wilsonov Posted June 3, 2019 Posted June 3, 2019 Can someone explain the trigger action: Shelling Zone Zone: TNT Eq: Shells Count: Thanks !!:) :thumbup:
Grimes Posted June 3, 2019 Posted June 3, 2019 It causes a bunch of explosions to occur randomly within the zone. Makes it look like it is being shelled by artillery without having to setup AI to actually fire the artillery. Shell count is the number of explosions and TNT is how big the explosion is. Zone chooses the zone being used which determines the size and location of the center point. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Quip Posted March 21, 2020 Posted March 21, 2020 This NEEDS an "Intensity" value as well. As it stands the shelling is often a bit (that's an understatement), well, intense I guess is the word.
SUNTSAG Posted March 21, 2020 Posted March 21, 2020 It already has what I consider to be an intensity level on x2 counts. 1. Volume of TNT and 2. Number of shells. Callsign: NAKED My YouTube Channel [sIGPIC][/sIGPIC]
Quip Posted March 22, 2020 Posted March 22, 2020 Well, no, because this needs to be like like rain: 1. how many rain drops per unit of time, 2. over what area and 3. what size rain drops. As it stands we haven't the first, we have the second and third. 1
IceFire Posted April 8, 2020 Posted April 8, 2020 This has definitely sped up by quite a lot since 2.5.6 Used to you could create a shelling zone with a thousand shells for example, and it would last for ten minutes or so. Now they're all spent within two. Really hurts its useability. [sIGPIC][/sIGPIC] Matt "IceFire" Schuette Commander In Chief United States Atlantic Command Virtual Carrier Air Wing Eleven
markturner1960 Posted April 8, 2024 Posted April 8, 2024 Did this ever get improved? Is it possible to edit a .lua file somewhere to change the shell spacings and duration? System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.
Branli Posted April 8, 2024 Posted April 8, 2024 (edited) 1 hour ago, markturner1960 said: Did this ever get improved? Is it possible to edit a .lua file somewhere to change the shell spacings and duration? You can do this manually with scripting if you know the point of origin. Pick a random point within a radius of point of origin and with the condition that the next shell needs to be at a minimum spacing distance between the previous shell. Use trigger.explosion to imitate a shell explosion https://wiki.hoggitworld.com/view/DCS_func_explosion Edited April 8, 2024 by Branli
markturner1960 Posted April 8, 2024 Posted April 8, 2024 Hi, thanks for the suggestion, but thats a bit next level for my abilities....I was thinking that the number of shells and the time they are all fired in must be written somewhere in lua and If you could work out where, maybe edit the existing values ? System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.
TEMPEST.114 Posted April 8, 2024 Posted April 8, 2024 2 hours ago, markturner1960 said: Hi, thanks for the suggestion, but thats a bit next level for my abilities....I was thinking that the number of shells and the time they are all fired in must be written somewhere in lua and If you could work out where, maybe edit the existing values ? IF they are then it would break IC as they wouldn't be in SAVED GAMES but in the CORE DCS folders. However I'd imagine that they are more hard coded than that.
markturner1960 Posted April 9, 2024 Posted April 9, 2024 This is where DCS can be so frustrating…….. they give a feature that is in Principle is cool and useful, but that has serious limitations ( in this case, it’s over in a few seconds) . I mean how easy would it have been when making the feature to add a duration and repeat slider….? They have a damage and number of shells slider after all………Then you would have something really cool…….instead we get a half baked partially thought out feature and no details on how and why it works like it does. System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.
Eisprinzessin Posted August 28, 2024 Posted August 28, 2024 We just need a 3rd input-possibility "duration" so i can say 0 TNT (btw: what is the maximum which can be set here?), 20 shells spread over 60 seconds. Specs: 12th Gen Intel(R) Core(TM) i9-12900K 3.20 GHz, RAM 128 GB, Win11 Home, RTX3080Ti
cfrag Posted August 28, 2024 Posted August 28, 2024 (edited) On 4/8/2024 at 10:19 PM, markturner1960 said: Hi, thanks for the suggestion, but thats a bit next level for my abilities....I was thinking that the number of shells and the time they are all fired in must be written somewhere in lua and If you could work out where, maybe edit the existing values ? Perhaps you are making it too complex. I've tried this from the other side: what I was looking for was a number of explosions in a target zone. Looking closer, I found I couldn't care less who actually fired the shells from where, nor if the units where actually there - I wanted the explosions. So here's a little (old) demo that produces (on demand) randomized explosions in target zones: You can trigger one via communications, the other trigger when units move in them. Look at the trigger zone attributes for details. [Edit: uh, sorry, didn't see I was necroing] demo - artillery zones triggered.miz Edited August 28, 2024 by cfrag
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