Crazyoneeye Posted January 15, 2023 Posted January 15, 2023 I am trying to set a trigger to destroy a bridge with no success. Any suggestions would be helpful Thank you,
razo+r Posted January 15, 2023 Posted January 15, 2023 What if instead of using scenery destruction you set explosion in zone?
Jakko Posted January 15, 2023 Posted January 15, 2023 I believe there are also some bridges (and other buildings) you cant destroy. If you place the zone over a whole city, for example on Syria, you will see that many objects remain standing. Mostly the specially handmade ones. You also don't get a "dead event" from these objects.
Crazyoneeye Posted January 15, 2023 Author Posted January 15, 2023 I tested it with setting the trigger to ON MISSION START and the bridge is destroyed, i just cant get it to be destroyed when a missile hit it
razo+r Posted January 15, 2023 Posted January 15, 2023 (edited) Looking again at your setup, currently you've set it up in such a way that ALL of the listed weapons need to be in the zone at the same time in order to destroy the bridge. If you put an "OR" inbetween all of these triggers, it might also work. Edited January 15, 2023 by razo+r
Crazyoneeye Posted January 15, 2023 Author Posted January 15, 2023 Thanks for the help I just tested that and did not result in bridge death. Thanks for sharing your thoughts
razo+r Posted January 15, 2023 Posted January 15, 2023 Then set up a trigger like once -> missile in zone or missile in zone or etc. -> explosion and set it to a big enough value. If you've set the value big enough, the bridge will colapse.
cfrag Posted January 15, 2023 Posted January 15, 2023 Can you include the mission so we can look at which bridge you are trying to destroy? I’m sure we can come up with a solution if it can be destroyed.
CaptScotty Posted January 27, 2023 Posted January 27, 2023 I'm new to triggers, but what I do is set zones when I want things to happen. They are the "Flag" to happen. The try using "or" between flags or set up a separate trigger for each missile. Instead of "scenery explode", just use "Explode" I've used that and it works well in similar situations.
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