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#161 Genius

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Posted 12 August 2017 - 10:18

S!

 

The object has to exist to do the mission. Once the mission is complete the object can be removed.

 

For variety and re-playability, I use several objects with the same name. They are enabled and set to Neutral. When the mission starts, a random selection is made to change one object from neutral to the desired country. The randomizer also deletes the other objects that are not being used. That way we can have several locations for a recon but you never know which one will be active. The location can be kept secret or it can be linked to a repeating mission objective subtitle.

 

Re,

 

We need to use static objects (building) with entities or we need to use vehicles only (train, car, etc...) ? Or we can use both ?

 

Is possible to spawn all this objects at the recon plane spawn, delete them after 10 second and before the recon plane enter on the recon area made a new spawn of this objects (to delete them after the recon plane quit zone) ?

 

Bye

 

Genius


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#162 Deciman

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Posted 12 August 2017 - 18:51

Ok, tested...

Spawning them short before the flash is triggered (player spawned)

and deleting them about 10 seconds later works.

What kind of object it is (Vehicle, Train, Building, ...) doesn't matter.
But it has to be an enemy entity...

 

Random will also work.
Just needs to enable / disable the initial spawning of the targets
and connect them all to the flash.

 

Renaming an Airfield to '!PR Home' would partially work for a successful recon when landing there.

For the flash it works, but nor for RoF itself.

The airfield will be shown as '!PR Home' on the map in that case.

 

Deci

 

Edit: Further Test
An own Airfield without the !PR Home entity will not work.
 


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#163 JG1_Butzzell

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Posted 12 August 2017 - 21:13

S!

 

In the movie the "Prestige" David Bowie  plays Nikola Tesla. A magician wants him to make a "Transporter". When it is tested, something is not quite right. Tesla says" These things don't always work as intended.".  It is very much the same in RoF mission building.

 

Any object that can be a recon target. The problem with buildings is that they can not be deactivated. They must be a linked entity.

 

For tournament play, all recon objects spawn as enabled linked entities with a country designation as neutral. A random selector hits a behavior MCU  to change one to the appropriate country and disable the unused entities.

 

While that works for tournament play it is another thing entirely for what FourSpeed asked.  While resetting the randomizer for multiple play is easy, having it ignore a prior output is not. I tried a couple of different randomizer set ups and a few discriminator series. None really worked as intended. Then I realized that that was not necessarily the goal. The goal is to have a random order for the recon execution. That was not all that easy either. Same thing with the random reset. What eventually developed was a set of four recon targets and four series with a different order of execution.

 

The attached file is actually a mission. That way all the Subtitle text is included. Just unzip into either missions or dogfight folder. When opened as a mission, just copy the group. Then open your actual mission and just paste in the copied group. You can either ungroup or set to working. It contains two single point and two area recons for each side. There is an aerodrome for each side with three recon planes. The real purpose of the dromes is to provide planes with the appropriate names. The planes can be copied and pasted into whatever dromes you like. You can change the plane type as well. Delete whichever side you do not wish to use.  The complex trigger must be placed over the drome where the recon planes spawn.  I think I left the recon planes as air spawn from testing.  Place the recons areas wherever you like. The recons will have a circle on the map when active and a large X on them when complete.

 

This file works well for training but not for actual game play.

Attached Files


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#164 FourSpeed

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Posted 13 August 2017 - 01:52

S!

 

In the movie the "Prestige" David Bowie  plays Nikola Tesla. A magician wants him to make a "Transporter". When it is tested, something is not quite right. Tesla says" These things don't always work as intended.".  It is very much the same in RoF mission building.

 

Any object that can be a recon target. The problem with buildings is that they can not be deactivated. They must be a linked entity.

 

For tournament play, all recon objects spawn as enabled linked entities with a country designation as neutral. A random selector hits a behavior MCU  to change one to the appropriate country and disable the unused entities.

 

While that works for tournament play it is another thing entirely for what FourSpeed asked.  While resetting the randomizer for multiple play is easy, having it ignore a prior output is not. I tried a couple of different randomizer set ups and a few discriminator series. None really worked as intended. Then I realized that that was not necessarily the goal. The goal is to have a random order for the recon execution. That was not all that easy either. Same thing with the random reset. What eventually developed was a set of four recon targets and four series with a different order of execution.

