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I am trying to understand what is the logic happening behind AI Task Push and Triggered Actions. I created a mission with several triggers. Each trigger executes "AI Task Push" "Attack Ground Unit N". As far as I can see when AI Task Push happens, the unit executes exactly the task and if it a task was already in execution it just forgets it completely. Example: Trigger 1 happens, AI starts attacking group 1 Trigger 2 happens, AI forgets about group 1 and starts attacking group 2 When group 2 is dead, AI returns to its route and forgets about group 1 Can I make it not forget the task it was doing and return back to it?
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In this version, It seems that the code 'OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP = True / False' in file [missioneditor.lua] responsible for displaying the cockpit id and command has been removed. Thus, how can I now restore the functionality to display the corresponding command numbers for clickable actions when hovering over the controls page? null
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Currently, the Unit selection (which is the airfield selection) is in some unknown order. It would be much easier to select one if this could be in alphabetical order. Furthermore, there is the selection of dozens of "H" helipads which is pretty useless, since there is no indication which "H" is which. The picture is an example of the Syria map.
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Hi there fellow aviators! I am new to mission editing and scripting in general and want to add extra nice features to one of my missions. Let me explain : Exhibit A (Warning shot) I want an enemy airplane (let's call him Red 1) to wait 5 seconds after a friendly airplane (let's call him Blue 1) fires its cannon past his nose before turning back to base. Here is what I have so far that doesn't work. I have set a 1000' moving zone around Red 1 (let's call it Red Zone 1) and called two triggers as follows: Trigger #1 Type: ONCE Event: ON SHOT Conditions: WHEN PART OF GROUP BLUE 1 IS IN ZONE RED ZONE 1 Actions: SET FLAG 10 = 1 Trigger #2 Type: ONCE Event: NO EVENT Conditions: TIME SINCE FLAG 10 = 5 Actions: AI TASK SET = SWITCH WAYPOINT 2 (the RTB point) The problem I encounter is that when I'm shadowing Red 1 (but have not fired yet), as soon as anybody in the mission fires he breaks away. ___________________________________ Exhibit B (Open bomb bay doors) I have a Tu-95 Bear loaded with anti ship missiles (Let's call him Red 2) and I want to have him open its bomb bay doors (argument 26 going from 0 to 1 gradually) while inside a moving zone around its target (let's call it CV zone 1). Without any triggers and/or scripting the Bear opens his bomb bay doors the second the weapon is launched, giving no chance for the ally aircraft (Blue 2) to react and shoot him down. Help is much appreciated!
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Ability to add more vectoring points to "Quad Point" zones. Or switch option to officially designate group polygon zones as such within ME, and not have to resort to external scripting to assign complex polygon zones. Or option to designate draw areas as zones within the advanced trigger settings menu.
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Hello, i have question about mission editor, triggers and flags etc. 1- I want to play a sound file (Im defending), if SAM shoots me a missile. I did it with (missile in triggers zone) and as action (Sound at coalition). Here i have no problem. 2- But if SAM shoots me again within 120 seconds after the first shot, i want to play another sound (Im defending again!) and check for next 120 seconds too, if the third missile comes to me. If yes then then plays second sound (Im defending again), like a loop! 3- But if after the second or third shot, no SAM shoots at me for 180 seconds, the sound must go back to first sound (Im defending), if any SAM shoots me . I know to use (missile in trigger zone) or (flag on). But i dont know how to add a timer to that first shot as condition for second or third shot in the next120 seconds after first shot and make it a loop. After 180 seconds stop the loop and set the program to play that first sound (Im defending) again, like first shot from SAM. I need somehow a timer to check the condition 1 for certain time and play the second Action, if its true. After that run the second action as long as it happens within 120 seconds like a Loop. If the time out of 120 seconds, it must back to first condition and first action. I appreciate any idea and thanks in advance
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Hello, i have 2 questions: 1. I want to put one soundtrack to play, when one SAM fires at my F-16C Viper. I have no idea how to make it in Mission Editor. I want to depend the soundtrack to beeping from RWR. If RWR beeps in cockpit because of SAM Launch, the Soundtrack plays automatically. 2. I want to play a track, if i shoot fox3 missiles. I want to play another track, if i shoot fox1 missiles and i want to let play a third soundtrack, if i shoot fox 2 missiles. I want to play 3 different soundtracks for 3 different Air to Air missile types. How could i do those things? i can not wirte programms or LUA files. Tanks in advance!
