TEMPEST.114 Posted May 26, 2024 Posted May 26, 2024 (edited) As title says. It would be very useful for when a unit passes a waypoint to set a flag that can trigger other things to happen, without having to rely on the more 'expensive' operation of having a trigger zone. EDIT: @Flappie Is there any chance this could be added relatively 'quickly'? It would simplify SO much of a mission's logic and save on the computational costs of so many trigger zones that have to be checked every second... Edited May 26, 2024 by TEMPEST.114 2
Flappie Posted May 26, 2024 Posted May 26, 2024 I think you already have it, since you recently gained the possibility to hide helper gates. Remember the helper gates flag? ---
TEMPEST.114 Posted May 26, 2024 Author Posted May 26, 2024 24 minutes ago, Flappie said: I think you already have it, since you recently gained the possibility to hide helper gates. Remember the helper gates flag? Can you elaborate because I certainly can't find it. If I'm in error then fantastic, but I just don't see any option to set a flag on passing a waypoint other than via a run script @Flappie
Flappie Posted May 26, 2024 Posted May 26, 2024 See here: Try the following: Activate helper gates at mission start and assign them a flag (FLAG field of SHOW HELPER GATES), then hide the helper gates one second later (SHOW HELPER GATES with an empty "FLAG" field). Does it work? The only problem here is that the pilot needs to pass right into the invisible gates. Not very practical. Trigger zones are "expensive" like you said, but they allow a good margin for pilot navigation error, and they are insensitive to altitude too. ---
TEMPEST.114 Posted May 26, 2024 Author Posted May 26, 2024 42 minutes ago, Flappie said: See here: Try the following: Activate helper gates at mission start and assign them a flag (FLAG field of SHOW HELPER GATES), then hide the helper gates one second later (SHOW HELPER GATES with an empty "FLAG" field). Does it work? The only problem here is that the pilot needs to pass right into the invisible gates. Not very practical. Trigger zones are "expensive" like you said, but they allow a good margin for pilot navigation error, and they are insensitive to altitude too. But I'm not talking about 'gates'. I'm talking about a waypoint action for any unit that has waypoints to follow. I just think we need an ACTION that can set a flag when the unit gets to a waypoint and processes its waypoint actions. There is nothing in PERFORM COMMANDS or SET OPTIONS or any of the other things, for setting a flag, unless you resort to scripting.
Exorcet Posted May 26, 2024 Posted May 26, 2024 I agree that this is useful, though at least it's easy to script: trigger.action.setUserFlag(1, true) If ED doesn't want to add a dedicated option, maybe there can be some simple scripts included for the DO SCRIPT command. 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
TEMPEST.114 Posted May 26, 2024 Author Posted May 26, 2024 (edited) 1 hour ago, Exorcet said: I agree that this is useful, though at least it's easy to script: trigger.action.setUserFlag(1, true) If ED doesn't want to add a dedicated option, maybe there can be some simple scripts included for the DO SCRIPT command. I know this command; It's why I said 'it can be done via run script'. But just because *I CAN* using scripting, doesn't mean everyone can, and I'm always approaching the M.E. with the non-scripter point of view. Adding this single, simple waypoint action to the PERFORM COMMAND menu, means that novices and average M.E. users can get a lot more performance and flexibility from the M.E. but it's also a great deal more performant. Edited May 26, 2024 by TEMPEST.114
Exorcet Posted May 27, 2024 Posted May 27, 2024 42 minutes ago, TEMPEST.114 said: I know this command; It's why I said 'it can be done via run script'. But just because *I CAN* using scripting, doesn't mean everyone can, and I'm always approaching the M.E. with the non-scripter point of view. Adding this single, simple waypoint action to the PERFORM COMMAND menu, means that novices and average M.E. users can get a lot more performance and flexibility from the M.E. but it's also a great deal more performant. I didn't mean to imply that the command was not needed. I support the idea, and there are similar cases for other mission editor functionality like winchester as a trigger condition, etc. I pasted the code above in part thinking about people viewing the topic in future searches. Even if ED decided to add this, it may take some time before we see it in the ME. 1 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
TEMPEST.114 Posted May 27, 2024 Author Posted May 27, 2024 14 minutes ago, Exorcet said: I didn't mean to imply that the command was not needed. I support the idea, and there are similar cases for other mission editor functionality like winchester as a trigger condition, etc. I pasted the code above in part thinking about people viewing the topic in future searches. Even if ED decided to add this, it may take some time before we see it in the ME. Ah, gotcha. Thanks. Yeah, there are SO many little niceties that could be added quite quickly that would really help the community out; I think it's time we start listing them and pushing ED to do the work. 1
TEMPEST.114 Posted May 27, 2024 Author Posted May 27, 2024 11 hours ago, Flappie said: See here: Try the following: Activate helper gates at mission start and assign them a flag (FLAG field of SHOW HELPER GATES), then hide the helper gates one second later (SHOW HELPER GATES with an empty "FLAG" field). Does it work? The only problem here is that the pilot needs to pass right into the invisible gates. Not very practical. Trigger zones are "expensive" like you said, but they allow a good margin for pilot navigation error, and they are insensitive to altitude too. From what you've said that would never work, because setting the gates flag to 0 hides, them, setting them to anything else, increments that flag's value with each gate they pass. This has nothing to do with setting a specific and unique flag on passing a specific waypoint. Do you see what I'm talking about now or are we still talking at crossed purposes? @Flappie
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