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Hank Rearden

Three problems: ULB, Trigger Performance, JIP

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Mission breakdown: 47 player insertion to T-stan valley via 2x CH-47's with AH-64 support. AH-64 has integrated ULB which is supposed to allow for remote designation of priority targets before Ch-47s move in and allow for aerial recon/scouting. Objectives in the mission are patrol 'halts' which only require players to remain in a given radius for 15mins in order to time out the halts.

Enemy spawns are accomplished via trigger (probability of presence 75%) 30s into the halts which means players will or will not take contact at the halt markers. Regardless of contact status they are still required to complete the halts. Once halts have been completed, extraction to FOB is undertaken and FOB comes under attack a few minutes after they have been returned.

What I rely on: ULB module, various external scripts and timer triggers.

What my issues are:

1. ULB resynch. Mission requires respawn/JIP. Try as I might I can find zero documentation and no easy scripting commands that will allow for a multiplayer-friendly resynchronization of a respawned ULB with an AH-64. I can't even figure out how to synch a ULB properly to an empty AH-64 so it is available to the operators. Right now synchronizing a ULB to the ULB module and the module to an empty AH-64 makes it so that the ULB is only accessible from outside of the Apache. Synchronizing the module to the pilot units causes it to be accessible only while they are out of a vehicle. So very simply how do I:

a) Resynchronize a ULB to an Apache once the vehicle -OR- the ULB has respawned using the simple vehicle respawn script.

b) Synchronize a ULB to an empty vehicle while the crew spawn outside of it.

Sorry, I have searched extensively but there is no documentation on the use of the ULB in missions with respawn. The whole ULB feature is undersupported and underutilized from what I've seen but since it's 100% necessary for the mission I'm working on, I'd like to hear what alternatives there are.

2. Trigger timeout alternative. Right now 90% of the mission's functionality relies on 'BLUFOR PRESENT' triggers which either countdown 30s (to spawn groups of enemies with pop 75%) or which timeout 15min (to accomplish halt objectives). Is there an alternative to these triggers, which will activate when Blufor comes within 150m of say, an empty helipad or even a building with a specific ID and records the 15 minute timer's progress so that all JIP's might get a 'scheduled halt completed' message at the same time as players who initiated the halts. Right now my triggers check to make sure that the activating blufor are no more than 5m above the ground, making it so that infantry and not helicopters can initate the timeout. Current triggers look like:

        class Item1
       {
           position[]={9121.7168,203.17326,6749.3794};
           a=100;
           b=100;
           activationBy="WEST";
           timeoutMin=900;
           timeoutMid=900;
           timeoutMax=900;
           interruptable=1;
           age="UNKNOWN";
           expCond="this && obj_0 && {((getPosATL _x) select 2) < 5} count thislist > 0  ";
           expActiv="""1"" objStatus ""DONE""; MAG_tskObj1 setTaskState ""SUCCEEDED""; player setCurrentTask MAG_tskObj2; obj_1 = true; publicVariable ""obj_1"";";
           class Effects
           {
           };
       };

I understand the performance of triggers degrades because of the frequency with which they run. Also, from where I can see it, it is very difficult to update a JIP player as to the status of a timer trigger so that they will get the objective completed at the same time. I'm trying to minimize the numbers of triggers I have running in favour of scripting but have no idea even what I'd start doing (logically) to replace these triggers.

3. JIP always presents a challenge, and since I'm storing my mission specific objectives in publicvariables Obj_0, Obj_1 etc. I used the Briefing Manager to write the briefing I don't really know how to make it so that new players logging in to the server see the updated objective status. Mr. Murray's guide offers rudimentary advice on how to deal with this but I'm relatively new and inexperienced at coding/scripting etc. Any advice on how to make sure that the values of public variables are being stored on the server and resourced/accessed on new player connect would be most valuable. I have a working understanding of the logic but not even a remote idea of what the implementation would look like.

Did I mention I'm a code-novice?

Thanks in advance for any individual pieces of assistance you might be able to offer me.

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i was wondering if any progress has been made on this i am also interested in auto resync after respwan and i have read so many things and tried to adapts other scripts but no joy so far.

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