 

The attached file is actually a mission. That way all the Subtitle text is included. Just unzip into either missions or dogfight folder. When opened as a mission, just copy the group. Then open your actual mission and just paste in the copied group. You can either ungroup or set to working. It contains two single point and two area recons for each side. There is an aerodrome for each side with three recon planes. The real purpose of the dromes is to provide planes with the appropriate names. The planes can be copied and pasted into whatever dromes you like. You can change the plane type as well. Delete whichever side you do not wish to use.  The complex trigger must be placed over the drome where the recon planes spawn.  I think I left the recon planes as air spawn from testing.  Place the recons areas wherever you like. The recons will have a circle on the map when active and a large X on them when complete.

 

This file works well for training but not for actual game play.

 

Thanks a million, Butzzell!

 

Given this is a stand-alone little mission, that will give me something that I can also tinker with to get a better understanding of its behaviour.  I really appreciate you taking the time to put this together.

 

Thanks Again!

 

Regards,

:icon_e_salute:


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#165 JG1_Butzzell

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Posted 13 August 2017 - 16:46

S!

 

It is not really a stand alone mission but can be. It is a group that you place into a mission and then move things around. All recons are active, so you do not want to place them so that you would fly over one to get to another.  The present positions are the ones I used for testing.  It is designed to start at mission start. There is no scenery just a pair of aerodromes.


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#166 Deciman

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Posted 14 August 2017 - 15:53

Ok, small update...

 

After cecking the logs of my latest tests maybe using an 'windsock' (with entity and renamed to 'PR Home')

will do the job as home-base-trigger, too.

I completed a recon mission but on landing i hit the windsock ( -> dead)

 

Flash said 'Landed'

I got no subtitle (which i've set as target to the 'completed' actions)

but in the logs i saw that my 'detection' unit spawned, killed itself and despawned...
So maybe the windsock (which has a neutral entity as i assume) will really do the job.
And as we need windsocks on every airfield (wind is active)
and without entity they don't show up (whyever...) this could be a way to save recources for the additional home trigger....

 

2nd thing i've noticed on my tries to set up moving targets

(yes, i've not yet given up that)

The position of the train for my recon mission was the position of it, when i spawned. Not it's starting position...

And as the flash is not server hosted... maybe stopping and restarting it helps.

But i fear that all completed tasks without a landing would be erased in that case...

 

Deci


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#167 JG1_Butzzell

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Posted 14 August 2017 - 16:54

S! Deci

 

Not sure what you are up to with regular recon mission.   

 

There is no need to name any airfield  or windsock   PR Home.  The script is activated by the complex trigger placed at the Recon airplane spawn base. When a Recon plane spawns, it starts the script. Nothing else is linked to the script.  When the script is started, it looks for all the recon targets and all the active Aerodromes. A recon plane can land at any active Aerodrome and complete the mission.


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#168 FourSpeed

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Posted 14 August 2017 - 16:56

S!

 

It is not really a stand alone mission but can be. It is a group that you place into a mission and then move things around. All recons are active, so you do not want to place them so that you would fly over one to get to another.  The present positions are the ones I used for testing.  It is designed to start at mission start. There is no scenery just a pair of aerodromes.

 

Sounds Good. 

Once again, Thanks -- this will give me something I can look at separately and figure out how best to make use of it in the (eventual ;)) revamp map(s).

 

 

Regards,

4 :icon_e_salute:


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#169 Deciman

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Posted 15 August 2017 - 06:57

Hi Butzzel

 

Damned, you are right...
I've forgotten the the connection to my indicator subtitle in my test.
The recons are completed even without any 'home base trigger unit'

 

Tnx, Deci


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#170 Deciman

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Posted 15 August 2017 - 11:33

Some changes / updates for the recon group...

