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how to script a neutral to turn hostile

 
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how to script a neutral to turn hostile - 2/20/2014 10:14:57 PM   
Yokes

 

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One of the future feature requests by myself (and others) is the ability to change the posture of a side at a scripted time. For example, if you wanted a country to start off as neutral but suddenly declare war at a specified time or in response to a trigger. I came up with a work-around that you see in the attached scenario file. (Perhaps this was already obvious to everyone else, but it wasn't to me.)

In the example scenario there are two sides: side a and side b. I want "a" to turn hostile against "b" at a specific time. So I pick an out-of-the-way location (Patagonia is probably lovely this time of year) and I put down a SAM and radar for side "b". I give side "a" something with eyeballs (SEALs in this case) within visual range of the SAM. Next I put down a single-unit airport in range of the SAM and gave it something to get shot (a target drone, appropriately enough). I then give the target drone a mission to patrol close to the SAM (don't worry, they're neutral! ) that I can set to activate either based upon a time or on another trigger. Finally, I set up an exclusion zone around the SAM that will mark contacts "hostile". Once the mission is triggered, the drone flies into the exclusion zone, gets shot at by the SAM, the observer sees it shooting at the drone, and side "b" is declared hostile.

The downside is that it takes time for the drone to launch and transit to the exclusion zone (~2 min in my example) so you have to compensate for this if you want a time-based trigger. If you activate the mission based upon some trigger condition, then you just have to try to minimize the time by placing the airport close to the SAM. However, you have to be careful not to get it too close such that the SAM site can ID the target as neutral before it gets declared hostile.

I hope this is helpful.

Yokes

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RE: how to script a neutral to turn hostile - 2/20/2014 10:39:18 PM   
mikmykWS

 

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There are several requests for this feature in the event editor now and I've added yours. We'll get there soon hopefully!

Mike

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RE: how to script a neutral to turn hostile - 2/20/2014 10:40:29 PM   
mikmykWS

 

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Make sure you vote for it here too. We do look at this

http://www.matrixgames.com/forums/tm.asp?m=3432166

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RE: how to script a neutral to turn hostile - 2/20/2014 11:18:11 PM   
Yokes

 

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quote:

ORIGINAL: mikmyk

Make sure you vote for it here too. We do look at this

http://www.matrixgames.com/forums/tm.asp?m=3432166


Mike,

I'm not going to vote for it since I have a work-around!

Yokes

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RE: how to script a neutral to turn hostile - 2/21/2014 1:38:05 AM   
goodwoodrw


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Yoke, don't keep us in suspense.

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RE: how to script a neutral to turn hostile - 2/21/2014 6:39:31 AM   
Jakob Wedman

 

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I would set up a neutral exclusion zone "off map" and teleport a player unit into that exclusion zone.

< Message edited by Jakob Wedman -- 2/21/2014 7:40:38 AM >


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RE: how to script a neutral to turn hostile - 2/21/2014 7:49:33 AM   
goodwoodrw


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Not sure if its that easy Jakob, your idea may be fine for a small scenario with a few platforms, but to change a whole side with more than double figure size orbat would be unworkable

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RE: how to script a neutral to turn hostile - 2/21/2014 4:15:36 PM   
Yokes

 

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quote:

ORIGINAL: BASB

Yoke, don't keep us in suspense.


BASB,

I wrote up the work-around in the original post. You can also see the work-around in action in the attached scenario.

Yokes

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RE: how to script a neutral to turn hostile - 2/21/2014 4:55:24 PM   
Rudd

 

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Curious why you don't use the side posture condition with a time trigger?

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RE: how to script a neutral to turn hostile - 2/21/2014 5:01:56 PM   
Jakob Wedman

 

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quote:

ORIGINAL: BASB

Not sure if its that easy Jakob, your idea may be fine for a small scenario with a few platforms, but to change a whole side with more than double figure size orbat would be unworkable

With collective responsibility it works just fine
(You would use some irrelevant player unit, like a marker, to teleport.)

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RE: how to script a neutral to turn hostile - 2/22/2014 3:23:03 PM   
Yokes

 

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quote:

ORIGINAL: Jakob Wedman

I would set up a neutral exclusion zone "off map" and teleport a player unit into that exclusion zone.


Jakob,

Are exclusion zones areas, or lines? I thought they were lines that required a unit to cross in order to trigger. Will transporting a unit inside an area defined by exclusion zone points work?

Yokes

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RE: how to script a neutral to turn hostile - 2/22/2014 4:30:28 PM   
Jakob Wedman

 

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quote:

ORIGINAL: Yokes

Jakob,

Are exclusion zones areas, or lines? I thought they were lines that required a unit to cross in order to trigger. Will transporting a unit inside an area defined by exclusion zone points work?

Yokes

They are areas. I've used this teleport into exclusion zones to change postures of "logical" sides which can then be used as a condition.

(If you would like to combine two triggers you can use the first to trigger a teleport action which change the posture of a logical side and when the second trigger is fired the event will fire only if the first has fired before )

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RE: how to script a neutral to turn hostile - 2/22/2014 7:05:05 PM   
Yokes

 

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quote:

ORIGINAL: Jakob Wedman


quote:

ORIGINAL: Yokes

Jakob,

Are exclusion zones areas, or lines? I thought they were lines that required a unit to cross in order to trigger. Will transporting a unit inside an area defined by exclusion zone points work?

Yokes

They are areas. I've used this teleport into exclusion zones to change postures of "logical" sides which can then be used as a condition.

(If you would like to combine two triggers you can use the first to trigger a teleport action which change the posture of a logical side and when the second trigger is fired the event will fire only if the first has fired before )


Jakob,

Yeah, that's definitely a superior method. Thanks for the tip!

Yokes

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