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Posted

There is probably a simple solution to this. But how do you set a trigger that will allow a group to start moving along its route? I need it to stay put until a certain triggered event and then move to wp1 and onwards.

Posted

The easiest way is to make a trigger that looks something like,

Once> Time More than 2 seconds > Stop and Deploy to template (group you want to stop)

 

Then we have to make a trigger for them to resume their waypoints.

 

Once> (whatever condition you want them to move> Group Resume

 

Its as simple as that.

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Posted
The easiest way is to make a trigger that looks something like,

Once> Time More than 2 seconds > Stop and Deploy to template (group you want to stop)

 

Then we have to make a trigger for them to resume their waypoints.

 

Once> (whatever condition you want them to move> Group Resume

 

Its as simple as that.

 

You have to set that group as a template first though, I believe.

 

Alternately, you could use the hold position triggered action/waypoint action, with a resume condition of a flag being true.

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Posted (edited)

or

MISSION START -- RANDOM(100) -- groupname AI OFF

ONCE -- flag number true -- groupname AI ON

 

however the units will be dim until they start moving (i.e. they will not defend themselves or engage enemy).

 

If you want them to stay active then use HOLD command (in advanced tab) as Speed mentioned with condition STOP on flag. (btw flag must be between 0-100 in this case), or use HOLD without any conditions and in triggers use ONCE -- flag number true -- GROUP RESUME groupname

Edited by Druid_

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Posted
You have to set that group as a template first though, I believe.

 

Not entirely. All templates can apply to any group and the option "default" exists for each group, which is simply a template formed from the relative starting locations of each unit in the group.

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Posted (edited)

Hey Grimes, that did the trick. Simple and working solution. Thanks! I don't know if I did it exactly in the correct way, I just chose SA11 (or 13, cant remember) template for my column. So at mission start they set themselves up. Then, at my trigger, they started moving.

 

Speed and Druid, I couldn't try your solutions since I don't know how flags work yet. So this would be a good opportunity to try it out.

 

How would you do the flag solution in practice and detail?

Edited by maxmax
Posted

A quick mission example.

 

First take a look at the trigger actions in the ME GUI. then ..

click on each unit -> ADVANCED -> click on HOLD

 

(HOLD is an option accessed from PERFORM TASK menu.)

 

HOLD has a Condition & STOP Condition. Click on STOP CONDITION on Unit#2 you will see I have ticked flag and set number to 1 (unit#1 just has HOLD without any conditions as we are using GROUP RESUME in trigger actions)

 

In the GUI Trigger actions you will see I set the flag to 1 when unit#1 entered a trigger zone.

 

 

Hope thats clear.

hold_move_on_trigger.miz

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Posted (edited)

Hmm, not really clear. I assume that by clicking the units you mean clikcing wp1 since thats where the conditions were.

 

In the trigger actions I see that you set the flag to 1 when #1 entered the zone.

 

But in unit#2 under stop condition. "I have ticked flag and set number to 1" - is that the same as IS USER and then 1 entered in the box?

 

Im a wee bit confused, because I have to track the logic backwards.

 

So if I understand this correctly.

1. Both vehicles start at the same time. No stop condition there.

2. Both stop at WP1 because of Perform task/hold in adavnced. Veh#1 stops outside the zone. Veh#2 inside.

3. Veh#2 sets off the trigger because it stops inside. That will allow #1 to continue.

 

Hmm. Ill have to analyze this a bit more :/ Still don't get the role of the flag.

 

*EDIT*

 

Ok, I think I figured it out.

I made a small mission where two hmmvs stand next to each other. Trigger zone closeby.

1. First has Perform task/hold with stop condition flag 1. Second has no hold and starts moving immediately.

2. Trigger is set to go off when #2 enters zone. Activates flag 1 and message.

3. Flag 1 is now activated so that sets of stop condition for #1. And off he goes.

 

Something like that.

Edited by maxmax
Posted

I have used two different methods for the vehicles.

 

1. Correct

2. Correct (the zone has nothing to do with what STOPS where)

3. It sets off trigger as it enters zone (it doesnt stop in zone)

 

If you didnt use flags then it wouldnt be achievable as shown. A flag is a boolean, i.e. it can be true or false. In a programming language flags are usually alphanumeric e.g. x . In the DCS MissionEditor flags are numbers. So each number can be true or false. You can utilise these to good effect when constructing a mission. Google boolean flags as see some explanations if your still not sure.

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Posted

I think i did it

 

Thanks for the flag-help Druid :)

 

So here is the mission I needed the flags for. I posted it in an earlier post as well. I've used flags for making things random and for making a group move out on a set trigger :book:

 

Druid and anyone else is welcome to test it. Next step is to check that difficulty/distances/timings/logics/playability/funs are ok and then try to make it an mp-mission.

Retreat_hidden.miz

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