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XyZspineZyX
07-23-2003, 03:12 PM
IF we had a list of triggers like these (Jane's WW2 Fighters) to use to create missions...we'd have the ability to create Offline missions on a timely basis. Mission building would easier, and the Offline missions created would be exciting, entertaining, and very unpredictable.

I really love the IL2-FB CFS, but the Full Mission Builder has finally gotten the best of me for Offline Mission Building. Review this list of triggers and how they're used in WW2F. The amazing thing is the Mission Builder in WW2F is one of the substantial things that still makes the old WW2F a very viable CFS, even today.

I could have a ball with the IL2-FB with a a toolkit like this to work with. As it is, it's a fair tool and the sim is great, but it takes hours to do anything. In plain, English it's a complete exercise in frustration, time consumption, and wasted effort.

There is a difference in requirements between Offline and Online Mission building:

Offline missions need objects to be at specific places and times for use and viewing by the PLAYER ONLY in the mission. Getting the objects and timing at the right place at the right times for use or viewing by the PLAYER sometimes takes hours to build.

Online missions need a lot going on, at a lot of times, for a lot of players, in different places and times to use and view in the mission.

I've paid the price by spending hundreds of hours building missions for IL2-FB. I think I've earned the right to say the FMB needs a new toolkit. I'm just sorry the FMB has not had any priority for updating with new tools to date.

---------------- /i/smilies/16x16_smiley-very-happy.gif

Introduction to Triggers to WW2F

A trigger is a device used to create gameplay elements at user specified times. For instance, a mission designer can create a trigger that will display a text message on the screen after a plane is destroyed. He can also create a trigger that will spawn a set of enemy planes after the player has entered a specific area of the map. There is an endless number of possibilities with triggers that will help to create randomness and replayability for all missions.
The basic idea behind the operation of a trigger is that one event in the game triggers another event. The first event is called a "check". Basically, the game is "checking" whether or not the event has passed, in order to trigger the second event. There are dozens of different checks supported in W.W.I.I Fighters. For instance, the mission designer may check whether or not a plane has been destroyed. He might also check whether a certain amount of time has passed. All of the check events available in the Mission Builder are outlined below.
After a check event has occurred, the trigger begins an "action" event. An action is an event that can happen instantaneously in the world, after the check event has occurred. For instance, a trigger could cause a tank to be destroyed or a plane to change its waypoint. Many of the actions do not necessarily correspond to real world events (e.g., a plane spawning at a specific point in the world), but they can enhance gameplay if used strategically.

II. What Can I Do with Triggers?

The basic operation of a trigger is very simple: one event in the game triggers another. WWII Fighters has taken this idea even further, by allowing two checks and two actions per trigger. A mission designer can require two checks to be successful before triggering the action. This situation is called "AND" because both check 1 and check 2 must be true before the action occurs. He may also choose to trigger an action when either of the two checks becomes true. This situation is called "OR" because either Check One or Check Two must be true before the action occurs.
In addition to having multiple checks within one trigger, WWII Fighters supports up to two actions. There is no logic involved in combining multiple actions, as with multiple checks. If there are two actions indicated for a particular trigger, both of them will be activated when the check is fulfilled.
Using the triggers as described above will lead to unpredictable and replayable missions. They can empower the mission designer to control the timing of events in W.W.I.I Fighters. Although creating each trigger as an independent entity is a very powerful tool, there might be situations where a second trigger should depend upon the results of a first trigger. To accommodate this situation, the game allows a trigger to "awake" a second trigger. This second trigger will not be processed by the game until the first trigger has completed its check. The main use for this complex nesting of triggers is to create a condition that should not be checked until another event has occurred in the game. For instance: If you wish to begin checking the health of a squadron of planes only after they have successfully wiped out the enemy, you would cause the "Check the Health of a Squadron" (Alive in Squad) trigger to awake after the "Wipe out the enemy" (Remaining in Squad) trigger has been fulfilled.

