I've been working for weeks (felt like ages) on creating some kind of intelligent behavior
for the balloons in our roleplay campaign (Aviators of War).
Getting a balloon that has some kind of 'situational awarenes' and reacts according to it.
Up to now I've got a balloon that
Is able to count up to 99 enemies in 2 different distances
by using a 2-digit-counter (each digit ranges 0 to 10 where 10 on the first digit will touch the next digit)
counting forward and backwards...
Is sending alert signals when enemies are inside the long range area
Is sending clear signals when this area is clear again
Is sending an emergency signal once when close range area was entered by an enemy
Is moving down in that case
Is moving up again when this area is clear again
Can provide 'human errors' on spotting at both ranges
- the observer can be told NOT to react on 100% of the spotted enemies,
but will retry again and again until he finaly saw it
- same to NOT seeing planes in the close range area -> balloon is going up even if there is an enemy present
Not yet implemented but maybe needed:
A 'stack' or 'queue' to keep triggered entries/leavings in mind
during the balloon is busy with the former triggered event and handle them when it's free again
Due to lack of player in our campaign (2 admins are temporarely absent and cannot get their team flying)
I'm not able to make a 'real' test with a normal amount of players in a real mission.
So If someone wants to test it in another MP event just give me some feedback how it works under 'real' conditions.
PS: Balloon is set as 'neutral' and triggeres 'german' and 'austro-hungarian' planes.
I thinks that's all you have to adjust...
As it seems that 'Object Killed' is not triggering that a plane left the area
I've uploaded a second version with only 'entered' and 'left' as triggers.
No killed or alive, just plain come and go.
And it WORKS...
Final version in posting 5