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Posted

Only circular zone size can be changed. To change the size of square trigger zones, one must switch to circular, edit the radius, then switch back to square. Rinse, repeat endlessly until desired size is achieved. 

Posted

I feel like this is intentional.

 

To resize/shape square zones you click edit and move the corners. However I admit to switching to circle and setting a radius for an initial size many times, so I wouldn't mind having the size option work for the square zone.

 

Would also be nice to see distance between corners displayed or possibly editable.

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Posted

Click the "Edit" button next to the "ZONE TYPE" drop-down to reveal four yellow boxes that can be dragged with the mouse...

 

image.png

 

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Posted (edited)

Oh cool didn't see that. The edit function will make it much easier to fix the overgrowth around Tinian's North Field to better reflect its current state. 

 

Now I have a problem where the destruction zone does not respect the boundaries of the trigger zone. It's always the same size, and much much larger than it should be. 

Edited by Nealius
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Posted

As far as I have found out, the scripting engine only knows trigger circle zones, so box shaped trigger zones are simply cosmetic and cannot be used as zones for triggers or other scripting.

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Posted
32 minutes ago, SNAFU said:

As far as I have found out, the scripting engine only knows trigger circle zones, so box shaped trigger zones are simply cosmetic and cannot be used as zones for triggers or other scripting.

 

I have a rectangular trigger zone over the runway that works as expected. I can fly to the left and right without triggering it. There may be issues with very small zones.

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Posted

The scripting engine only knows the centre of the zone and the radius. So basically it handles the box as a circle. That's what I meant.

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Posted

I did some more testing...

 

Test One

I created a circle with radius 8000, switched to quad-point, edited and moved the corners. I flew down the right of the runway, turned 270 degress and fly over the center of the runway, the trigger failed. I then flew outside the 8000 and came back in and the tigger worked flying directly over the runway.

image.png

 

Test Two

I created a circle with radius 20, switched to quad-point, edited and moved the corners. I flew down the right of the runway, turned 270 degress and fly over the center of the runway, the trigger worked as expected. Please note that moving the corners does not appear to change the radius.

image.png

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Posted

In my case I'm using the trigger zone to clear trees from an area. I'm not sure if the scenery removal trigger causes its own issues, but if I create a small rectangle covering one of the runways at Tinian North Field, I get a massive square area encompassing nearly the entire north quarter of the whole island with missing trees.

Posted
17 minutes ago, Nealius said:

In my case I'm using the trigger zone to clear trees from an area. I'm not sure if the scenery removal trigger causes its own issues, but if I create a small rectangle covering one of the runways at Tinian North Field, I get a massive square area encompassing nearly the entire north quarter of the whole island with missing trees.

 

Ah yes, I see the same bug.

 

The scenery remove objects option appears to only remove squares and ignores the shape (including circle).

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Posted

Ok, strange behavior. I thoughts it's because the scripting engine documentation for triggerzones so far knows only centerpoint coordinates and radius.  Thanks for testing.

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Posted
56 minutes ago, Dunx said:

 

Ah yes, I see the same bug.

 

The scenery remove objects option appears to only remove squares and ignores the shape (including circle).

 

Ignores the size as well.

Posted

One thing to be aware of is that trees are not individual objects but rather groups, the entire group will be removed.

 

I have only tested with Caucasus and the groups north of Kobuleti are not too big.

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Posted (edited)

 

I think this is a bug. I've attached an image with the trigger zone I have for tree removal, and then I've attached an image in game that shows that it removes the trees in a big square.  This is regardless of how you have the quad-point trigger zone shaped.  The square is the original size of the square before I edited the four corners into a rectangle.

Digital Combat Simulator  Black Shark Screenshot 2021.08.05 - 17.29.41.06.png

Digital Combat Simulator  Black Shark Screenshot 2021.08.05 - 17.29.20.55.png

Edited by Camflip
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