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BoS Mission Editor tutorial 4 - Check Zones

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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Prangster
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BoS Mission Editor tutorial 4 - Check Zones

Post by Prangster » Sun Apr 12, 2015 8:22 pm

BoS Mission Editor tutorial 4 - Check Zones

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Re: BoS Mission Editor tutorial 4 - Check Zones

Post by Bunny » Sun Apr 12, 2015 10:41 pm

Cheers Prangster. Very interesting and useful. I will certainly be asking questions when we have our session.
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Re: BoS Mission Editor tutorial 4 - Check Zones

Post by Swallow » Sun Apr 12, 2015 10:58 pm

Great stuff, Prang. :-bd

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Re: BoS Mission Editor tutorial 4 - Check Zones

Post by Jacko » Mon Apr 13, 2015 9:13 am

Thanks Prangster.

I saw you un-checked enable in the AAA what was the significance of doing that or if you left it ticked
I understand this trigger is used for single player and the complex for MP.
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Re: BoS Mission Editor tutorial 4 - Check Zones

Post by Swallow » Mon Apr 13, 2015 2:13 pm

I think... if "enable" is ticked, the object materialises at the start of the mission. With it unticked, it appears when the "checkzone" trigger fires.

Another question would be if the flak gun would reappear for a second time if the player had crossed into the checkzone area, left it again, and after all that turned back and re-entered the zone!

[The group I looked at had elaborate spawning and deleting mechanisms. It'd be very cool if this simpler set-up did the trick just as well.]

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Re: BoS Mission Editor tutorial 4 - Check Zones

Post by Jacko » Mon Apr 13, 2015 2:48 pm

Swallow wrote:
[The group I looked at had elaborate spawning and deleting mechanisms. It'd be very cool if this simpler set-up did the trick just as well.]

I understood that it is a simpler method but not as versatile as the complex trigger. Despite people saying not to use them in MP it seems to work for me and as long as you have the "close" and "far" checks regulating the temperature in the bubble then I don't see why it won't work in MP
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Re: BoS Mission Editor tutorial 4 - Check Zones

Post by Swallow » Mon Apr 13, 2015 5:57 pm

Jacko wrote:
Swallow wrote:
[The group I looked at had elaborate spawning and deleting mechanisms. It'd be very cool if this simpler set-up did the trick just as well.]
I understood that it is a simpler method but not as versatile as the complex trigger. Despite people saying not to use them in MP it seems to work for me and as long as you have the "close" and "far" checks regulating the temperature in the bubble then I don't see why it won't work in MP
I don't think it's a question of the checkzone not working in MP. I think it'll work for AI objects in SP and MP. I think the problem is that it doesn't seem to work for human-controlled objects in MP. Testing, as always, continues!

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