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WWFawlty

Check Zone question

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Have check zones for players not been working for a while or has it always been like this. I noticed Vanders mission builder uses them, is that suppose to be for ai only.

I would like to reduce the amount of complex triggers being used due to the amount of resources they require but from what I can see it's about the only option. 

Any suggestions? 

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Check zones only worked in coop missions...

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stretching back my memory here...but if i remember it right, when the "dogfight" function became available in ROF (remember when all we could do was coop?) the checkzones would not get triggered by Humans.  Took a while for them to give us the complex trigger.  

I doubt you will have too much resource issues with checkzones on the stalingrad or moscow map.  Kuban is not that bad, think Arras might come in next, and Rhienland can be a hog.

A "vanilla" PWCG mission can have over 800 checkzones...

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34 minutes ago, WWZed said:

Check zones only worked in coop missions...

Hey Zed, ya coops what I've been using for my testing with both ai and player (me), I'll work on it some more

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Looks like you need a mission begin to target to check zone, don't have thought that

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Mission begin attached to a 3 second timer attached to the check zone.  The short interval prevents the check zone from not initializing due to other parts of mission start

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Just found this posted recently online

I forgot to mention that, Checkzone and Proximity work on DServer Dogfights and coops.

I'm going to check that out tomorrow

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On 4/5/2020 at 4:50 PM, WWFawlty said:

Just found this posted recently online

I forgot to mention that, Checkzone and Proximity work on DServer Dogfights and coops.

I'm going to check that out tomorrow

So I'm clear, and as I understood. 

Check zones work for "AI and Human"s in single player stuff

Check zones work for "AI only" on DServer and use less resources than a complex trigger

Complex trigger works for "AI and Human always" but uses more resources. 

That's how I've been using them... 

Proximity on DServer, works for AI / Human / or both?  (didn't see a link to the post you referenced) 

Thanks... 

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Posted (edited)

There was no link for the quote just saw it a while back on the main il2 forum and post it.

According to this guy check zones always work for ai and players on dservers regardless if it's coop or DM/DF but I like to test missions quickly so don't fire up a dserver to do it, so I just go with complex triggers and say the hell with it.

So far I haven't seen any degradation in performance.

Edited by WWFawlty

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Posted (edited)

I set up a simple flare test, fly tight circuits "over the runway"

  • Yellow flares - check zones
  • Red/Green flares - complex trigger

WWII / Lapino / Axis

  • You air start and an AI plane will air start behind you, fly over the runway and watch the flares, watch the ai fly over the runway, watch the flares. 
  • Single player - All flares for human and ai
  • dogfight - All flares for ai, Red/Green only for human. 
  • Should keep shooting flares, unlimited ammo and invulnerable trucks. 

of course this is just a test with flares, but I think that the current behavior using check zones and complex triggers in single player vs multiplayer. 

Look at the end of the file names for folder location. 

-DF - multiplayer/dogfight

DW-Dogfight-Practice-F4-COUNTERS-2-DF.zip

-SP - missions

DW-Dogfight-Practice-F4-COUNTERS-2-TEST-SP.zip

This was for some other tests so don't fly over the city area, stick to circuits over the runway or you will start up the fighters and the friendly AI will engage instead of flying over the runway.

Or go shoot the train and have some fun.  

Hope this helps, Let me know if I missed something... 

Edited by WWDriftwood

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Did you do your tests on a dedicated server or multiplay via the sim?

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Excellent, thanks! Works on the DServer!

I updated the notes above... 

Missions uploaded to server WW2 dogfight folder... 

This is good to know. 

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