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I have a sequential set of triggered launches from a Supercarrier at start: AWACS, Tanker, 4 Hornets and a few others. I want to spawn on the deck at start in my F-14B and be able to be enter the sequence myself. 1: The AWACS gets a AI Task Push Start at game start 2: Each aircraft after gets an AI Task Push Start once the prior aircraft clears 200 ft. (Btw what's a better way to have them queuing up before then?) 3: What I'm confused about RE the player aircraft is that the AI are set to 'Uncontrolled' to be able to be visible on deck and waiting on the AI Task Push Start 4: How do you put a player aircraft in the sequence without using 'Uncontrolled' or waiting on a late activation? This may be easier than I'm thinking it to be, but if not what's the best way to do this? I've been away from ME for a few years so I'm rusty on some things. Any help much appreciated!
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Hello everyone, I want to create triggers that will activate when any kind of weapon is in the zone - any missile, any bomb. What I want to do is activate the trigger whenever a runway is hit with a bomb or missile, but I don't want to create triggers with a gazillion lines. I'm hoping there's an easier way to do this than I know of. I don't fully understand all the trigger options, although I've been reading through the documentation. I considered LUA scripting but if you knew me you'd know I should stay away from that - I could very well start a real war. So does anyone have a direction they can point me? I'm happy to do the work as long as I can get a general idea of what options to use. Thanks, Dave
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I suspect this is simply a limitation of the ME, but figured I'd ask here to see if anyone has some advice/opinions. I am working on a mission that includes some formation flying where the player participates in formation navigation between several waypoints. There are triggers when making turns from WP to WP telling the player when to start the turn. Additionally, I am trying to insert voiceovers whenever the player gets into proper formation, when they fallout of formation, and when they return to formation. I have all this working. BUT ... if the player happens to fallout or return to formation at the same time there's a turn, the sounds collide and step on each other. I'd prefer the turn calls take priority over the general "you're back in formation" or "you're drifting away" sounds. Is there any way to solve this within the mission editor? My workaround is to make the sounds more brief so the chance of a collision is reduced, but certainly not eliminated. Thanks!!
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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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As CL says: MP. A client's game will crash if they try to open the F10 map after a markup or shape object has been added via the scripting engine - fixed. In deeds clients does not crash anymore and shapes are created correctly using trigger.action.arrowToAll() and trigger.action.circleToAll() The only proble seems to be that arrows are bounded to the view and if you scroll the map after creating an arrow it will move from its position following the view. This does not happens with circles.
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Hi, here is my long list of ME wishes: TRIGGERS and ACTIONS activate group after a random time activate/spawn group in random zone activate random group go to random waypoint set random ROE set random 'reaction to threat' trigger random flag number organize each trigger category under a folder (or expand section) flag number validator - if flag number is already in use show a message respawn unit/group if destroyed General stuff random time random weather add possibility to draw sketch and write notes on an overlayer add possibility to make snapshots (like in CombatFlite, for ex.) and to export them like image (png, jpg, etc) SAM circles on/off check, so we can declutter the map if you set an unit as "Uncontrolled" add a checkbox to create "Start" task for that unit add back the GAI task, so we can have uncontrolled AI take-off and intercept when enemies are detected by EWR network. show moon phase and sun position Dreaming on random civil air traffic BLUE side EWR units units/groups organized/grouped on Regiments, Brigades, etc. Thanks!
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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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I'm trying to move on to more advanced trigger options and settings, and I'm working on using the "PLAYERS UNIT ARGUMENT IN RANGE" trigger. Could someone point me too where I could get more information on using the arguments and parameters for triggers? And, maybe where I could find the file within my DCS install, that would have the numeric value, for the aircraft I want to associate the triggers with?
