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Conditional logic question

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us-maryland
Hi guys,
I am getting ready to start a new mission and before I completely dive into I wanted to get some advice. Part of the mission will require the pilot to hold a hover over a particular point at an assigned altitude for a period of time. I have not found anything that quite fits this scenario in the SDK or in the sample missions. It does not appear the I can accomplish this with one area definition. My guess is that I would have to create six areas to form a cube and place the conditions on those. Does this make sense or am i missing something simple?

Regards,
Chris
 
If the pilot only has to hover on a certain position for say 20 seconds it's only one area needed - you place it at the wanted coordinates and of course in the height the user should hover in, so that the heli is within the area. The timer trigger with 20 seconds is started as soon as the heli enters the area and is stopped and set to 0 as soon as he leaves it. So it will only fire if the user was able to stay within the hover area for 20 seconds.

So: Nothing standing between you and a nice new mission. :)
 
Here may be a more refined option:

Create an area roughly approximating the area you want the player to hover over.

Upon the player entering that area, activate two property triggers measuring his speed and altitude. (These two parameters define whether the player is hovering.)

Speed should be below 1 knot, and altitude should stay within your defined parameters (if you want the player hovering between 50 and 55 feet, make those the parameters). Then start your 20 second countdown clock. Stop it and trigger further actions if the Players speed or altitude exceeds your parameters (because, if he exceeds those parameters, he didn't maintain his hover).

This gives you more precise control over just how good a hover you want to demand of the Player, keeping in mind that hovering is very difficult for almost all FSX users. Depending on the plot of your mission, you may wish to allow the player to maintain a less-demanding hover so as not to interfere with your overall plot development. In other words, a hyper-precise hover may not be integral to your plot, so you can loosen the parameters allowing the player to gennnnnerally hover ... and then get on to the more important plot device. On the other hand, your entire mission concept may be to teach the Player to hover very precisely ... in which case, you have the tools necessary to demand that of the Player.

Cheers,
Kevin
 
Last edited:
Nice suggestions Kevin. I will look into using those. Thank you.

If you look at the XML for the Oil Rig mission in FSX we did this for the last guy on the catwalk. There are examples in other missions as well including Acceleration missions.
 
Horst,

I like your idea, but am confused on how to set it up - I have a few questions:

(1) How do you enable the Timer to reset to 0 once they are out of that designated area?

(2) It seems to me that I would need to set an Property Trigger to set my "area". Then one of my conditions is met (their position for hovering). But how do you I tie the Timer into it? Seems like these two things are working independently, and I need it to have two conditions (position and time) working together - that's what I would like anyway.

Here is my current setup for a similar situation:

ProximityTrigger-->Object Activation Action-->PropertyTrigger-->Object Activation Action-->Timer Trigger

Am I wrong about this setup? Thanks.
 
First you need the area. Then you link a proximity trigger to this area. Important: "OneShot" must be set to false!
Click on "OnEnterAction" and link an objectactivationaction that starts the timer.
Then click on "OnExitAction" and link another objectactivationaction for the timer (but set "newobjectstate" to false for this action) and link a "resettimeraction" also. So if the user exits the area the timer is stopped and reset to 0:00. If he enters the area again, the timer starts at zero again and counts up until it fires or the user leaves the area again.

To do a clean job you should use another objectactivationaction ("false") to disable the proximity trigger when the timer fires. This way you prevent the timer being started again if the user should leave and re-enter the area after the timer has fired.

If you're not experienced with this kind of mission stuff you should study some of the default mission samples, which are pretty easy to follow. ;)
 
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