Woody01 Posted December 7, 2020 Share Posted December 7, 2020 I can set it up for a plane or ship just fine but I cant get 'Unit inside moving zone' to actually stay with a ground unit, I find it just stays where it is at mission start and the truck drives off not longer attached to the moving zone. I have not tried it with every ground unit mainly just trucks and Land Rovers. Can anyone see anything obvious I may have done wrong in the attached pic or does it just not work for ground units? Thanks. The Flying Kiwis - Since ages ago... Find us at https://www.simcentral.co.nz Link to comment Share on other sites More sharing options...
sirrah Posted December 7, 2020 Share Posted December 7, 2020 (edited) Zones themselves don't move. I mean, the zone "icon" on the F10 map will stay where you place it. If you use the zone as "moving zone" attached to a unit, you might just as well place that zone anywhere you want on the map. Once linked to a unit, DCS will "move" the center of that zone onto your unit (but you won't actually see that) Hope that helps By the way, and with all respect , but the trigger in your example doesn't make sense. In your case, from the start of the mission, zone "Daves moving zone" will be linked/centred to unit "Dave". Hence, from the start of the mission unit "Dave" will always be inside "Daves moving zone". So the message "Dave is in his moving zone" will popup on mission start and disappear after 10 seconds. Normally you use the inside moving zone, to trigger if unit A is within a certain range of unit B. E.g.: Place in mission editor: Aircraft named: F-18 Zone (with 300m radius) named: Aircraft carrier zone Ship named: Aircraft carrier In trigger menu: Condition Unit: F-18 Zone: Aircraft carrier zone Zone unit: Aircraft carrier Action Message to all: TEST The above will result in: A message to all "TEST", when unit "F-18" comes within 300m of the carrier Edited December 7, 2020 by sirrah 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 ~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH Link to comment Share on other sites More sharing options...
Woody01 Posted December 7, 2020 Author Share Posted December 7, 2020 (edited) Thanks sirrah, I appreciate the feedback. The original goal of doing this was to have a small trigger zone around a Land Rover so when a helicopter hovered over top it would have a message to all about a pickup, so the pic above is only half the story I guess. Thanks though, I think I get what you are saying. As I said I can get it to work ok with ships and aircraft just not ground units. I will keep on experimenting and try your advice. Edited December 7, 2020 by Woody01 The Flying Kiwis - Since ages ago... Find us at https://www.simcentral.co.nz Link to comment Share on other sites More sharing options...
toutenglisse Posted December 8, 2020 Share Posted December 8, 2020 Also, "mission start" is a condition so you don't have to add things in "conditions", only "actions". For what you want to do you should use "once" or "switched" (if you want your actions to happen everytime the designated unit enter the moving zone). Here an exemple if you still need one. Cau-VehMovZone-test.miz Link to comment Share on other sites More sharing options...
Woody01 Posted December 8, 2020 Author Share Posted December 8, 2020 Yep your right toutenglisse, thanks for that, I guess I was in a bit of a hurry when I did the example above, should have thought it through a bit more. Ill have a look at your example this evening. Thanks a lot for that The Flying Kiwis - Since ages ago... Find us at https://www.simcentral.co.nz Link to comment Share on other sites More sharing options...
Woody01 Posted March 10, 2021 Author Share Posted March 10, 2021 Hmmm, it would appear I still dont get how this trigger works, any further explanation would be very welcome. The latest attempt to have this Unit inside moving zone work for one of my missions has the following scenario. A vehicle convoy moving along carrying POW's, when the lead vehicle is destroyed I want friendly troops to spawn around the destroyed vehicle/ convoy as a sort of POW rescue scenario, I am using the CTLD script and the ctld.spawnGroupAtTrigger("blue", 2, "spawn1", 0) function. I can get the spawn on destroy part to work fine, but damned if I can get the moving zone to attach to the lead unit and every time the lead vehicle is destroyed the troops spawn where the trigger is placed in the mission editor. Doing my head in, but am I asking too much of this trigger or do I just fundamentally not understand what its function is how to set it up? Thanks. The Flying Kiwis - Since ages ago... Find us at https://www.simcentral.co.nz Link to comment Share on other sites More sharing options...
toutenglisse Posted March 10, 2021 Share Posted March 10, 2021 (edited) Spawning a group in a small zone placed exactly where a unit died is I think a challenging task. Forget about the "unit inside moving zone" function, it's for detection only and the zone-unit must be alive. I can think of an approximative function that would require checking and storing position of designated unit every second on a non local item (by scheduling a new check in 1 sec when one is done), that will fail when unit dies (unit.getbyname returning nil). Coupled with a check "if unit is dead", and when unit is dead spawn a group on the stored position within a small radius (the last position value stored before dead event that fails position's check). This way the function would work even if the designated unit instantly dies. Edited March 10, 2021 by toutenglisse 1 Link to comment Share on other sites More sharing options...
toutenglisse Posted March 10, 2021 Share Posted March 10, 2021 I just made a quick try, and it's pretty easy and straight forward. Here a little .miz example : a Russian SU25 attacks with laser rocket the leading unit of an US convoy, and when the leading unit is destroyed a group of 2-3 stinger soldiers immediately spawn around the wreck and retaliate lol. test-spawn-on-dead-unit.miz Link to comment Share on other sites More sharing options...
Woody01 Posted March 10, 2021 Author Share Posted March 10, 2021 Thanks a lot for your incite toutenglisse, I really appreciate the effort. Glad to know the unit inside zone is not able to do that and Im not going crazy! I will have a play around with the script and see what I can get to work. Thanks again! The Flying Kiwis - Since ages ago... Find us at https://www.simcentral.co.nz Link to comment Share on other sites More sharing options...
Recommended Posts