jakare Posted July 19, 2011 Share Posted July 19, 2011 (edited) I created a mission with SU25 attacking a runway. I want to send a message to the blue coalition after the success of the runway attack, to warn them that the runway is no longer usable. But i can not found a good trigger condition to do that ! Edited July 19, 2011 by jakare Enjoy you flights:pilotfly: [sIGPIC]http://lh4.ggpht.com/_2nZGbOZAW0k/TMKfgcMUOzI/AAAAAAAADFk/W8Na6FhYNCM/jakare-signature.jpg[/sIGPIC] Link to comment Share on other sites More sharing options...
Grimes Posted July 19, 2011 Share Posted July 19, 2011 Testing if a runway is damaged is kinda tricky. As always you can have infantry stand near the runway and if they get killed you can assume that the runway was hit. Since its an AI attacking the runway you can use 2 trigger zones to determine if its flown over the runway. You will assume it dropped its payload, but usually if the AI fly directly over the runway that would mean they attacked it. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
Speed Posted July 19, 2011 Share Posted July 19, 2011 I hope to make "runway_destroyed" a function that will be available within a month or two in a mod I am working on, so hang tight. When a runway or any other static building is destroyed, it generates an event that is stored in memory and can be accessed from the "server" lua environment. So anyway, any static building death can be detected- the tricky part is that you have to know the unique # for that static building. But I can find all those fairly quickly, as there really aren't that many runways on the map. The problem is that it doesn't take much to generate the runway destroyed event. A single bomb will do, possibly something even smaller would work. Once the runway is destroyed, it no longer generates events on being hit again. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc. Link to comment Share on other sites More sharing options...
jeffyd123 Posted July 20, 2011 Share Posted July 20, 2011 thanks speed... You're a godsend to us. i7 8700K @ 4.4Ghz, 16G 3200 RAM, Nvidia 1080Ti, T16000 HOTAS, TIR5, 75" DLP Monitor Link to comment Share on other sites More sharing options...
jakare Posted July 20, 2011 Author Share Posted July 20, 2011 Testing if a runway is damaged is kinda tricky. As always you can have infantry stand near the runway and if they get killed you can assume that the runway was hit. .. I will try that. I hope to make "runway_destroyed" a function that will be available within a month or two in a mod I am working on, so hang tight... That would be good.. Thank you both ! Enjoy you flights:pilotfly: [sIGPIC]http://lh4.ggpht.com/_2nZGbOZAW0k/TMKfgcMUOzI/AAAAAAAADFk/W8Na6FhYNCM/jakare-signature.jpg[/sIGPIC] Link to comment Share on other sites More sharing options...
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