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Hey guys, I have been setting trigger zones and triggers for years now so I am pretty sure its not me. Here is whats messed up: - Created Mission with 10 Songs I could choose from via setting flags values through added radio items. So in F10 -"other" I could choose from 10 Songs. - Worked fine. - wanted to change a song - "open" button to browse for files stopped working ( as if I am not clicking it - just doesnt react at all) - repaired DCS open beta - same problem - set up other new mission - same problem - tried to "open" another file for a community mission - same problem The button is simply dead and is so even in missions where me or others have successfully set audio files before! Anyone got any ideas?
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It should allow the creator to specify the freq and band etc, so that the triggers ACTIONS only work when a player aircraft has the correct frequency set on a suitable radio.
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Hello everyone, I am trying to create a script that changes the destination of an AI plane group once a specific flag is on but I cannot find the proper action/function for it. The main idea behind it is that once an F10 menu command is selected the previously spawned cargo plane would fly, land and eventually despawn at the selected airbase so that its cargo can be added in the warehouse of the airport. Due to the big amount of different cargoes and destinations it's too time-consuming to add 80 different groups that fly and have different destinations and cargo, so I was thinking that something like that would be easier to manage. Does anyone know how this can be accomplished? I am also accepting suggestions on how to do it differently.
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Hello all, I am in the process of creating a mission where a bridge starts in a destroyed state and when friendly ground units arrive, the bridge will be restored/repaired after a short delay. Is there a trigger action that can restore map objects? For reference, this is on the Caucasus map using: Trigger: 4 MISSION START --> Action: SCENERY DESTRUCTION ZONE (*Bridge in question*, 100) To achieve the destroyed state at the start of the mission.
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So currently there is a editor placed static proxy for the smoke/fire effects, there are also lua functions for creating and destroying them on an adhoc basis. However both methods of producing these effects lack a critical feature to allow certain desirable usecases. The usecase i will focus on is smoke attached to a moving object (specifically a ship), to simulate damage or simply to add smoke stack smoke on older ships. The editor placed static object can be linked to a unit like other statics, resulting in a nice effect as the ship sails: However when smoke is placed this way there is seemingly no way to ever turn it off, resulting in this appearance lasting indefinitely if the ship is sunk: If however you place the smoke via the lua function trigger.action.effectSmokeBig() while you can then remove it with effectSmokeStop() it cannot be linked to an object and so does not work with a moving unit. Suggested improvement: I would like to suggest that either we get the ability to deactivate the static object placed effects(either through a traditional triggered action or maybe through the effectSmokeStop() function), or ideally the effectSmokeBig() function be enhanced to allow linking to units.
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Hi, guys. I tried that setting up the route with Waypoint 4, through cockpit trigger action.. but i couldn't. Like the picture, Only '4' is showing me on KU. What did I make a mistake?
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Hi, Can we destroy the map buildings? I believe yes, but how do I set off the trigger when the buildings are destroyed? I mean I can with static objects, but how we do it with the map buildings it self? The integrated that the maps brings. Br
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Is it possible activate a Trigger Event thru a keyboard action? In other words can I set up some unassigned keyboard combination (LAlt-? & R-Ctrl-?) that will initialize a Trigger Event to do something as simple as Ex: 'Close Canopy', then 'Anti-Skid ON', then more using X:COCKPIT PERFORM CLICKABLE ACTION Yes, I know there is a keyboard function(s) for this (it's just a simple example) but I'm thinking about a pseudo-script in ME Triggers that will do a series of actions in the cockpit at the press of a keyboard combo. As a follow-up...could I then activate the same Trigger Event via Voice Attack? Example: By assigning a VA action to words 'Let's GO' > KeyPress (LAlt-? & R-Ctrl-?) this could theoretically trigger the 2 events in my example above. Yes, I know I can do this directly thru VA but I actually want to do a series of 5+ Cockpit actions and VA is not as friendly IMHO in this kind of pseudo-scripting for .
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Just building a mission, and Ive followed a few guides, but still unable to get my mission to say 100% in the results section. I set my units so if you destroy each of the groups you get 10 points each, and set up a trigger attached it to the event of "mission end", and once you get player score over 100 (all the units add to 101) it triggers mission end. I then played the mission, killed all targets, score was (somehow) over 250 and returned to base but only got 60% in the results. There doesn't seem to be any clear way to set results that im aware of, and very little vids online about scoring in the ME, any helps appriciated
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