 

Usage:

Activate Recon -> Triggered FROM initial start (plane spawns or whatever)

Recon Completed -> Triggered FROM Flash

Flash Updater -> Triggers TO Flash

 

Actions:

 

On Activation

- target spawns

- after 4 seconds the flash is triggered

(maybe not nessessary, but if it works as an instand update targets can be deleted earlier)

- after 15 seconds target is deleted

(they are not needed any more for all active recon planes)

 

On Completion

- activation and completing are deactivated

(completed tasks will no longer be spawning or completed)

- target spawns

- indicator spawns

- after 2 seconds target is set to 'neutral'

(the target will not be present any more for each active recon plane after next flash update was done)

- indicator is damaged 100% (killed)

(will generate a kill message in the mission log)

- after 4 seconds the flash is triggered (updated)

- after 15 seconds all units despawn

 

 

Maybe 'Touch Flash' doesn't work as an instant update.

But the flash itself should look al 10 seconds for new or changed (nation) targets.

If it works the ground units can despawn earlier...

 

Deci

 

 

Attached Files


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#171 Deciman

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Posted 17 September 2017 - 18:00

Ok, atm I'm working on updating the flash script.
First changes were implemented and look promising....

Making a recon of moving targets is allready possible
but I'm not yet satisfied with the limitations.

 

Deci


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#172 JG1_Butzzell

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Posted 18 September 2017 - 14:35

Great !!!


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#173 Deciman

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Posted 19 September 2017 - 11:53

Ok, here you are...

Usage:

Created a 'new' recon trigger

!PR E07 m5 x3

Usage as the 'normal' trigger, only with 'm' (moving) instead or 'r' (radius)
where the digit behind the 'm' is the radius (as for the normal triggers, too)
 

I've not yet checked, if 'coverage mode' (80%) works, too,

but I don't think so.

 

Important for using these triggers in missions:

Before despawning them set them for 15 seconds as 'neutral'

under any circomstances (even when deleting after killed).

Otherwise the last position of the trigger will stay an active recon target!

 

Rest of the flash script is unchanged,

so older missions should work even without changes to the mission

 

Issues located during creating...

 

Lagging every 10 seconds (less than a second) only for the recon planes.

- happens when there are too many moving triggers
- the entire target area for every moving trigger has to be rebuilt every 10 seconds (default timing)

- noticed it when having about 20 moving triggers active for testing

- will only affect planes with camera because is an issue of the flash script itself

 

Messing up the counter (taken shots of a recon area)

- counter was reset

- counter was increased for the same shot more than one time

is fixed

 

Spawn position of the trigger always target area

- the first spawn of the trigger remained an active target even after the trigger moved

is fixed

 

Final position of the trigger always target area

- the last position of the trigger remained an active target after the trigger was deleted

is fixed (triggers have to be set 'neutral' before removing them)

 

 

Deci

 

PS: Attached file is only the script.
Everything else can be taken from the previous version from AnKor85

https://riseofflight...e-4#entry477104

 

And a big 'THANKS' to him for giving me his sources
and creating the possibility for recon missions.
I've only made 'some' changes to his work...

Attached Files


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#174 Deciman

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Posted 21 September 2017 - 18:05

Ok, laggings to the recon players are still happening.

They happen (much more noticable after respawning without leaving the mission and reloading it)
- after a recon was completed

- whenever a player spawns

 

So I know when this happens, and I think I know why this happens

(and that is not only in the new coded version, that also happened before I made changes)

and I think I also know how I can reduce / eleminate that...

 

These laggings are caused by the script when it creates the 'target' array.

So I'll have to implement a check, if the recon-targets have been changed

(position, coalition, ...) or not.
If unchanged no need to rebuild that aray, so no recources/time needed...

 

Deci
 


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#175 Genius

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Posted 21 September 2017 - 20:06

Nice Works Deciman !


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#176 JG1_Butzzell

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Posted 22 September 2017 - 19:41

S! Deci

 

 

These are the files for arty corrections.  The problem is adapting this to run on just the clients machine like the photo recon script does.

 

artyconex is the script and helpers. Unzip it into the swf external media folder.

 

Arty is a demonstration mission. Unzip into your multiplayer dogfight folder.

The mission randomly selects one of 4 possible target groups. Be sure to use the radio.

 

 

Attached File  Arty.zip   33.78KB   2 downloads

Attached File  artyconex.zip   193.83KB   3 downloads


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#177 Deciman

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Posted 24 September 2017 - 15:53

On the AoW Public Server (ModsOff) I'm testing the latest version.

