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Showing results for tags 'trigger'.
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Grüß Euch, habe ein Problem eine Nachricht im Cockpit erscheinen zu lassen. Es soll eine Nachricht angezeigt werden nachdem ein Infanterist in meinen Huey eingestiegen ist. Habe schon alles mögliche versucht, mit Flags, mit beweglichen Zonen, die Nachricht wird einfach nicht angezeigt. Hoffe auf Hilfe. LG, Günther
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- nachricht anzeigen
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Hi everyone, Recently a new trigger was implemented for the mission editor, providing control of how aircraft carriers are lighted. The trigger has 5 modes: AUTO AC LAUNCH AC RECOVERY NAVIGATION OFF For CVNs 71-75 and the supercarrier Kuznetsov, this seems to mostly work as expected but there are a number of oddities: For CVNs 71-75: The lights illuminating various spaces below decks are on (as with every other mode except "AC RECOVERY") when the mode is set to "OFF". The long-range laser line-up system seems to be illuminated in all modes. I'm not sure what real-world procedure dictates but wouldn't it only be applicable to "AC RECOVERY"? The IFLOLS isn't illuminated in "AC RECOVERY". Are the navigation lights supposed to go off for "AC RECOVERY"? In real footage it's difficult to tell as the port and starboard lights aren't visible from behind (as they should - IRL they should only cover a 112.5° sector from directly ahead, the same should be true for all port/starboard navigation lights). It seems to take a while before the "OFF" setting actually takes effect (~12 seconds), the others are instant. Another thing to perhaps mention, are the deck floodlights in "AC RECOVERY", there's footage where (apart from the bow catapults) the floodlights are on and the floodlights are off. Perhaps it would be a good idea to have 2 seperate settings, one with the floodlights, the other without floodlights. Kuznetsov: There doesn't seem to be a difference between AC LAUNCH and AC RECOVERY. I'm not sure how the Russian Navy does things though I'd expect the landing area lights to not be lit in AC LAUNCH (leaving just the deck edge lights - there doesn't seem to be any floodlights present). The OLS doesn't illuminate with "AC RECOVERY" (only if there's actually an aircraft landing). While the navigation and island lights go out immediately, it once again takes a while for the deck lights to go out (~11 seconds) when set to "OFF" (though at least here the ship does eventually go completely dark). CVN_71_light_modes.trk Kuznetsov_light_modes.trk
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Hi It seems that trigger condition MAP OBJECT DEAD does not detect railway bridge destruction in the DCS Syria. Event is logged, HIT + DESTROYED, but trigger fails to SET FLAG 2 to ON. debrief.log shows: triggers_state = { ['1'] = { time = 73.201, value = 1, }, -- end of ['1'] } -- end of triggers_state Flag 1 is when the ROAD BRIDGE is destroyed, FLAG 2 is when the RAILWAY BRIDGE is destroyed. In this track, you can see both bridges destroyed but only road bridge works with the said trigger condition. I also check the railway bridge in Caucasus and it did work there. @BIGNEWY @MAESTR0 BRIDGES.trk
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- dcs syria 2.7
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I have an AI aircraft waiting on the runway, ready to take off. However, it should wait until a unit is in its zone before it's allowed to actually take off. Is there something in the Advanced Waypoint Options to do this? I could delay its take off time, but there's no real way of knowing when the unit will arrive. Failing any other options, I guess I could do the ol' switcharoo and get rid of the first plane that's waiting and spawn a new one when the unit is in the zone.
