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End mission trigger when landed and parked on moving carrier?


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Posted

I've tried with "Moving Trigger Zones" but it didn't work...

 

I'm looking for a way to cause a "mission end event" when the player has landed back at the moving aircraft carrier, taxied to Elevator 2, and stopped.

 

So they take off, fulfill the mission objectives, fly back, land, park, and a few moments later, after a congratulatory message and music, the mission ends.

 

If I can get this to work then maybe I can set up a zone that trails the carrier at 1 mile to trigger a "Call The Ball" message too...

 

Thanks guys

Posted

Another way to do this could be to check for engines OFF (rpm=0), that way the mission can end at whatever parking position the pilot chooses. The trigger would look like this:

 

fKxt81c.jpg

 

the indication text I'm using is the IFEI RPM L & R.

 

Off course on a real mission we would need to add some checks to cover the case of the player crashing rather than recovering safely on the carrier, and to distinguish if the player is starting on a cold aircraft.

  • Thanks 2

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

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Posted

The moving zones are concentrical to the unit's icon they are related to, when ingame (on editor you can place them where you want it doesn't matter).

For setting the conditions you need you can use 2 moving zones that border the rear elevator, 1 for unit inside, 1 for unit outside. Cumulate with a flag that turned true (enemy group destroyed, your plane's weight inf to, or whatever meaning player is back from mission) and with this script function : if Unit.getByName('Blue F18c 1-1 or whatever'):inAir() == false then... (ex: activate flag, and opposite deactivate flag) - meaning there is weight on wheel, plus set a condition for player's plane speed equal to carrier's speed (or bordered, f.e. carrier speed is 20, set inf to 21/ sup to 19).

 

The related action you want should then be triggered only when player is back to carrier, stopped on rear elevator (but will also work if player is stopped anywhere the inside/ouside zones also cover the carrier)

 

Cvn-zones.thumb.jpg.7a99d44ec25f74d22ac13f92b0bc0e29.jpg

Posted
Another way to do this could be to check for engines OFF (rpm=0), that way the mission can end at whatever parking position the pilot chooses. The trigger would look like this:

 

fKxt81c.jpg

 

the indication text I'm using is the IFEI RPM L & R.

 

Off course on a real mission we would need to add some checks to cover the case of the player crashing rather than recovering safely on the carrier, and to distinguish if the player is starting on a cold aircraft.

 

Rudel, where does one find all these codes?

You showed me how to retrieve aircraft parameters (thanks), but where do I find for instance which "indicator ID number" belongs to which cockpit instrument?

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted (edited)
Rudel, where does one find all these codes?

You showed me how to retrieve aircraft parameters (thanks), but where do I find for instance which "indicator ID number" belongs to which cockpit instrument?

 

Hello, unfortunately it is not easy, I find them using the Lua-Console component of DCS-Bios. The Indicators are grouped by device, the device ID (for the Hornet) are:

 

1: HUD

2: Left DDI

3: Right DDI

4: Center MPCD

5: IFEI

6: UFCP

 

On the Lua Console, the command to get the indicators of a device is like this:

 

return list_indication(5)

 

For the IFEI the indicators are:

 