No changes for mission creating,
but changes to the script logic itself.

Previous versions used the 'target' ID (assigned by RoF on creating / spawning it)
which is a unique ID.

I assumed the following:

Every time the recon trigger targets (!PR ...) were spawned
RoF assigned a new Id (would make sense to me).

 

In my mission whenever a player spawned in
the recon trigger targets are spawned,

stayed alive for 15 seconds (time enough for the script to notice them)

and the despawned.

 

The scripped (every version) used the ID to identify them
and build the area for reconning them.
So every time a player spawned the entire area was rebuild for every recon plane.
(I think that was causing the laggings)

But the 'new' trigger unit is saved in any way.

 

Deci

 

PS:
And even if this sounds like 'moving targets are possible without using the new trigger'
that wont work, because the 'moving' units have some additional actions
and these are activeted by the 'm' instead of 'r' in the name


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#178 Deciman

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Posted 25 September 2017 - 14:17

Ok, tested and noticed no freezes.
I've been simulating spawing playerd by console commands,
starting the action that is triggered by the players.

 

Seems I've got the right idea what was going on...

 

Rest of the script is unchanged,

so no further changes in mission creation between this and the prevoius version

 

Deci

 

 

Attached Files


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#179 Deciman

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Posted 29 September 2017 - 15:32

S!

 

Ok, short update...

After a test (ModsOff) with the new script
there were NO more laggings reported.
Even with allmost all possible recon 'arrays' used (14 of 16 recons were used)
and 2 moving targets active.

Seems I've finally made it running as I want it.
And I still think about some more features...
But first I'll have to eleminate other 'issues' on our project...

 

Deci


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#180 Deciman

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Posted 01 October 2017 - 15:03

Ok, open for suggestions now...

I'll try to implement a further kind of 'targets'.

Right now we've got
- single targets (number of shots or % coverage)
- multiple targets forming a 'line' (number or %)

- moving targets (number of shots, % still untested but I think not possible)

 

I want to implement 'multiple' targets for one mission
requireing x% of shots (number of targets, not coverage!)

 

So setting up a mission that contains 4 independent targets (all with the same 'r' setting)
would be completed after x% of those targets have been reconned

(50% of 4 targets would require shots of 2 different targets)

 

Any suggestions?

 

Deci


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#181 Deciman

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Posted 06 October 2017 - 14:35

Ok, an issue noticed...

Setting requirement to more than 9 shots will mess up the script.
(setting the recon as completed)
Tested several times with all versions....
(noticed on all versions, so active with and without my changes)

 

If I figure out why I'll correct that.

 

Deci


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#182 Deciman

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Posted 07 October 2017 - 13:27

Ok, next step is done.
I've been able to generate 'multiple' targets for the same recon.

I've found the right place to check for completion/partial completion of the recon.

Now I'm working on the completed checks for that.

Maybe I'm also able to combine %-of-coverage and x-shots-to-take
in a way that (if you use both)
you'ld

- have to take x shot of each target to complete the target

- have to complete % of all targets to complete the recon

 

So setting required shots to 2 (x2 in one of the target names)

and percentage to 75 (%75 in a different target name)

and you have 4 targets for that recon (!PR E00-A to !PR E00-D)

you would have to take 2 shots (each) of at least 3 different targets

to complete the recon...

 

Deci


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#183 Deciman

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Posted 13 October 2017 - 18:20

Ok, doing the final tests for the 'next level'

If I find no more bugs I have
the 'dreams' of all recon mission creators made true...

Single targets stationary (%, X)

Single targets moving (X)

 

Multiple targets as a Line (X or %)

 

Multiple single targets (including moving targets)

Example:

!PR E01-A r8 x4

!PR E01-B 50%

!PR E01-C m8

would create a recon mission, where you have

- to complete 50% of all targets (so 2 of 3)

- to make 4 shots of a target to complete it

- and target C is a moving target

 

Deci

 

BTW:

Does anybody know how (or where) to change the color of the text output?
That basic 'gray' is hard to read when looking against tha sky...


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#184 Deciman

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Posted 14 October 2017 - 14:54

Ok, short update...

