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Old 01-13-09, 12:20 PM   #1
jason210
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Default Getting Kill trigger to work

I've tried for several hours now to get a kill trigger to work.

To make a simple scenario as an example, lets say there is a a 688i and a Kilo. The Kilo is doing 12kts and is just 1nm away from the 688i, which is doing 3kts.

The solution is easy...K 48s in the water and in a few minutes BOOM! kilo dead. But it won't work as a trigger, not will it come up as an achieved goal.

How do I make this work? I've read the manual and even studied other custom missions I have downloaded. It's frustrating.

jason
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Old 01-13-09, 01:12 PM   #2
goldorak
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You want the 688 to attack the kilo automatically ? If yes, then you could use a script.
Otherwise you can usa a destination trigger, so that when the 688i comes into a predefined position, the trigger activates the script that enables the 688 to attack the kilo.
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Old 01-13-09, 01:44 PM   #3
Molon Labe
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There are at least two methods of using kill triggers.

The easiest is using an attached trigger, on page 1 of the trigger you'll have the option to make it a Kill trigger (I think it defaults to approach or destination for an attached trigger, so look for the drop down menu with one of those displayed.). On page 2 you'll have the option to set the amount of damage needed to fire the trigger.

You can also use doctrine language. To do this, create a standalone trigger and set it to automatic. Activate the doctrine language button, and select platform damage as the doctrine to use. There's no limit to now many doctrine tests the trigger can run, so you can test for as many kills/damages as you want with a single trigger.
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Old 01-13-09, 04:51 PM   #4
jason210
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Hi

The 688 is a player controlled sub. The kilo is AI.

I tried using the attached trigger, attaching it to the 688, "kill" option, 100% damage. But how do you associate the kill with the kilo?

I'll have a go at the doctrine method also.
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Old 01-13-09, 05:20 PM   #5
Molon Labe
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Quote:
Originally Posted by jason210
Hi

The 688 is a player controlled sub. The kilo is AI.

I tried using the attached trigger, attaching it to the 688, "kill" option, 100% damage. But how do you associate the kill with the kilo?

I'll have a go at the doctrine method also.
If you want to only have the kill count if it's done by the Kilo, then you can go to the 2nd page of the trigger and restrict who can accomplish it. You'll have options to restrict by side, country, class, platform, etc. If it's unrestricted, it will count no matter how the ship is killed.
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Old 01-13-09, 07:19 PM   #6
jason210
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No, the kill is done by the 688...but he manual says I should attach the trigger to the 688.

So, trigger is attached to 688, and designated "kill".

On the second page of the trigger, I have singled out the KILO platform.

I've sunk this repeatedly to test the trigger but it doesn't work.
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Last edited by jason210; 01-13-09 at 08:02 PM.
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Old 01-14-09, 12:09 AM   #7
Molon Labe
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Well there is your problem. Use a trigger attached to the platform you want to capture the killing of.

edit: good catch on the manual error.
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Old 01-14-09, 06:13 AM   #8
jason210
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Quote:
Originally Posted by Molon Labe
Well there is your problem. Use a trigger attached to the platform you want to capture the killing of.

edit: good catch on the manual error.
Thanks. Now it works. I guess all the other information about attached triggers is wrong too then?

I have made a liferaft spawn when the kilo is destroyed. Now I want my 688 to approach the liferaft and when it has fullfilled certain criteria for speed, depth, and duration, I want the liferaft to disappear, as if the 688 has picked up survivors.

What do I attach the trigger to for this, and what do I fill in on the first and second pages?
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Old 01-14-09, 09:20 AM   #9
Molon Labe
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Quote:
Originally Posted by jason210
Quote:
Originally Posted by Molon Labe
Well there is your problem. Use a trigger attached to the platform you want to capture the killing of.

edit: good catch on the manual error.
Thanks. Now it works. I guess all the other information about attached triggers is wrong too then?

I have made a liferaft spawn when the kilo is destroyed. Now I want my 688 to approach the liferaft and when it has fullfilled certain criteria for speed, depth, and duration, I want the liferaft to disappear, as if the 688 has picked up survivors.

What do I attach the trigger to for this, and what do I fill in on the first and second pages?
The liferaft. The trigger type is approach, and on the 2nd page you'll have the criteria to set the triggering platform (688) and other parameters like speed, depth, range. On the last page, the is a dropdown menu that let's you choose an action to be performed when the trigger is fired. Chose Remove Platform.
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Old 01-14-09, 12:50 PM   #10
jason210
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Thanks.

I tried had already tried what you suggested but it doesn't work.

May be you can take a look when you have the time?

http://www.students.asperokompetens.se/misc/test.zip

Thanks
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Old 01-14-09, 03:45 PM   #11
Molon Labe
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No problem.

First, let me teach you a little secret. The debrief file can be used to identify what triggers aren't firing, this lets you know if the problem is with a trigger or a script.

Here is what your debrief file looks like:

Quote:
Captain:,Molon Labe,Ship:,[US] Miami SSN755 (LOS ANGELES (688i)),Mission:,Pirate Submarine
100%,80,/,80
Resolution,Complete
Elapsed Time,00:22:35


Goals
Critical
Ming_destroyed,Complete,80
Non-Critical
(none)


Kills
MING,Ming 305,0
Damaged,(none)
Note the rescue trigger isn't listed here. There's your problem--the trigger didn't spawn. Go back to your dynamic group, increase the number of objects to two, and add the trigger.

This is the debrief from the working mission file, after making the change:

Quote:
Captain:,Molon Labe,Ship:,[US] Miami SSN755 (LOS ANGELES (688i)),Mission:,Pirate Submarine
100%,100,/,100
Resolution,Complete
Elapsed Time,00:11:52


Goals
Critical
Ming_destroyed,Complete,80
Non-Critical
rescue1,Complete,20


Kills
MING,Ming 305,0
Damaged,(none)
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Old 01-14-09, 05:11 PM   #12
jason210
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Thanks very much!

I never thought about the trigger counting as an object.
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Old 01-15-09, 01:30 AM   #13
Molon Labe
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You're welcome.

I don't blame you, that's sort of thing people don't think of until they get it wrong once.
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