"-----------------------------------------\
txt_RPM_R\
65\
-----------------------------------------\
txt_RPM_L\
65\
-----------------------------------------\
txt_TEMP_R\
304\
-----------------------------------------\
txt_TEMP_L\
323\
-----------------------------------------\
txt_FF_R\
6\
-----------------------------------------\
txt_FF_L\
6\
-----------------------------------------\
txt_OilPress_R\
60\
-----------------------------------------\
txt_OilPress_L\
60\
-----------------------------------------\
txt_BINGO\
5000\
-----------------------------------------\
txt_FUEL_UP\
13010T\
-----------------------------------------\
txt_FUEL_DOWN\
8500I\
-----------------------------------------\
txt_CLOCK_S\
50\
-----------------------------------------\
txt_CLOCK_M\
16\
-----------------------------------------\
txt_CLOCK_H\
17\
-----------------------------------------\
txt_DD_1\
:\
-----------------------------------------\
txt_DD_2\
:\
-----------------------------------------\
txt_DD_3\
:\
-----------------------------------------\
txt_DD_4\
:\
-----------------------------------------\
RPMTexture\
\
-----------------------------------------\
TempTexture\
\
-----------------------------------------\
FFTexture\
\
-----------------------------------------\
NOZTexture\
\
-----------------------------------------\
OILTexture\
\
-----------------------------------------\
BINGOTexture\
\
-----------------------------------------\
LScaleTexture\
\
-----------------------------------------\
RScaleTexture\
\
-----------------------------------------\
L0Texture\
\
-----------------------------------------\
R0Texture\
\
-----------------------------------------\
L50Texture\
\
-----------------------------------------\
R50Texture\
\
-----------------------------------------\
L100Texture\
\
-----------------------------------------\
R100Texture\
\
-----------------------------------------\
LPointerTexture\
\
-----------------------------------------\
RPointerTexture\
\
"

 

For each indicator, its name is on the first line, its current value is on the second. The \ represents the new line character and it’s not part of the name or value.

Edited by Rudel_chw

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

Posted

Once again, thanks for the info :thumbup:

 

 

 

I don't understand why ED doesn't properly list and share all this information. For a game/sim resting so heavily on user made input (missions/campaigns), you'd expect they would do anything to make life easier for mission builders. They did add parameter conditions, cockpit arguments etc. to the mission editor trigger menu, but they don't properly share all codes and what they mean. This way, only a very small part of the community understands how to use these options.

I don't understand why all these codes aren't summarized and made easily accessible..:huh:

  • Like 1

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted (edited)

I don't understand why ED doesn't properly list and share all this information.

 

Maybe because this parameters change while the aircrafts are bring developed. I used this type of triggers heavily on my training series for the JF-17 (https://www.digitalcombatsimulator.com/en/files/3309782/) but they were frequently being broken by changes that the developer made to these codes.

 

For a game/sim resting so heavily on user made input (missions/campaigns), you'd expect they would do anything to make life easier for mission builders.

THe development version of DCS has a Lua Console, so these items are available to official Campaign creators, I wish the Console were available to all dcs users, thankfully we have the tool in dcs-bios, tough I understand that it is not being supported anymore, so it is likely that it will cease to operate in future versions of dcs :cry:

 

Best regards.

 

Eduardo.

Edited by Rudel_chw

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

Posted (edited)

Thanks for the fast replies, guys!

 

I now understand how moving triggers work. Toutenglisse - your Inside Zone and Outside Zone makes perfect sense and is so easy to implement!

 

I went with Rudel's solution though - I like that the player can park anywhere. Works perfectly now :)

Edited by arcuspilot
  • 1 year later...
  • 11 months later...
Posted
On 9/9/2020 at 7:50 AM, Rudel_chw said:

Another way to do this could be to check for engines OFF (rpm=0), that way the mission can end at whatever parking position the pilot chooses. The trigger would look like this:

 

fKxt81c.jpg

 

the indication text I'm using is the IFEI RPM L & R.

 

Off course on a real mission we would need to add some checks to cover the case of the player crashing rather than recovering safely on the carrier, and to distinguish if the player is starting on a cold aircraft.

Will this work for multiplayer missions?  I have tried the moving zone, speed below for each client plane, but nothing seems to end the mission unless it is a stand alone trigger.

Posted
1 hour ago, mech79 said:

Will this work for multiplayer missions?  I have tried the moving zone, speed below for each client plane, but nothing seems to end the mission unless it is a stand alone trigger.

Add a radio menu item for a shutdown / chocks call to the ground crew that you use to trigger the mission end. 

  • Like 1
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