 

The 'new' targets are working

but the 'old' moving targets not.
I think I know why (and changed that)
but now I notice freezes on the screen again (micro freezes!) every 10 seconds.
So whenever the target areas are rebuild (forced rebuild for moving  targets only)

 

Deci


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#185 Deciman

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Posted 19 October 2017 - 14:28

Ok, now I'm really confused...

Lagging was eleminated.
Multiple targets should work (basically it is working)
BUT...

on one of the 'multiple' recon misions I noticed several times
that the entire mission was not present any more.
So I've implemented some debugging informations and saw the following...
 

One of the targets (and only one) was showing the 'wrong' team.

And it was NOT 'neutral', it was a coalition!
So the whole recon mission was set inactive (as it should in that case).

What I really don't understand:

In the mission editor all targets for that mission have the correct team.
None of them is forced to change its nation to something else but 'neutral'.

Doing an 'integrity' check showed the usual errors (using too much of everything)
but NO 'dupe units or groups'.

So are dupe units not checked or is that a really strange bug???

 

Deci

 

PS:

I've checked everything in the flash script that 'could' have been responsible.
But debugging the coalitions showed, script is running as it should...


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#186 Deciman

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Posted 19 October 2017 - 14:58

Ok, even more confused now...

Respawned the 'triggers' by console input.
Same issue, but a different target.

 

Respawned again, all targets were in the correct team...

 

What the hell is kidding me there?

 

Deci


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#187 Deciman

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Posted 20 October 2017 - 17:51

Next try...

 

I think I've isolated the 'problem'

 

And I'm not really sure if its a bug

or a missunderstanding on how RoF is handeling its objects.
But I've tried to create a workarround...

 

Attached are 2 different versions.

 

The 'debugging' one has a different output:
It shows the nations of all 'target' triggers AND all 'friend or foe checks' are disabled.

In case the nation would disable the recon (own coalition) the name of the target is shown.
It's just good for checking the recon triggers in case of 'strange' behavior

 

The other one is with all checks and the normal output,

so it should be used for the 'normal' mission.

 

Both versions should be fully compatible to every prevoius one
but use the new 'multi targets for one recon task' actions

 

Deci

 

PS: I'm not 100% sure that everything works as it should, but every test helps...

Attached Files


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#188 Deciman

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Posted 21 October 2017 - 11:31

S!

 

I've made it!!!

 

The 'problem' of getting recon missions disabled (by targets having the wrong coalition)
is solved.

 

It's either a missunderstanding how RoF handles in game objects

or a bug in RoF (spawning units could overwrite a formerly existing unit using the same id)
But in any case, this 'problem' would affect any version of the tool from the very beginning....

 

The latest version (attached here) should run and be allmost(!) compatible to every previous one.

 

Changes (technical information)

The 'trigger' targets (!PR ...) are no longer saved by ingame id, but by their names on mission creation.

So overwriting an existing trigger when a unit spawned with the same id should not happen any more.

 

Trigger names have to be unique on mission creating (but that should have been done even before...)

 

Triggers for a 'HOME' area now have to be unique, too.

Instead of naming them all '!PR HOME' as before give them a unique name.
You can also set a specific radius for each of them (in case none is set the default 1000 meters will be used).

Ex: '!PR HOME 001 r1' would create a home trigger, the unique part is the 001 and the radius for this trigger is 100 meters)

And the 'coalition' for there triggers is checked. 'Neutral' won't work. Only coalition of team the trigger belongs to is accepted.

 

And the most important change:

If you use them ONLY these triggers mark a point, where you can complete a recon by landing within their radius.
Everything else is no longer accepted.

If you don't use them every airfield (except enemy ones) is an accepted place to land as before.

 

 

Changes (usage information)

 

As before you can use

 

stationary single targets

and let them require a % of area coverage with a set radius of the area

!PR E00 r5 75%

or a fixed number of shots to be taken with the 'trigger' inside that shot

!PR E00 x5

(radius will be ignored in that case, even if entered)

 

or use moving single targets with a fixed number of shots

!PR E00 m5 x5

(the 'm' has to be used, but the radius (5) after that m will be ignored in that case, even if entered)

Using a percentage won't work (or was never tested...)

