Qazplm Posted Tuesday at 05:54 AM Posted Tuesday at 05:54 AM I think every time the player pulls down the switch, there will be a message showing the current position of the switch. If I use scripts instead of triggers, what should I do? Can anyone help me? thanks
Cyking Posted Tuesday at 08:35 AM Posted Tuesday at 08:35 AM You can use several conditions in the Mission Editor to check the position of switches or settings within the cockpit. e.g. X: COCKPIT ARGUMENT IN RANGE or X: COCKPIT PARAM EQUAL TO / IN RANGE Example below checks if the Master Arm Switch is turned on in the F-4. DISCORD - YOUTUBE - INSTAGRAM
Qazplm Posted Tuesday at 07:44 PM Author Posted Tuesday at 07:44 PM 11小时前,Cyking说: You can use several conditions in the Mission Editor to check the position of switches or settings within the cockpit. e.g. X: COCKPIT ARGUMENT IN RANGE or X: COCKPIT PARAM EQUAL TO / IN RANGE Example below checks if the Master Arm Switch is turned on in the F-4. Thank you. I understand this. What I want to say is how to implement this function with a script. Each time the player pulls the switch, a message is displayed.
Cyking Posted Tuesday at 09:39 PM Posted Tuesday at 09:39 PM 1 hour ago, Qazplm said: Thank you. I understand this. What I want to say is how to implement this function with a script. Each time the player pulls the switch, a message is displayed. As far as I am aware you cannot read out the cockpit parameters with a lua script, but maybe I am wrong. So you need to setup the condition check in the ME. In the "Action" you can put a do script for messages or sth else. DISCORD - YOUTUBE - INSTAGRAM
Qazplm Posted Wednesday at 04:24 AM Author Posted Wednesday at 04:24 AM 6小时前,Cyking说: As far as I am aware you cannot read out the cockpit parameters with a lua script, but maybe I am wrong. So you need to setup the condition check in the ME. In the "Action" you can put a do script for messages or sth else. 文 I can use scripts to read and set cockpit parameters, but I'm not familiar with programming. The scripts I wrote can only determine the current status of the switches and will not be written to make judgments after the player pulls the switches
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