III. First Steps in Creating a Trigger

To create a trigger, select the Create option from the Trigger menu in the Mission Builder. This will create a blank template of a trigger. You must decide if you will use one or two checks and one or two actions for this trigger. Notice that the template of the trigger appears in the notepad in the lower right hand portion of the screen. The trigger is given a default name of "Trigger 1", which you can modify by left clicking in the box.
The two check fields should be set to "None" and the two action fields should be set to "No Action". If you click on one of the Check or Action tabs at the top of the notepad, you can set them. If you set more than one Check, you will need to modify the Logic field between the two checks. The default value is "First Only". You will need to decide whether the checks should use the AND logic or the OR logic. Please see Section II for an explanation of trigger check logic.

IV. Using Triggers to Indicate a Mission Objective

Triggers can be used to indicate a mission objective. If a trigger is tagged as a mission objective, it must be fulfilled in order for the mission to be a success. The game will generate a report upon exit of the mission detailing the pilot's performance relative to the mission objectives. If multiple mission objective triggers are set, all of them must be fulfilled for mission success.
To set a trigger as a mission objective, you must toggle the setting on the Info tab of the newly created trigger. At the bottom of the Info tab is a field called Objective, which can be set to either Yes or No.
V. Triggers Used From the Mission Builder
For convention, all references to Checks and Actions are in bold when there in game name is used.
Checks

TIME:
The time check is used to measure time elapsed in the game. The first field in the Mission Builder contains the check name "TIME". The second field contains the number of seconds. This check can be used in two ways: The first method is the most straightforward and involves counting the amount of time elapsed from the beginning of the simulation. If the mission designer puts in 60 seconds, the trigger system will perform the action after one minute of game time. The second method involves measuring time relative to a specific event in WWII Fighters. To read more about this method, see the "START A TRIGGER" action in the Actions section below.

WAYPOINT REACHED:
This check is used to detect when any plane in a particular flight reaches a waypoint. In order to use this trigger, there must be a wayset associated with the indicated flight. In the Mission Builder, there are pull down menus for selecting the flight and selecting its waypoint. This check will detect when any plane makes it to the waypoint. Even if three of the four planes in a flight are shot down, if the fourth makes it to the waypoint, the check will be fulfilled.

PLANE DAMAGED:
Plane Damaged is used to check if a specific plane has suffered a specific amount of damage. For instance, a mission designer could trigger an event when the player plane has suffered 50 percent or more of damage. There are pull down menus in the Mission Builder for choosing a specific flight and plane and its damage threshold.

REMAINING IN SQUAD:
In WWII Fighters, there are squadrons consisting of multiple flights of planes. Remaining in Squad is used to detect when the number of planes in the squad has dropped to a certain level. For instance, if you wish to trigger a squad of planes to return home when they have suffered a set number of casualties, you would use this check. In the Mission Builder, there is a pull down list of squad names, and an input box to enter the number of planes remaining.
ALIVE IN SQUAD: Alive in Squad is very similar to Remaining in Squad. Instead of detecting if a squad has a certain number of planes or fewer, it detects if there are a certain number of planes or greater. This trigger is more difficult to use because the condition it is checking for is very likely to be true at the beginning of the simulation. For instance, if you wished to detect if six B-17 bombers survive a mission originally containing 15, this check would be true at the beginning of the mission. (Since all 15 planes would still be alive). In order to use this trigger properly, it must be used in conjunction with the "START A TRIGGER" action detailed in the Actions section below.

OBJECT DAMAGED:
Object damaged detects if a bridge or structure sustains a certain amount of damage. To select an object for damage detection, there is a pull down menu with a "Select From Map" option. After choosing this option, you may select an icon from the mission map. There is also a pull down menu to select a damage threshold (in increments of 10 percent). Selecting 100 percent is equivalent to detecting the total destruction of the bridge or structure.

DIVISION HEALTH <=:
This check is used to determine if a division has suffered a certain amount of damage. Once the division sustains this amount or greater, the check will be fulfilled. Choose the division and the amount of damage from the pull down menus in the Mission Builder.

