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Confused with 'conditions'

Posted: Mon Mar 17, 2014 7:49 pm
by Gunner98
First time toying with Event conditions, and its not going well:

Event Trigger is time based:
Event condition, Side A now considers Side C Hostile
Event Action, a message is sent to side A

Starting postures:
Side A considers Side C - unfriendly
Side C considers Side A - Hostile (I've tried unfriendly as well)

Message I receive is: 1:18:18 PM - Event: 'Warning - Mines!' was triggered but did NOT fire (at least one condition failed).

The error message pings every second so its hard to ignore [:D]
Any ideas?

B

RE: Confused with 'conditions'

Posted: Mon Mar 17, 2014 7:59 pm
by mcp5500
I believe condition doesn't change the a sides relationship. It is used as condition that also has to be met before the action is exacuted. It is a way to determine if a side has become hostile.

RE: Confused with 'conditions'

Posted: Mon Mar 17, 2014 8:08 pm
by Gunner98
Ah OK. Any idea how you change the posture in game - besides targeting something? Its an observation FlanKirk made on one of my other scenarios as well.

thanks.

B

RE: Confused with 'conditions'

Posted: Mon Mar 17, 2014 8:26 pm
by mcp5500
I am new with scenario creation but if you want an AI controlled side to change its stance you would have to make a mission and shoot something with all unit actions effecting the whole side effected setting checked.

RE: Confused with 'conditions'

Posted: Tue Mar 18, 2014 9:57 am
by Jakob Wedman
Yes, its possible. Set up a exclusion zone (off map) and teleport a minor (I like sailboats) into that exclusion zone at the given time.

RE: Confused with 'conditions'

Posted: Tue Mar 18, 2014 6:03 pm
by Gunner98
Clever, I'll give it a try. BTW, there is a sailboat in the scenario I'm working on - It will probably survive, the Shipwreck missiles usually pick up the cruise liner first[:D]

RE: Confused with 'conditions'

Posted: Thu Mar 20, 2014 8:22 am
by Gunner98
Jakob, I gave this another try but no joy again. The sailboat[;)] teleports into the exclusion zone which is set to 'violators will be considered hostile' but no switch. Have you tried this one? It should work as you describe I think, but maybe I'm doing something wrong. Not able to spend too much time on it at the moment so I'm probably missing something dopy.

B

RE: Confused with 'conditions'

Posted: Thu Mar 20, 2014 10:10 am
by Jakob Wedman
ORIGINAL: Gunner98

Jakob, I gave this another try but no joy again. The sailboat[;)] teleports into the exclusion zone which is set to 'violators will be considered hostile' but no switch. Have you tried this one? It should work as you describe I think, but maybe I'm doing something wrong. Not able to spend too much time on it at the moment so I'm probably missing something dopy.

B
Is the Collective responsibility box checked in Edit sides? (Otherwise only the sailboat will be considered hostile.)

Does the selected zone apply to Ships?

RE: Confused with 'conditions'

Posted: Thu Mar 20, 2014 11:57 am
by Yokes
ORIGINAL: Gunner98

Jakob, I gave this another try but no joy again. The sailboat[;)] teleports into the exclusion zone which is set to 'violators will be considered hostile' but no switch. Have you tried this one? It should work as you describe I think, but maybe I'm doing something wrong. Not able to spend too much time on it at the moment so I'm probably missing something dopy.

B

Gunner,

You have to have something observe the sailboat getting attacked by the side you want to turn hostile against.

Yokes

RE: Confused with 'conditions'

Posted: Thu Mar 20, 2014 5:47 pm
by Gunner98
OK thanks. Collective responsibility is on and the Zone applies to ships. I'll put an observer in and see how that works.

Thanks

RE: Confused with 'conditions'

Posted: Thu Mar 20, 2014 7:21 pm
by Gunner98
Still no joy. I'll release the scenario in a few minutes and welcome any suggestions.

B

RE: Confused with 'conditions'

Posted: Fri Mar 21, 2014 1:31 pm
by Yokes
ORIGINAL: Gunner98

Still no joy. I'll release the scenario in a few minutes and welcome any suggestions.

B

I made it work by having a unit get teleported into an exclusion zone such that the other side will attack it. You also need something to observe the attack. Once one unit observes the other side attacking the teleported unit, it will turn the whole side hostile.

Yokes

RE: Confused with 'conditions'

Posted: Fri Mar 21, 2014 9:41 pm
by Gunner98
OK, I'll put some Harpoons on the P-3 and see how that works. Thanks for testing that out.

B

RE: Confused with 'conditions'

Posted: Sat Mar 22, 2014 5:05 am
by Jakob Wedman
I looked at my scenario and I see that I've used a logical side that is omniscient, but that wouldn't work for you.

I tried to modify your event with smaller areas and sailboats with some added sensors but I still don't work [:@] (I've reported the lack of identification as a bug.)