Nealius Posted July 31, 2021 Share Posted July 31, 2021 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. Link to comment Share on other sites More sharing options...
Exorcet Posted July 31, 2021 Share Posted July 31, 2021 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. Awaiting: DCS F-15C Win 10 i5-9600KF 4.6 GHz 64 GB RAM RTX2080Ti 11GB -- Win 7 64 i5-6600K 3.6 GHz 32 GB RAM GTX970 4GB -- A-10C, F-5E, Su-27, F-15C, F-14B, F-16C missions in User Files Link to comment Share on other sites More sharing options...
Nealius Posted July 31, 2021 Author Share Posted July 31, 2021 Click edit? Or click the corners and drag like resizing a layer in Photoshop? Link to comment Share on other sites More sharing options...
Dunx Posted July 31, 2021 Share Posted July 31, 2021 Click the "Edit" button next to the "ZONE TYPE" drop-down to reveal four yellow boxes that can be dragged with the mouse... 1 ROG Z690 Hero ● i9-12900K 5.5GHz ● Giggy RTX 3090 OC ● 32GB 4800MHz ● Firecuda M.2s ● Reverb G2 ● Win11Pro //// A10CII ● AH64D ● AJS37 ● AV8BNA ● C101 ● CEII ● F16C ● F5EII ● F86F ● FA18C ● FC3 ● I16 ● KA50 ● M2000C ● MI8 ● P47D ● SA342 ● SPIT ● UH1H ● Y52 Link to comment Share on other sites More sharing options...
Nealius Posted July 31, 2021 Author Share Posted July 31, 2021 (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 July 31, 2021 by Nealius 1 Link to comment Share on other sites More sharing options...
SNAFU Posted July 31, 2021 Share Posted July 31, 2021 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. [sIGPIC][/sIGPIC] Unsere Facebook-Seite Link to comment Share on other sites More sharing options...
Dunx Posted July 31, 2021 Share Posted July 31, 2021 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. ROG Z690 Hero ● i9-12900K 5.5GHz ● Giggy RTX 3090 OC ● 32GB 4800MHz ● Firecuda M.2s ● Reverb G2 ● Win11Pro //// A10CII ● AH64D ● AJS37 ● AV8BNA ● C101 ● CEII ● F16C ● F5EII ● F86F ● FA18C ● FC3 ● I16 ● KA50 ● M2000C ● MI8 ● P47D ● SA342 ● SPIT ● UH1H ● Y52 Link to comment Share on other sites More sharing options...
SNAFU Posted July 31, 2021 Share Posted July 31, 2021 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. [sIGPIC][/sIGPIC] Unsere Facebook-Seite Link to comment Share on other sites More sharing options...
Nealius Posted July 31, 2021 Author Share Posted July 31, 2021 Even with a small radius of 1000 the effected area ends up being something more like 7000. Link to comment Share on other sites More sharing options...
Dunx Posted July 31, 2021 Share Posted July 31, 2021 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. 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. ROG Z690 Hero ● i9-12900K 5.5GHz ● Giggy RTX 3090 OC ● 32GB 4800MHz ● Firecuda M.2s ● Reverb G2 ● Win11Pro //// A10CII ● AH64D ● AJS37 ● AV8BNA ● C101 ● CEII ● F16C ● F5EII ● F86F ● FA18C ● FC3 ● I16 ● KA50 ● M2000C ● MI8 ● P47D ● SA342 ● SPIT ● UH1H ● Y52 Link to comment Share on other sites More sharing options...
Nealius Posted July 31, 2021 Author Share Posted July 31, 2021 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. Link to comment Share on other sites More sharing options...
Dunx Posted July 31, 2021 Share Posted July 31, 2021 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). ROG Z690 Hero ● i9-12900K 5.5GHz ● Giggy RTX 3090 OC ● 32GB 4800MHz ● Firecuda M.2s ● Reverb G2 ● Win11Pro //// A10CII ● AH64D ● AJS37 ● AV8BNA ● C101 ● CEII ● F16C ● F5EII ● F86F ● FA18C ● FC3 ● I16 ● KA50 ● M2000C ● MI8 ● P47D ● SA342 ● SPIT ● UH1H ● Y52 Link to comment Share on other sites More sharing options...
SNAFU Posted July 31, 2021 Share Posted July 31, 2021 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. [sIGPIC][/sIGPIC] Unsere Facebook-Seite Link to comment Share on other sites More sharing options...
Nealius Posted July 31, 2021 Author Share Posted July 31, 2021 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. Link to comment Share on other sites More sharing options...
Dunx Posted July 31, 2021 Share Posted July 31, 2021 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. ROG Z690 Hero ● i9-12900K 5.5GHz ● Giggy RTX 3090 OC ● 32GB 4800MHz ● Firecuda M.2s ● Reverb G2 ● Win11Pro //// A10CII ● AH64D ● AJS37 ● AV8BNA ● C101 ● CEII ● F16C ● F5EII ● F86F ● FA18C ● FC3 ● I16 ● KA50 ● M2000C ● MI8 ● P47D ● SA342 ● SPIT ● UH1H ● Y52 Link to comment Share on other sites More sharing options...
Camflip Posted August 6, 2021 Share Posted August 6, 2021 (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. Edited August 6, 2021 by Camflip Link to comment Share on other sites More sharing options...
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