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Posted

Is there any difference? As far as I can tell a deactivated group sets off all the triggers set for "Group Dead". Example: I have some mortars shooting with a truck nearby. Player is taasked to destroy the mortars (trigger-> group dead -> radio transmission about a success).

 

Now, if he doesn't manage to kill the mortars quick enough, they will be packed on a truck standing by ans taken away. For that at a given point I set AI on for trucks ans group deactivate for mortars.. but then I get the same message as if the mirtars were dead. Is there any way around it? Sometimes it is good to make some units dissapear without destroying them. :D

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Posted
There's a SSE command Group.destroy that removes a group without raising any events.

 

Thanks. I have never used scripts so far (even for my last question I've found a working workaround using the triggers) - but it might be useful in the future. Could you link me somewhere where I can find the whole script / command (i.e. how to use it in full)?

For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel.
Details about the WinWing draw can be found here. Also, please consider following my channel on Facebook.

Posted

I use different flags for Deactivate vs Dead, because I don't want Dead events triggering upon a group deactivation.

 

My flag scheme:

https://drive.google.com/file/d/0BwHk38uryutrMXZBWlk5ZjdRbjQ/edit?usp=sharing

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

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