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Posted (edited)

Here's the thing. I am developing a MOOSE script and wish to use EVENT.Dead handler, which will not register a UNIT.Destroy( UNIT ); but it DOES register EVENT.Dead using trigger.action.ExplodeUnit(). That is Explode == Dead, but Destroy ~= Dead. Since spaces in parenth are essentially ignored in .lua I assumed same for scripted trigger actions. My bad, I guess, but my original question remains in the larger sense. Is there a source for ALL the current trigger.action script methods?

 

 

trigger.action.explodeUnit(DestUnit, 50) does not work in a Moose script, nor does trigger.action.ExplodeUnit(DestUnit, 50). Log returns error "explode.unit a nil value."

 

 

So either syntax is wrong or Moose is not handling this method.

Edited by Habu_69
Posted

https://wiki.hoggitworld.com/view/DCS_singleton_trigger

 

Specifically explosion

 

local explodeHere = Unit.getByName('whatever'):getPoint()

trigger.action.explosion(explodeHere, 500)

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Posted (edited)

@ Grimes. There is a trigger action for explode unit, so does that trigger simply create an explosion at the Vec3 of the unit, and, if powerful enough, the unit dies as a result of the explosion?

OK, testing demonstrates that is exactly how it works. TX, Grimes.

Edited by Habu_69
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