Translations for our friends around the world.

Author Topic: CMANO - Making Tactical Decision Aids - The Lua Gag Reel Episode 2: By JC  (Read 2892 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 26290



Sunday, September 24, 2017
By: JC
CMANO - Making Tactical Decision Aids - The Lua Gag Reel Episode 2


This is a continuation from my previous post. Let's take a look at the triggers that move my tactical decision aid scenario.





Access to the triggers is performed from the main menu. Editor -> Event Editor -> Triggers. The window that pops out (see screenshot above) allows the edition and creation of new triggers.


I don't know if you remember my previous blog entry, but the outline of my scenario was as shown below. The triggers that put the events in motion are highlighted green.

1.   The scenario starts. In the editor, I created an event named Scenario Start Event. I now added a trigger named Scenario is Loaded Trigger.
    1.   A counter is initialized. This counter keeps track of a series recursive ship vs sub simulation runs
    2.   Units are added to the scenario
        1.   The US warship is placed in the center and give a course due south, at flank speed
        2.   A DPRK sub is placed 50 miles from the US ship and given a patrol area delineated by the reference points above
3.   If the US warship remains undetected and reaches an escape area south of the DPRK patrol's area. In the editor I created an event named US Warship has Escaped from the Area. I now added a trigger named US Warship has Escaped the Area.
        1.   All units are deleted
        2.   The counter mentioned in 1.1 is advanced
        3.   New units are generated
            1.   A US warship is placed in the center and give a course due south, at flank speed
            2.   A DPRK sub is placed 50 miles from the US ship and given a patrol area delineated by the reference points above. The DPRK sub initial position is not the same as the one used in the previous simulation run. This initial position is advanced clockwise from the initial position of the US warship
4.   If the US warship is detected. In the editor I created an event named US Warship Was Detected. I now added a trigger name US Warship is Detected Trigger.
        1.   A marker reference point is made at the initial position of the DPRK sub. The marker is labelled "Danger" because this an initial sub position that will generate a headache for the US commander.
        2.   All units are deleted
        3.   The counter mentioned in 1.1 is advanced
        4.   New units are generated
            1.   Same as 3.1
            2.   Same as 3.2

Now a closer look at the triggers.



Read on: Click Here
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Tags:
     

    Due Process A PVP tactical FPS

    Started by Asid

    Replies: 26
    Views: 7320
    Last post April 19, 2021, 11:38:49 PM
    by Asid
    Glorious Companions turn-based tactical RPG

    Started by Asid

    Replies: 20
    Views: 8156
    Last post October 06, 2021, 11:36:28 PM
    by Asid
    Flashpoint Latvia Episode 5 - The Operational Art of War III - Grim Prospects of

    Started by Asid

    Replies: 1
    Views: 4678
    Last post August 04, 2016, 10:25:56 PM
    by Hancock
    Land Battles Tactical

    Started by gameleaper

    Replies: 1
    Views: 1038
    Last post November 14, 2021, 11:38:56 PM
    by Asid
    Stirring Abyss :Tactical squad-based game with strong RPG

    Started by Asid

    Replies: 18
    Views: 6031
    Last post January 05, 2022, 11:52:46 PM
    by Asid