 

or init a stationary line with multiple targets

!PR E00-A r5 75%

or

!PR E00-A r5 x3

where the first trigger sets radius and conditions (% or number)

for the entire line

and the further triggers

!PR E00-B

!PR-E00-C

...

form the line

 

You can also use multiple single targets

to have a mission where you must make shots of several targets

This is initiated by

!PR E00-A v5 50%

or

!PR E00-A v5 x5

(the radius given after the v (5) is ignored, too)

Further triggers AND conditions are added with the following triggers

!PR E00-B

!PR E00-C

...

Maybe even using 'moving' targets is possible here...

!PR E00-D m5

 

Note:

If you have only one condition set with the triggers (like shown above)

- 50% will mean you'ld have to complete 50% of all triggers by taking ONE shot of each trigger

- 3x will mean you'ld have to complete ALL triggers by taking 3 shots of each

 

If you've got both conditions set

!PR E00-A v5 75%

!PR E00-B v5 x2

!PR E00-C

!PR E00-D

you would have to take 2 shots to complete a trigger

and complete 75% of all triggers to complete the mission

 

In any case, to complete a recon you'l have to land within the required area (own airfield or close to a special trigger)

and your pilot has to be alive.
Crashing your plane doesn't matter, only the pilot and the right spot to stop your plane count.

 

 

Deci

Attached Files


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#189 Deciman

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Posted 26 October 2017 - 20:52

S!

 

The 'handling' of objects in RoF seems to make coding the recon script
more complicated than I ever thought...

 

First I noticed, that a spawning unit could have the same id as an formerly spawned (but no longer present) unit.
That messed up multi targets (or I noticed it there, but it would have been the same to the old targets).
Fixed that by using the name (mission creation based) instead of the id.
 

Now I noticed that my moving target sometimes was disabled.
First I thought I made something wrong in the mission.
But names and coalitions were set correctly.

The key seems to be the handling in RoF again...
I despawn my train at the station (after setting it neutral for a while),

Recon disabled (as it should)

Then I spawn another train (same name!) at the same station for the next part of the track.
And sometimes recon stays disabled...

After building some debugging output I noticed, that the despawned train
was still the active recon target, even if the ne train was allready on the track...
So here RoF seems to keep units in mind, even if they have despawned...

 

Trying to fix that, too.
But as long as you don't despawn and respawn them moving targets are working...

 

Deci


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#190 Deciman

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Posted 27 October 2017 - 16:10

Ok, workarround is finished...

I cannot tell you that it will allways work,
but the possibility for that 'bug' now is 1:999999.

Technical comments:

RoF is assigning a random 6-digit ID for every unit spawning into the game.
The previous versions (until I changed the recon trigger handling from ID to name) used the ID.

That resulted in the possibility, that a new spawned object was overwriting an existing recon trigger!

 

Next thin I've noticed was, than even despawned units

were still available for the script when updating the targets.
That resulted in the script, taking the data from a despawned trigger instead of the latest spawned trigger
in case it sees the 'old' one after seeing the 'new' one (overwriting the data).
And that's the reason why the moving targets sometimes went offline (or had the wrong position)

 

Now I'm still using the triggers by 'name', but also checking the ID.
If the ID is unknown to the recon area it's assumed to be the latest one.
All seen ID's are saved for each trigger and the 'latest' one is also saved.

And only the trigger with the 'latest' ID can overwrite the target.

 

Deci

 

 

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#191 JG1_Butzzell

JG1_Butzzell
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Posted 21 November 2017 - 15:21

S! Deciman

 

What program are you using to open the flash dialog script?   The gfx file.


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#192 Deciman

Deciman
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Posted 21 November 2017 - 15:59

S!

 

I've got the plain 'source' formerly provided by RoF
I've got the updated source from AnKor85
and his project files

 

For 'changing' the source I use 'Flash Develop'

But for compiling the source I still have not found a way do do that without 'Ad...Flash'
And finally I have to export the '.swf' file to a '.gfx' file (done by a batch from AnKor85)

 

Deci


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#193 JG1_Butzzell

JG1_Butzzell
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Posted 21 November 2017 - 17:12

ty

 

I was wondering if you have thought about modifying the original to work in BoX?


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#194 Deciman

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Posted 21 November 2017 - 18:57

My first tries were with a decompiler and editor.

But without success...

 

Deci


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