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View Full Version : Another reason for triggers in mission editor



Maj_Solo
01-29-2005, 04:26 PM
I am not so good at making missions as some people are, I make a mission for online play and it usually turns out to be to hard ... and that is because it requires each flight to be manned an take of on time and that usually dont happent online.

And I dont want to wait for people to join cause I like to shoot fast.

It is much easier with air to ground mission cause the vehicles move slowly and people can join likewise slowly over time and the mission can easily still be a success with player being shot down and respawned too ....

But air to air against AI make u need to wait to collect people before launching so ......

if u make a coop u need triggers to bring the AI pressure on depending on how many players are taking off, which would make it easier to create a server where it is neither overwhelming at first, or silly simple at the end, but even difficulty and workload throughout the game.

It is just me, speaking my mind ..... MP must be what will be the most important in the future .. anyway there is lots to study how people work there .....

Maj_Solo
01-29-2005, 04:26 PM
I am not so good at making missions as some people are, I make a mission for online play and it usually turns out to be to hard ... and that is because it requires each flight to be manned an take of on time and that usually dont happent online.

And I dont want to wait for people to join cause I like to shoot fast.

It is much easier with air to ground mission cause the vehicles move slowly and people can join likewise slowly over time and the mission can easily still be a success with player being shot down and respawned too ....

But air to air against AI make u need to wait to collect people before launching so ......

if u make a coop u need triggers to bring the AI pressure on depending on how many players are taking off, which would make it easier to create a server where it is neither overwhelming at first, or silly simple at the end, but even difficulty and workload throughout the game.

It is just me, speaking my mind ..... MP must be what will be the most important in the future .. anyway there is lots to study how people work there .....

gamelan
02-01-2005, 04:03 PM
I like your suggestion. You could kind of create a similar (albeit artificial) effect by creating a couple of flights of enemy AI fighters on or at a base near the enemy spawn base, giving them some A2A missiles and assigning them the GAI task.

Make one start with the mission and the others, say, 5 mins later. That way when they detect you coming within a certain range of the base they'll take off and engage you with a second wave following a little later.

You could make 3 groups evenly spaced apart, create these setups for both sides and if you want the enemy to takeoff immediately put AWACS on both sides as they'll alert the fighters sooner. Make a number of groups and pretty soon you'll have a furball on your hands! http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif