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Author Topic: trigger substitute  (Read 2003 times)

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Thrasher

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trigger substitute
« on: November 26, 2019, 09:29:58 AM »

Hi guys,
For many years I have flown IL2 1946 4.12.2 HSFX 7.0.3  And i have a love affair with the trigger mod and have a dozen creative ways in which the triggers can be utilized.

However I have VERY recently switched to a BAT version of the game and am enjoying the exploration of all the new C&C mods etc.  But there is no Trigger function (That's an HSFX thing, I think).  So I'm just wondering how you mission builders control the scenario in the absence of triggers?  What tricks do you have up your sleeves to fine tune the timing, altitude, probability percentage etc of your enemy AIs?

Is there a BAT version of Triggers or is that function called something different?

Cheers

P.S.  Does this forum site have a function that sends you an email notification when somebody replies to your post?
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SAS~Storebror

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Re: trigger substitute
« Reply #1 on: November 26, 2019, 09:32:15 AM »

Is there a BAT version of Triggers
Nope.

Does this forum site have a function that sends you an email notification when somebody replies to your post?
Yes, click on "Notify" in the upper right of the thread.

]cheers[
Mike
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APO

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Re: trigger substitute
« Reply #2 on: January 21, 2020, 04:30:09 AM »

(First post here on SAS)

Hi!

There are a couple of tools that can help you, and achieve some of the "trigger" logic. They come from the Command & Control mod.

Check out the C&C_MissionTools type in the Full Mission Builder, you should get what you are looking for.
B.A.T book 03 (Operation sea lion: download link is on this post: (https://www.sas1946.com/main/index.php/topic,56370.0.html look for batbooks 01-03)) has a good description of what these objects achieve, even though you might be able to find a more recent description of it.

I think the ones you might be the most interested in are the RandomPlanes ones, which remove aicraft. So you can achieve the randomisation of present aircraft with this by combining them.
You cannot modify the probabilities of the randomizers, but combining them will help. For example, placing two randomizers at the same spot will give the aicraft a 25% chance of appearance(50% chance twice).

But C&C is not limited to that, and has a lot more to offer, I encourage you to take a look at the different randomizers as well as the spotters.

There is one thing that I don't know how to achieve that the trigger achieve is the appearance of aircraft when entering the trigger zone. If there is a way, I don't know it.

Hope this helps!
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cbradbury

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Re: trigger substitute
« Reply #3 on: January 21, 2020, 05:42:11 AM »

Another useful tool is the fact that if multiple missions are placed on the same line of a campaign.ini file the game will select one at random. I use this a lot - it is often simpler and quicker to create/adapt two or more mission files than to mess about with randomness within an individual mission file.

One quick example: in my recent 'pioneers of flight' mission pack for DOF I simulated engine failure by having multiple versions of the same mission on one line in a campaign, but changing the fuel loadout in each mission. As long as the user does not sneak a peek at the fuel for their aircraft, this produces a 'near enough' random engine failure.
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Vampire_pilot

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Re: trigger substitute
« Reply #4 on: January 21, 2020, 08:05:05 AM »

Yeah, such code is not easily just duplicated. It's quite a lot of work someone has to assgin themselves to.

I am just used to mission building without this, since I never used HSFX. But I never really missed them to get stuff done in missions, I don't even know exactly what they do. When I build a mission and want to have a planned encounter I have to make sure the enemy is met at all by planning the tracks in such a way that the have to meet up and also give a big buffer. Let them fly parallel/head on parallel for a prolonged way. No perfet timing is needed to meet.

Or set one force to patrol over a certain area and let the other force fly through that area. Ecounter ensured.
You can simulate enemy just taking off by setting the patrol altitude low so they have to climb up to you like they had just taken off.

Percentage of encounter can't be set, but somehow simulated. In a campaign cbradbury has mentioned an option.
But there's rarely fun in avoiding contact so I never had the need for that.

But you can reduce chances of encountering an enemy by setting the waypoits so you'd have only a very small window where you'd actually meet the other flight. If you're too late or too early, you'll miss them. Depends on pilot behavior and adds an element of randomness.

What specific other solution would you want to talk about?

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Plowshare

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Re: trigger substitute
« Reply #5 on: January 21, 2020, 08:26:33 AM »

You can simulate enemy just taking off by setting the patrol altitude low so they have to climb up to you like they had just taken off.

Oh man, I like that! I have spent countless hours trying to time sections/flights come over an airfield/air base at just the right time. The longer the mission the harder it is to get the timing even close. This will do the trick nicely.

I get a kick out of finding gems like this even though I've been making missions in Il-2 since 2002.

Bob
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KevinHoggard

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Re: trigger substitute
« Reply #6 on: January 21, 2020, 09:06:57 AM »

You can experiment with patrol patterns, how many circuits and distance. I do this a lot for encounters. I set the enemy flight to arrive pretty early set a patrol pattern, typically give them like 10 circuits, and set the distance sometimes as far out as 20-25 km, just for randomness. If I want a fight no matter what, set it to 5-10 km.
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Thrasher

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Re: trigger substitute
« Reply #7 on: March 10, 2020, 12:22:19 PM »

Thanks gentlemen,

I appreciate your help and i will experiment with the options you've all suggested.

Cheers
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