DIVISION HEALTH /i/smilies/16x16_smiley-mad.gif : This check operates like Division Health <=, except it checks if a division's health is greater than a specified threshold. This less than versus greater than relationship is the same as in "Remaining in Squad" versus "Alive in Squad". If you were to use this trigger at the beginning of the mission, it would automatically become true. For instance, if you wanted to check if a division still had 25 percent health or greater, you would use this trigger in conjunction with the "START A TRIGGER" action detailed in the Actions section below.

ALLIED DESTROYED:
The Allied Destroyed check is used to determine if a number of allied vehicles have been destroyed in a mission. Vehicles are divided into four subclasses: Armor, Artillery, Flak and Other. You must select which subclass of vehicle you wish to track from the pull down menu.

AXIS DESTROYED:
The Axis Destroyed check is used to determine if a number of axis vehicles have been destroyed in a mission. Vehicles are divided into four subclasses: Armor, Artillery, Flak and Other. You must select which subclass of vehicle you wish to track from the pull down menu.

FUEL LEVEL: The Fuel Level check is as straightforward as its name. If the indicated plane dips below a specified fuel level, the check will trigger an action. There are pull down menus to select a flight, a plane and an Input Box to enter a number of gallons.

RANDOM:
With the Random check, you can make your missions unpredictable and very replayable. In the Mission Builder, there is an input box to enter a number between 1 and 100. The larger the number, the higher the probability of the event occurring. The random check is executed only once. If it is used alone, it will be checked at the beginning of the game. If it is used with another check in an "AND", it will be checked whenever the other check is fulfilled.

CLOSE TO FLIGHT:
Close to Flight checks for any two flights coming within a certain distance of each other. There are pull down menus for each flight and an input box for the distance in meters.

CLOSE TO TARGET:
Close to Target checks if any plane in a specified flight reaches a certain distance of a target. The flight is selectable from a pull down menu, while the target is to be selected from the map. A target can be a tank, a bridge or a structure.

CLOSE TO DIVISION:
Close to Division is similar to Close to Target, except it measures the distance to a division of tanks.
Actions

CHANGE WAYPOINT:
Change waypoint causes all of the planes in the indicated flight to change their current waypoint. There are pull down menus to select a flight and to select the waypoint. In order to input a waypoint change for a flight, you must first assign a wayset to that flight.

PLAY SOUND:
Play sound will play a pre-recorded voice sample when triggered. There is a list of phrases in a pull down menu that will be played when this action is triggered.

DISPLAY TEXT:
Display text will add a message to the message area in the lower left-hand corner of the screen. To input a new message, click in the Input Box to activate the cursor. You must press "Enter" after inputting the message to save it.

DAMAGE PLANE:
Damage plane will automatically apply damage to a specific plane. There are pull down menus to select the flight, the plane, and the amount of damage.

DAMAGE OBJECT:
Damage object will apply damage to bridges or buildings. Note that bridges are displayed on the mission map by enabling them from the View menu. You can only select buildings that have been added manually from within the Mission Builder.

AWAKEN OBJECT:
Setting the Awaken Object action will cause the indicated plane or tank to be "put to sleep" until the action becomes true. This will allow you to control when a plane or tank appears in the game.

END SIM:
End sim will immediate end the game, returning you to the Debrief Screen.

PARA DROP:
Para Drop can be set to cause a C-47 transport plane or an He 111 to drop paratroopers. To use this action, you must first create a C-47 or He 111, then use the "Select from Map" option in the Mission Builder to assign the Para Drop.

START A TRIGGER:
Start a trigger is used to delay the start of another trigger. For instance, if you wished to create a series of timed messages that did not begin until another event in the game occurred, you would use Start A Trigger. Start A Trigger allows you to nest triggers and to cascade their logic. If you select a trigger from the pull down menu, you will be "putting this trigger to sleep." It will not be checked in the game until after the Start a Trigger action is performed.
As mentioned in the section explaining the Time check, Start a Trigger will cause the Time check to behave differently. Instead of counting time from the beginning of the simulation, a Time check that is put to sleep by Start a Trigger will begin counting time when it awakes.

