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dark_wood

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Everything posted by dark_wood

  1. Maybe something like this: if trigger.misc.getUserFlag(1) == 1 then soundtoblue(music.ogg) end
  2. Take a look here: https://forums.eagle.ru/showthread.php?t=124546 I think you can try Erforces's code: local M1 = missionCommands.addSubMenu("Level 1", nil) local M2 = missionCommands.addSubMenu("Level 2", M1) missionCommands.addCommand("COMMAND SUB2", M2,function() trigger.action.setUserFlag(1, true) end, nil) missionCommands.addCommand("COMMAND SUB1", M1,function() trigger.action.setUserFlag(2, true) end, nil)
  3. Check the attached mission, as example test.miz
  4. no, flag 2 is set true only at mission start
  5. with pleasure :) well, it's just the correct syntax for LUA language, it must know where your statements ends, that's all
  6. First, set a new flag: MISSION START > no condition > flag 2 is true then set a third condition (check if flag 2 is true): ONCE > TIME SINCE FLAG (180 sec) and UNIT INSIDE ZONE and FLAG 2 is true > MESSAGE TO GROUP (some penalty warning message) then, if the plane leave the zone, set flag 2 false: ONCE > UNIT OUTSIDE THE ZONE > FLAG 2 false
  7. Simple, add AND condition to your second trigger, something like this: ONCE > UNIT INSIDE ZONE > FLAG ON (flag 1 true) ONCE > TIME SINCE FLAG (180 sec) AND UNIT INSIDE ZONE > MESSAGE TO GROUP (some penalty warning message) By adding AND condition i mean just add a second one, after time since flag: TIME SINCE FLAG (180 sec) UNIT INSIDE ZONE Now, the warning message will be triggered only if both conditions are true.
  8. Ok, forget about what i said in my previous post - the solution is much more simple: just ad a semicolon before end statement: if Unit.getByName('unitxxx'):isActive() then trigger.action.setUserFlag(10, true)[color="Red"];[/color] end See attched mission as example. test.miz
  9. Try with a value for flag : ONCE if Unit.getByName('unitxxx'):isActive() then trigger.action.setUserFlag(10, 1) end then you can check it with: SWITCHED CONDITION if trigger.misc.getUserFlag(10) == 1 then trigger.action.activateGroup(Group.getByName('yyy')) end I can't test it right now, so let me know the result.
  10. For no.3 you should use embark/disembark feature, but i'm not sure that is working in the latest versions :(
  11. For no.1: set the group with "Late activation" checked. Then, in trigger list set: ONCE > UNIT DAMAGED (or GROUP ALIVE LESS THAN) > GROUP ACTIVATE
  12. And i think it is measured from that icon, but not 100% sure...
  13. From the manual: "All airfields with no aircraft assigned for take-off or landing and with no ground units of either coalition within a 2,000 m. radius are neutral. Any ground unit present within a 2,000 m. radius of an airfield will capture the airfield for the coalition of the ground unit. If ground units of both coalitions are present within a 2,000 m. radius of an airfield, the airfield is contested and not assigned to either coalition. In cases when armed ground units of one coalition are present within a 2,000 m. radius of an airfield at the same time as unarmed ground units of the other coalition, the coalition of the armed units will capture the airfield."
  14. Try to put that plane on a airport with a longer runway
  15. ONCE - SOME CONDITION - SET FLAG 1 TRUE ONCE - TIME SINCE FLAG 1: 60 seconds - FLAG 2 TRUE
  16. yeah, it's easier with feefifofum's method, i just assumed that you need to know the progress of the mission (you can show messages for each unit destroyed) :)
  17. You need to set an initial flag value (0), then increase it every time a static unit is destroyed. When trigger is equal 3 (all 3 units destroyed), show the success message, something like this: mission start / (no condition) / flag 1 set value 0 trigger once / unit 1 dead / increase flag 1 value with 1 trigger once / unit 2 dead / increase flag 1 value with 1 trigger once / unit 3 dead / increase flag 1 value with 1 trigger once / flag 1 equal 3 / message to coalition: "mission completed"
  18. On the left side menu, click on "View unit list", find your hidden unit there, select it, then on the right side find the "Hidden" checkbox, uncheck to reveal it in ME, then press "Delete" key (unit must be selected).
  19. Well, if you combine goals with "MISSION SCORE HIGHER THAN" condition - you got a trigger, but if i understand correctly, you need a score on each unit destroyed, not groups.
  20. You need goals (from the left menu in ME): "When evaluating a mission for success, draw, or failure, the simulation uses point totals that are assigned by the mission builder. If total points at the end of a mission are 49 or less, the mission is a failure; if total points equal 50, the mission is a draw. If total points are 51 or higher, the mission is deemed a success. This point total is also used to define which stage and mission may be chosen next in a campaign. The same set of conditions used in the Trigger system is also used to define mission goals. In the Goal window, the list of all created goals is displayed in the top pane. Once a goal is selected by clicking on it, the conditions of the goal are listed in the bottom pane." More details here: https://srv0files.eagle.ru/dcs/manuals/DCS_User_Manual_EN.pdf page 106 (or simply search goals).
  21. Your mission is set on night time? Maybe they can't see the targets, and you will need some illumination bombs.
  22. @mwd2 - thanks, i have CombatFlite, that is a flight planner, this one is more tactical planner.
  23. Surfing the net i have found this tool: https://www.map.army/. It can be used to plan missions and tactics over the map. If you need military map symbols info (and you will need), use this site: https://spatialillusions.com/unitgenerator/
  24. Check this: https://forums.eagle.ru/showthread.php?t=89962
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