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Hi, I miss a trigger in mission editor, which would react on target detection (radar/visual). I imagine something similar like "unit/part of group/ part of coalition in zone" in combination with specific unit. e.g. IF unit(radar) DETECTS unit(target)/part of group/part of coalition DO .... I´am trying to bypass it by lua script, but without any succes yet
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Having had problems in getting OPFOR artillery to fire once friendly forces enter a trigger zone... here's some advice. Advice given presuming you know where's where in DCS World Mission Planner and know the basics. STEP ONE: lay down some artillery vehicles. Not static, vehicles. Be mindful the targets have to be outside their minimum range represented by a green circle. You also want to name this group something you can remember and identify later on like "Nona". STEP TWO: you need some friendly vehicles on the move. You want to name this group starting with a prefix clearly indicating being friendly like TF. I prefer friendly TFs in the Caucuses theatre named after Georgian ballerinas (e.g. Nina, Nutsa) but that's me. STEP THREE: you need a trigger zone. Can be circular or four-sided. I recommend giving the artillery 2-3 minutes to get ready to fire at a point with a circumference of like 1000 feet or so. STEP FOUR: You need trigger rules. This is where we tell DCS what, how and where to shoot artillery. A) The best trigger rules are 2 Repetitive Action for Type and NO EVENT for Event. B) Then you want to under "CONDITIONS" either go "Part of Group in Zone" or "Part of Coalition in Zone". Make sure you select the proper coalition or group you want fired on. I recommend limiting this to "Ground" units in UNIT TYPE. You also must select the right trigger zone also. C) Finally, the Actions. You need to do two (2) actions - first, activate the artillery unit by first selecting for action "GROUP ACTIVATE" and selecting the group I hope you named clearly back in step one. Second, then you need to create a second action by selecting "GROUP AI ON" for the same artillery unit doing the firing. The below screen shot should help: This is what after a week of trial-and-error works. Safe to say this should work with some tweaks for SAMs & AAA. Finally, I have attached a static mission I'm still working on with more assets to be added to the final version & better routing + timing. But for the sake of simplicity I'm sharing now before those assets get added - like some Georgian Su-25s, an E-3 Sentry, some C-17s, and more Idaho A-10s. For starters. So please don't read too much into this. A-10C II Basic Mission 08 BETA v2 - Battle of Poti.miz
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I'm trying to have a trigger fire when a sound file has finished playing. Is this possible without knowing before hand the duration of the sound file? I want aircraft to listen to a broadcast on a specific frequency, and then after the audio has finished playing for each of the players (multiplayer) I want to play another sound file (that will be randomly selected). To do this I need to have a trigger fire when a sound file has finished playing.
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Hi! I thought do a dogfight training mission and I want to respawn automatically when I die. Is this possible or not? Script or trigger way would be fine. Regards
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- respawn
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Eg Say you have a CLIENT aircraft that is human controlled. This unit has a unit name of 'TestPilot' Create a Trigger Zone called 'TestPilotTZ' on the Mission Editor map near the TestPilot unit Inside the Triggers Dialog setup: UNIT INSIDE MOVING ZONE(TestPilot, TestPilotTZ, TestPilot) Then create another trigger that sets off an explosion centred on that same Trigger Zone and fly the mission, you will see the explosion wherever you placed the Trigger Zone on the mission editor map - indicating that the Trigger Zone is not being linked to the aircraft unit
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as title says. This sucks for helo landing on rooves of buildings.
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- mission editor
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It's long been known that this trigger is unreliable or dysfunctional for most applications. There has been comments made that this maybe be a placeholder or has some 'unknown' workings. However, it's exposed in the DCS Scripting Engine API. Therefore it SHOULD be documented and fully working. As it's the ONLY possible event trigger relating to units/groups ENTERING or LEAVING a trigger zone, this is a truly crucial and valuable event to hook into. Kindly, like the 'menuItemsForUnits' and the broken ' S_EVENT_PLAYER_ENTER_UNIT for MP Dedicated servers, consider this an urgent fix that would enable a huge amount of efficiency and power to the scripting engine and functionality for all mission designers.
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Adding more triggers such as: Group's AGL/ASL Altitude Lower/Higher Than Unit's/Group's AGL/ASL Altitude Lower/Higher Than in the Zone Part of Coalition AGL/ASL Alt Lower/Higher Than in the Zone
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Hi there. My understanding is that there is a typo in trigger condition name, am I right? Group member fuel less then, Group member fuel more then, Should be: Less than, More than. Thank you for the condition though, something I always had to use the mist for before. Sorry, can't attach track as this is in ME.
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I'm creating a mission where a radar controller is talking you into release position. I have zones worked out funneling the player into release position, but am having trouble getting the triggers to work right for the talk on. I have a repetitive trigger identifying whether you are in the "come left" "come right" or "on course zone" and turning on a flag for whichever one. I have a switched trigger telling you what you need to do depending on which zone you're in and then turning off that original flag so the switched flag will refire reminding you that you're still off or on course. Trouble I'm having, it's just rapid fire "come left come left come left come left". I set a "TIME SINCE FLAG" to 3, and they won't fire at all. I tried again with a second trigger giving that time since flag, firing a second flag which fires the audio call. That third one turns off all flags. But sadly, this one didn't work either.
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Using the TARGET Script Editor, has anyone separated the triggers (TG1 and TG2)? I'm glad to say Yes! Click here to see solution OP moved to spioler Any thoughts?