XyZspineZyX
07-23-2003, 03:12 PM
IF we had a list of triggers like these (Jane's WW2 Fighters) to use to create missions...we'd have the ability to create Offline missions on a timely basis. Mission building would easier, and the Offline missions created would be exciting, entertaining, and very unpredictable.

I really love the IL2-FB CFS, but the Full Mission Builder has finally gotten the best of me for Offline Mission Building. Review this list of triggers and how they're used in WW2F. The amazing thing is the Mission Builder in WW2F is one of the substantial things that still makes the old WW2F a very viable CFS, even today.

I could have a ball with the IL2-FB with a a toolkit like this to work with. As it is, it's a fair tool and the sim is great, but it takes hours to do anything. In plain, English it's a complete exercise in frustration, time consumption, and wasted effort.

There is a difference in requirements between Offline and Online Mission building:

Offline missions need objects to be at specific places and times for use and viewing by the PLAYER ONLY in the mission. Getting the objects and timing at the right place at the right times for use or viewing by the PLAYER sometimes takes hours to build.

Online missions need a lot going on, at a lot of times, for a lot of players, in different places and times to use and view in the mission.

I've paid the price by spending hundreds of hours building missions for IL2-FB. I think I've earned the right to say the FMB needs a new toolkit. I'm just sorry the FMB has not had any priority for updating with new tools to date.

---------------- /i/smilies/16x16_smiley-very-happy.gif

Introduction to Triggers to WW2F

A trigger is a device used to create gameplay elements at user specified times. For instance, a mission designer can create a trigger that will display a text message on the screen after a plane is destroyed. He can also create a trigger that will spawn a set of enemy planes after the player has entered a specific area of the map. There is an endless number of possibilities with triggers that will help to create randomness and replayability for all missions.
The basic idea behind the operation of a trigger is that one event in the game triggers another event. The first event is called a "check". Basically, the game is "checking" whether or not the event has passed, in order to trigger the second event. There are dozens of different checks supported in W.W.I.I Fighters. For instance, the mission designer may check whether or not a plane has been destroyed. He might also check whether a certain amount of time has passed. All of the check events available in the Mission Builder are outlined below.
After a check event has occurred, the trigger begins an "action" event. An action is an event that can happen instantaneously in the world, after the check event has occurred. For instance, a trigger could cause a tank to be destroyed or a plane to change its waypoint. Many of the actions do not necessarily correspond to real world events (e.g., a plane spawning at a specific point in the world), but they can enhance gameplay if used strategically.

II. What Can I Do with Triggers?

The basic operation of a trigger is very simple: one event in the game triggers another. WWII Fighters has taken this idea even further, by allowing two checks and two actions per trigger. A mission designer can require two checks to be successful before triggering the action. This situation is called "AND" because both check 1 and check 2 must be true before the action occurs. He may also choose to trigger an action when either of the two checks becomes true. This situation is called "OR" because either Check One or Check Two must be true before the action occurs.
In addition to having multiple checks within one trigger, WWII Fighters supports up to two actions. There is no logic involved in combining multiple actions, as with multiple checks. If there are two actions indicated for a particular trigger, both of them will be activated when the check is fulfilled.
Using the triggers as described above will lead to unpredictable and replayable missions. They can empower the mission designer to control the timing of events in W.W.I.I Fighters. Although creating each trigger as an independent entity is a very powerful tool, there might be situations where a second trigger should depend upon the results of a first trigger. To accommodate this situation, the game allows a trigger to "awake" a second trigger. This second trigger will not be processed by the game until the first trigger has completed its check. The main use for this complex nesting of triggers is to create a condition that should not be checked until another event has occurred in the game. For instance: If you wish to begin checking the health of a squadron of planes only after they have successfully wiped out the enemy, you would cause the "Check the Health of a Squadron" (Alive in Squad) trigger to awake after the "Wipe out the enemy" (Remaining in Squad) trigger has been fulfilled.

