alfredo_laredo Posted October 7, 2020 Share Posted October 7, 2020 Hi.. I dont use scripts. I have a mission where i need to set the probability of succes depending on the amount of troops unloaded in an area.. right now I have a flag 5.. with 4 values.. (4 helicopters) if 1 helicopter delivers troops.. flag 5 value at 20 (on a 20% chance succes) if 2 helicopters land................flag 5 value at 40 """""""""""""""""""""""".............Flag 5 value at 60 ...........................................Flag 5 value at 80 (on a 80% chance success max) Im using a base vlaue of 100 porcent to make things easier.. My question is.. and after spending all morning reading.. how do I make a final trigger or set a new flag based on those chances of success? A.K.A. Timon -117th- in game Link to comment Share on other sites More sharing options...
Hunter_5E Posted October 7, 2020 Share Posted October 7, 2020 (edited) Using a "FLAG IS MORE" condition should do the trick. In the screenshot example I set a start flag on first and used 3 APC's instead of troops. Each APC increases the flag value by 30 as they enter the zone, so 90 total if all are in the zone. (Actually 91 as flag started out with value of 1) Then I used a "FLAG IS MORE" condition to trigger a "Message to all", if the flag value goes over 80. Triggers as soon as the third APC enters the zone. Hope that helps. EDIT: Posted mission example as well in case you want to look at it. Made in DCS stable.Flags Test Mission.miz Edited October 7, 2020 by Hunter_5E Link to comment Share on other sites More sharing options...
Grimes Posted October 7, 2020 Share Posted October 7, 2020 You'd have a trigger for each group being dropped off. Once>Part of Group 1 In Zone>Flag 5 increase value by 20 Once>Part of Group 2 In Zone>Flag 5 increase value by 20 Once>Part of Group 3 In Zone>Flag 5 increase value by 20 Once>Part of Group 4 In Zone>Flag 5 increase value by 20 Then you turn some flag on when you want to check the success rate. Call it flag 10. Once> Flag 10 True and Flag 5 equals 20 and random 20%> Do action Once> Flag 10 True and Flag 5 equals 40 and random 40%> Do action Once> Flag 10 True and Flag 5 equals 60 and random 60%> Do action Once> Flag 10 True and Flag 5 equals 80 and random 80%> Do action However due to how random is evaluated you must have another trigger to remove the condition. Once> Time since Flag 10 is 1 second> Flag 10 Off. Alternatively you can use a simple script when evaluating the success. Do Script local val = trigger.misc.getUserFlag('5') if math.random(100) < val then trigger.action.setUserFlag('1', true) end Once> Flag 1 is true > Success! 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 Link to comment Share on other sites More sharing options...
alfredo_laredo Posted October 7, 2020 Author Share Posted October 7, 2020 Thanks!! that worked great! A.K.A. Timon -117th- in game Link to comment Share on other sites More sharing options...
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