that could trigger off several different outcomes.

Try it and see ;) we need more than prangster in the mission team
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Re: The Complex Trigger

Post by Jacko » Thu Apr 09, 2015 1:09 pm

Swallow wrote:
Prangster wrote: I'll post a future video showing a complex trigger ...
Image
;)
Nice but not the original
Image
Special recognition - Odious Mission Designer
VVS Rank: Starshina of the 32nd IAD Fighter Aviation Regiment.
RAF Rank: F/Lt Jacko No1 Squadron (JX-J) & No1 Sqd Press Officer
LW Rank: Feldwebel

"Use speed get close, get closer and make every bullet count "

"The only proper defense is offense"
.......Air Vice-Marshall J.E "Johnnie" Johnson, RAF
https://www.tangmere-museum.org.uk/
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