Veteran66 Posted March 15, 2020 Posted March 15, 2020 Hi all ist this Possible: Player`s Order Trigger a Flag? so the Player give a Order: # F2 F2 F9 Wingmans Combat primary target this Order Trigger a Flag German WW2 Radio calls Mod: https://www.digitalcombatsimulator.com/en/files/2161798/
Pikey Posted March 16, 2020 Posted March 16, 2020 The question wasn't comprehensible for me. The inbuilt ATC/Wingman commands are not part of the mission editor. All mission editor commands created are under F10>Other menu item. If you have a wingman then whatever you have access to tell them to do, will be under the wingman menu and if it's not, then, no, you do not have access to it. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
nomdeplume Posted March 16, 2020 Posted March 16, 2020 I think I understand the question, so if the player uses the "engage primary target" command (for example) it sets a specific flag, so you can know it's happened and then trigger other things in the mission. I don't think it can be done with the mission editor. It might be possible with lua scripting to check the current tasks on the wingman aircraft, and deduce that the player has issued a command to the wingman? I don't know how reliable that would be though.
Pikey Posted March 16, 2020 Posted March 16, 2020 (edited) I think I understand the question, so if the player uses the "engage primary target" command (for example) it sets a specific flag, so you can know it's happened and then trigger other things in the mission. I don't think it can be done with the mission editor. It might be possible with lua scripting to check the current tasks on the wingman aircraft, and deduce that the player has issued a command to the wingman? I don't know how reliable that would be though. There's no functions to intercept the menu butotns pressed. In scripting you have no idea what the player presses on the Comms menu unless you actually create a specific menu for a specific group and access it via the F10>Other menu. The only way to achieve this would be to create a complex attack command via a scripted menu, then you could trigger whatever you wanted like a flag or whatever. {EDIT} There is also no way to know what Tasks an AI currently have unless it was in the mission form the start. A much sought after requirement. Troubleshooting AI Task is really firing from the hip blind in scripting. i.e. you cannot tell what AI are doing by asking them. Edited March 16, 2020 by Pikey ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
Veteran66 Posted March 16, 2020 Author Posted March 16, 2020 I think I understand the question, so if the player uses the "engage primary target" command (for example) it sets a specific flag, so you can know it's happened and then trigger other things in the mission. I don't think it can be done with the mission editor. It might be possible with lua scripting to check the current tasks on the wingman aircraft, and deduce that the player has issued a command to the wingman? I don't know how reliable that would be though. yes this is what i mean, i can switch to a Action when the Player give Ordor to Wingman. ok in DCS not possible. Thx for your answers :thumbup: German WW2 Radio calls Mod: https://www.digitalcombatsimulator.com/en/files/2161798/
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