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Found 17 results

  1. 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?
  2. 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
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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!
  8. 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
  9. 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!
  10. 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
  11. 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!!
  12. 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.
  13. 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?
  14. I have created a Zone and a number of Triggers. Can I save the Zone and Triggers as a Template, then transfer the Template to other maps? Something like you can do with SAM Templates? My Zone has triggers for 4-10 radio transmissions. It would save me a lot of time having a Template that can be moved from map to map. I have been looking all over for information about this.
  15. 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.
  16. 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 .
  17. 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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