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Automatic AI bridge repair in single player mission
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Celerrimus
Civilian


Also Known As: CeLe
Joined: 04 Mar 2024

PostPosted: Mon Mar 04, 2024 8:12 pm    Post subject:  Automatic AI bridge repair in single player mission
Subject description: FinalSun Editor Trigger Issue
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Hi guys I'm new here and I hope it's never too late for that!!

As the title suggests, I'm trying to figure out how the AI repairs a bridge on its own in single player missions.
I have succeeded so far - but there is a negative side effect:

After the bridge has been repaired, it is immediately reported as destroyed again and thus the AI has an endless loop of repair squads trying to repair an already intact bridge.
In this experiment I worked with variables (locals). But even activating/deactivating triggers without locals did not provide a solution.

Exclamation Currently I have set it so that the bridge is only reported as destroyed when any 'house' runs over it, more precisely via this single CELL-TAG (see picture for details) for event number 31.
And I probably can't leave it out because otherwise the game wouldn't know if the bridge was destroyed. And I don't understand why this cell reports the bridge as destroyed...

Idea Maybe helpful:
- Even a freshly installed TS/FS (v2.03) without mods leads to the same problem when I put this repair-trigger thing in a single player map.
- copied online tutorial of 2012
- copied triggers from original missions by WW, but it doesn't seem to work properly there either
- using original FinalSun Editor (v1.01)
- Win 10

I'm trying to figure out a lot of things myself, but I don't think it will work this time. Therefore I need your help! Smile



event31.jpg
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event31.jpg



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Mar 05, 2024 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

There is no direct indicator for the AI to know if a bridge is broken. Using celltag is next best thing but it is better to place 3 celltags at the bridge end tile like under the gate.

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Celerrimus
Civilian


Also Known As: CeLe
Joined: 04 Mar 2024

PostPosted: Tue Mar 05, 2024 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for your reply.
It's my first post, so I think I may not have described the problem clearly enough.

E1 Elite wrote:
There is no direct indicator for the AI to know if a bridge is broken. Using celltag is next best thing but it is better to place 3 celltags at the bridge end tile like under the gate.

Exclamation Overfilling the bridge with more celltags didn't help, rather made it worse - or I misunderstood.

The only problem is that the bridge is reported as destroyed when walking over a cell tag from event 31 on a repaired bridge.
Otherwise everything would be correct. And I can't understand why Event 31 does this as there are no other settings. I hope it's not a bug.
and i really hope there is an experienced bridge builder out here  Wink

Question Maybe I have something wrong in my triggers. New image shows all the triggers I'm using for the automatic (repeating) repair.



CeleBridgeTriggers.jpg
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CeleBridgeTriggers.jpg



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