@Zombie
look Zombie, i really do not want to downgrade your efforts
in trying to help here, but your solution is far far from being
efficient.
First i should say: i was using exactly the same technique, you
are talking about, in my very first multiplayer map two and a
half year ago.
So did also some other ppl at that time, but very soon we figured out that it's a very unstable method.
There are many problems when using it.
1) rectangle triggers + multiplayer maps
For some strange reason, rectangle triggers do not work
correctly in multiplayer.
rigger effects or commands from the onActivation field appear, even if nobody has ever entered the trigger area.
2) 4 triggers, covering a specified area, do cause a lot of lag
in multiplayer. You may answer now: two triggers doin' that
too, but at least two triggers are half as much as four
3) Repeating triggers require to become inactive, before they
are able to get reactivated. In this case it means that:
there must not be any unit inside the trigger area, before
the trigger gets inactive.
Now try the following: (*hint* you can do that even in single
player)
create a group of soldiers, and make yourself to be the group's
leader - use a formation, where some of your men are walking
in front of you (V-formation) - now enter the trigger with the
whole group, and you'll see that not the entire group gets killed
Now tell one of the living guys to wait there, and voilla: the
trigger is broken - you can enter and leave the trigger area
as often as you want, and nothing happens anymore
To avoid this bug you would need to create at least 3 triggers
of the same kind for each of the 4 triggers.
Will look like this:
------------------------------
trig
------------------------------
------------------------------
trig
------------------------------
----------------------------
trig
-----------------------------
|-| |-| |-| |-||-||-|
|-| |-||t| |t||-| |-|
|-| |-||r| mission area |r||-| |-|
|-| |-||i| |i||-| |-|
|-| |-||g| |g||-| |-|
|-| |-||_| |-||-| |-|
------------------------------
trig
------------------------------
------------------------------
trig
------------------------------
------------------------------
trig
------------------------------
Off course these triggers shouldn't be placed one beside
another, more you would place them some kind'a overlapping
way.
That way you could ensure that almost everybody who leaves
the inner area, gets killed (still not for 100% as it still can happen that somebody survives inside)
Now there are 12 triggers = warping/jumping due to unnecessary lag, caused by heavy network traffic.
4) multiplayer + side present/not present triggers do not
work perfectly, because of some objects being local there
and others being local somewhere else.
:note - it may happen that such a side/present trigger does
what you want this time, but it will also happen that it doesn't
the next time
-
and you can trust me on that, as i was doing way more
testing in ofp multiplayer editing, than even making missions
(caused by trying to recreate problems, ppl brought up on
the forums)
does this clear it up? no scripting required
"_x setdammage 1" forEach thislist
looks to me like script commands, so my answer is:
no it doesn't clear it up - the only difference is that i was
using the: killlist = list triggerB - list triggerA
@gundernak:
any opinion about my post?
off course, Zombie already mentioned one point in his first
post (i agree to him on this one)
And here is mine:
your way is a little step into the right direction, but it won't
work in multiplayer, as you would have to do that for each
unit seperately, due to the problem of triggers not becoming
inactive, as long as the trigger conditions do still match
In your case: nobody gets killed for leaving the trigger area,
as long as still somebody else is inside the trigger area.
Also you would have to do changes to your method, so that
the result would be: you would end up doing it very similar
to the method, i suggested.
Ah yes, the method i suggested:
this method does not come from me myself, it was used by
BIS in any of their maps, where they were using such limited
zones.
Just use the editing wizard to create a flagfight map, and if
you gonna have a look on it in the editor, you'll see.
What the method does basically is:
it instantly kills the soldiers, who are inside the outer trigger,
but not inside the inner trigger
@EgWal:
If you need more info on how to do the part, which i explained
at the end of my suggestion (instant update by script or trigger), just le'mme know
Oh yes, the warning:
surely the warning message can be implemented using the
same method (again by script or trigger - how ya want),
or by even making a third trigger, not as big as the outer
trigger, but bigger than the inner one.
P.S: i do not want to earn any medals here, just trying to
show you the problems, you will run in for sure.
Feel free to use whatever method you want, but never forget
to test all possible events, which can happen during a game,
where others are playing (not thinking the same way, as
the mission maker did during the creation of the mission).
hope this helps
~S~ CD