III. First Steps in Creating a Trigger

To create a trigger, select the Create option from the Trigger menu in the Mission Builder. This will create a blank template of a trigger. You must decide if you will use one or two checks and one or two actions for this trigger. Notice that the template of the trigger appears in the notepad in the lower right hand portion of the screen. The trigger is given a default name of "Trigger 1", which you can modify by left clicking in the box.
The two check fields should be set to "None" and the two action fields should be set to "No Action". If you click on one of the Check or Action tabs at the top of the notepad, you can set them. If you set more than one Check, you will need to modify the Logic field between the two checks. The default value is "First Only". You will need to decide whether the checks should use the AND logic or the OR logic. Please see Section II for an explanation of trigger check logic.

IV. Using Triggers to Indicate a Mission Objective

Triggers can be used to indicate a mission objective. If a trigger is tagged as a mission objective, it must be fulfilled in order for the mission to be a success. The game will generate a report upon exit of the mission detailing the pilot's performance relative to the mission objectives. If multiple mission objective triggers are set, all of them must be fulfilled for mission success.
To set a trigger as a mission objective, you must toggle the setting on the Info tab of the newly created trigger. At the bottom of the Info tab is a field called Objective, which can be set to either Yes or No.
V. Triggers Used From the Mission Builder
For convention, all references to Checks and Actions are in bold when there in game name is used.
Checks

TIME:
The time check is used to measure time elapsed in the game. The first field in the Mission Builder contains the check name "TIME". The second field contains the number of seconds. This check can be used in two ways: The first method is the most straightforward and involves counting the amount of time elapsed from the beginning of the simulation. If the mission designer puts in 60 seconds, the trigger system will perform the action after one minute of game time. The second method involves measuring time relative to a specific event in WWII Fighters. To read more about this method, see the "START A TRIGGER" action in the Actions section below.

WAYPOINT REACHED:
This check is used to detect when any plane in a particular flight reaches a waypoint. In order to use this trigger, there must be a wayset associated with the indicated flight. In the Mission Builder, there are pull down menus for selecting the flight and selecting its waypoint. This check will detect when any plane makes it to the waypoint. Even if three of the four planes in a flight are shot down, if the fourth makes it to the waypoint, the check will be fulfilled.

PLANE DAMAGED:
Plane Damaged is used to check if a specific plane has suffered a specific amount of damage. For instance, a mission designer could trigger an event when the player plane has suffered 50 percent or more of damage. There are pull down menus in the Mission Builder for choosing a specific flight and plane and its damage threshold.

REMAINING IN SQUAD:
In WWII Fighters, there are squadrons consisting of multiple flights of planes. Remaining in Squad is used to detect when the number of planes in the squad has dropped to a certain level. For instance, if you wish to trigger a squad of planes to return home when they have suffered a set number of casualties, you would use this check. In the Mission Builder, there is a pull down list of squad names, and an input box to enter the number of planes remaining.
ALIVE IN SQUAD: Alive in Squad is very similar to Remaining in Squad. Instead of detecting if a squad has a certain number of planes or fewer, it detects if there are a certain number of planes or greater. This trigger is more difficult to use because the condition it is checking for is very likely to be true at the beginning of the simulation. For instance, if you wished to detect if six B-17 bombers survive a mission originally containing 15, this check would be true at the beginning of the mission. (Since all 15 planes would still be alive). In order to use this trigger properly, it must be used in conjunction with the "START A TRIGGER" action detailed in the Actions section below.

OBJECT DAMAGED:
Object damaged detects if a bridge or structure sustains a certain amount of damage. To select an object for damage detection, there is a pull down menu with a "Select From Map" option. After choosing this option, you may select an icon from the mission map. There is also a pull down menu to select a damage threshold (in increments of 10 percent). Selecting 100 percent is equivalent to detecting the total destruction of the bridge or structure.

