Thread: WAC Limits?
View Single Post
  #5  
Old 07-25-2024, 08:46 AM
Oscarmike247 is offline Oscarmike247
Oscarmike247's Avatar
Registered User

Join Date: Feb 2018
Posts: 259

Quote:
Originally Posted by jabo1SFH View Post
wouldnt you also need to have a counter on that situation?

something like this:


Code:
if chain(1) then inc(v1) endif
Well in the first script you would inc v1, then use chain to say if the first script has triggered and the condition is no longer true (player steps out of area), then decrease v1. Using the logic gate "enter" I recently discovered, this is easier to do. Here's what I had originally when trying this.

This works fine on the server side. Player walks into the area, v1 increases to 1, step out and it goes back to 0, and you can repeat it as many times as you want.

Code:
if ssnarea(player, 1) enter
inc(v1)
endif
	if chain(1) and not ssnarea(player, 1) enter
	dec(v1)
	endif

if eq(v1, humans) then
set(win, 1)
endif
However, Baldo's idea is much simpler. I tested it through a LAN session and it seems to work. Set up 4 large area triggers creating a box in the middle of them that is outside of each area where you want your map ending/extract to be. Then create a med event that says:

if group 1 is not in area 1 and
if group 1 is not in area 2 and
if group 1 is not in area 3 and
if group 1 is not in area 4
then
Win, Blue

This worked in LAN. The event was only triggered when all of blue team stepped into the box in the middle (out of all 4 boxes).

I wasn't sure if it would work, because the trigger "if group in area x" triggers if at least 1 member of that group is in the area, so I figured that the inverse logic of this trigger would be the same. As in: "if group 1 is not in area x" would trigger if any member was not in the area.

But that doesn't seem to be the case. it works great. Now as Baldo mentioned, you have to have large area triggers if you have a large map, and there is a limit to how big they can be, but remember your event will have the "AND" logic, so you can technically create at many triggers as you want to cover everything except your extraction zone. just make sure they all overlap a little bit.

Now the weird thing this is that I tried this with designated mission area. When you tick this box on the area trigger, it is supposed to invert the area so that it triggers when you are outside of the area.
I figured, "cool, I'll just set up 1 designated area around the extract zone, and then say If group 1 is not in area 1".

But I can't seem to get designated area triggers to work. with "designated mission area" ticked, it still only triggers if you're inside the box. I thought this option worked in JO? Maybe I'm thinking of DFX?
Reply With Quote