DIVISION HEALTH <=:
This check is used to determine if a division has suffered a certain amount of damage. Once the division sustains this amount or greater, the check will be fulfilled. Choose the division and the amount of damage from the pull down menus in the Mission Builder.

DIVISION HEALTH /i/smilies/16x16_smiley-mad.gif : This check operates like Division Health <=, except it checks if a division's health is greater than a specified threshold. This less than versus greater than relationship is the same as in "Remaining in Squad" versus "Alive in Squad". If you were to use this trigger at the beginning of the mission, it would automatically become true. For instance, if you wanted to check if a division still had 25 percent health or greater, you would use this trigger in conjunction with the "START A TRIGGER" action detailed in the Actions section below.

ALLIED DESTROYED:
The Allied Destroyed check is used to determine if a number of allied vehicles have been destroyed in a mission. Vehicles are divided into four subclasses: Armor, Artillery, Flak and Other. You must select which subclass of vehicle you wish to track from the pull down menu.

AXIS DESTROYED:
The Axis Destroyed check is used to determine if a number of axis vehicles have been destroyed in a mission. Vehicles are divided into four subclasses: Armor, Artillery, Flak and Other. You must select which subclass of vehicle you wish to track from the pull down menu.

FUEL LEVEL: The Fuel Level check is as straightforward as its name. If the indicated plane dips below a specified fuel level, the check will trigger an action. There are pull down menus to select a flight, a plane and an Input Box to enter a number of gallons.

RANDOM:
With the Random check, you can make your missions unpredictable and very replayable. In the Mission Builder, there is an input box to enter a number between 1 and 100. The larger the number, the higher the probability of the event occurring. The random check is executed only once. If it is used alone, it will be checked at the beginning of the game. If it is used with another check in an "AND", it will be checked whenever the other check is fulfilled.

CLOSE TO FLIGHT:
Close to Flight checks for any two flights coming within a certain distance of each other. There are pull down menus for each flight and an input box for the distance in meters.

CLOSE TO TARGET:
Close to Target checks if any plane in a specified flight reaches a certain distance of a target. The flight is selectable from a pull down menu, while the target is to be selected from the map. A target can be a tank, a bridge or a structure.

CLOSE TO DIVISION:
Close to Division is similar to Close to Target, except it measures the distance to a division of tanks.
Actions

CHANGE WAYPOINT:
Change waypoint causes all of the planes in the indicated flight to change their current waypoint. There are pull down menus to select a flight and to select the waypoint. In order to input a waypoint change for a flight, you must first assign a wayset to that flight.

PLAY SOUND:
Play sound will play a pre-recorded voice sample when triggered. There is a list of phrases in a pull down menu that will be played when this action is triggered.

DISPLAY TEXT:
Display text will add a message to the message area in the lower left-hand corner of the screen. To input a new message, click in the Input Box to activate the cursor. You must press "Enter" after inputting the message to save it.

DAMAGE PLANE:
Damage plane will automatically apply damage to a specific plane. There are pull down menus to select the flight, the plane, and the amount of damage.

DAMAGE OBJECT:
Damage object will apply damage to bridges or buildings. Note that bridges are displayed on the mission map by enabling them from the View menu. You can only select buildings that have been added manually from within the Mission Builder.

AWAKEN OBJECT:
Setting the Awaken Object action will cause the indicated plane or tank to be "put to sleep" until the action becomes true. This will allow you to control when a plane or tank appears in the game.

END SIM:
End sim will immediate end the game, returning you to the Debrief Screen.

PARA DROP:
Para Drop can be set to cause a C-47 transport plane or an He 111 to drop paratroopers. To use this action, you must first create a C-47 or He 111, then use the "Select from Map" option in the Mission Builder to assign the Para Drop.

START A TRIGGER:
Start a trigger is used to delay the start of another trigger. For instance, if you wished to create a series of timed messages that did not begin until another event in the game occurred, you would use Start A Trigger. Start A Trigger allows you to nest triggers and to cascade their logic. If you select a trigger from the pull down menu, you will be "putting this trigger to sleep." It will not be checked in the game until after the Start a Trigger action is performed.
As mentioned in the section explaining the Time check, Start a Trigger will cause the Time check to behave differently. Instead of counting time from the beginning of the simulation, a Time check that is put to sleep by Start a Trigger will begin counting time when it awakes.

XyZspineZyX
07-23-2003, 04:52 PM
nearmiss...
Oleg is well aware of WW2F.

And I do agree with you that WW2F, it's shortcomings aside, is still an awesome game (especially with those spring terrain textures!).

And I think that we all agree that trigger support in the FMB would be really cool.

I just think it's not going to happen with the current format of IL2:FB.

The logic of the AI would have to be changed completely. Perhaps the next sim.

Oleg: PLEASE feel free to give me an Olegism.

"Surely, you must be not correct, the feature is making way in the next patch."

XyZspineZyX
07-23-2003, 05:08 PM
tolwyn.com

You said, "- The logic of the AI would have to be changed
completely. Perhaps the next sim." I've never read that anywhere before.

If that is the situation, why hasn't the IL2-FB development team just said it.

I have read from some of Oleg's postings that the Offline player was the most prevalent user, but it just seems the updates and patches seem to address the Online players.

I do love the IL2-FB, but the current FMB tools just make it too tedious and time consuming to build offline missions.

I appreciate your response.

------------------- /i/smilies/16x16_smiley-very-happy.gif

XyZspineZyX
07-23-2003, 06:58 PM
Bump


http://members.cox.net/miataman1/wurger.bmp

XyZspineZyX
07-24-2003, 10:01 AM
yepp... triggers are needed, you can't build real cool missions now...

< !-- sig -->
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Your life will only last until it reaches you.
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The spice extends life, the spice expands consciousness. The spice is vital to space travel. Travel without moving.

XyZspineZyX
07-24-2003, 08:26 PM
triggers, triggers, triggers!



and some more triggers!

XyZspineZyX
07-24-2003, 09:54 PM
I don't know if this has been said b4, but...

Triggers. That, and flights of more than 4 planes (so we can use the destroy % target for more than 4 planes).

Then on the second day, it was made bug free, and He saw that it was good.

XyZspineZyX
07-25-2003, 01:18 AM
-- and flights of more than 4 planes

That, and user defined altitude staggering of each batch of 4 planes, perhaps slightly randomized within the defined limits.



Message Edited on 07/25/0312:19AM by LEXX_Luthor

XyZspineZyX
07-25-2003, 05:48 AM
And premade sets of objects. Like airfield defenses, armor units, bridge defenses, etc. Just pick one and set it at the desired location. So a bunch of airfields could get AAA set up really quick that way, for example.

Oh, and day 1 hour 1 after the original IL-2 came out, I read a post here about someone asking for.....

TRIGGERS!!!!!!!!

<img src=http://www.simops.com/graphics/wildcard.gif>

IRON SKIES
As real as you want it to be.

XyZspineZyX
07-25-2003, 07:40 AM
Bump for triggers.

I'd be happy just to get trigger which launches planes from field when you wander to a distant but occupied field. Of course people could make campaigns where couple of planes patrol every field, but that would eat unnecessarily resouces. However with triggers you could create "living" world with small resources.

But as said there is LOTS of other uses too for triggers.

XyZspineZyX
07-25-2003, 10:59 AM
^ agreed
|

XyZspineZyX
07-25-2003, 11:18 AM
tricky triggers please

++ 88.IAP_Manuc ++

XyZspineZyX
07-25-2003, 04:14 PM
I agree, A trigger based mission design could really improve the gameplay to a more dynamic one. As well it would be nice to add ai planes to multiplayer games (not coop) (maybe activateing by trigger).