redfish Posted September 17, 2011 Posted September 17, 2011 Hello Is there a way to create a trigger zone that can be attached to a movable object like a KC-135 with triggers to ogg files when client/players are specific radii from the tanker. Radius 10 from tanker plays “Forward 10” Radius 1 from tanker plays “Stabilise“ Found an amusing pic regarding refuelling [sIGPIC][/sIGPIC] AEF 161 Squadron CO ~~~ My YouTube Channel ~~~ "We struck down evil with the mighty sword of teamwork and the hammer of not bickering." The Shoveller ... Mystery Men
Jona33 Posted September 17, 2011 Posted September 17, 2011 There is, trigger menu. Units inside Moving zone. Always remember. I don't have a clue what I'm doing
redfish Posted September 17, 2011 Author Posted September 17, 2011 (edited) This what I have: And this is what I want: As the player moves towards the tanker, trigger sounds play - "Forward 20", "Forward 10", "Hold and stabilise position.", "offload complete, disconnecting" etc. etc.... the triggers are "attached" to the tanker/unit. Edited September 17, 2011 by redfish [sIGPIC][/sIGPIC] AEF 161 Squadron CO ~~~ My YouTube Channel ~~~ "We struck down evil with the mighty sword of teamwork and the hammer of not bickering." The Shoveller ... Mystery Men
VFA41_Lion Posted September 17, 2011 Posted September 17, 2011 And does it work? I don't think I've gotten around to using a moving zone trigger yet.
redfish Posted September 17, 2011 Author Posted September 17, 2011 And does it work? I don't think I've gotten around to using a moving zone trigger yet. No it definitely doesn't work. [sIGPIC][/sIGPIC] AEF 161 Squadron CO ~~~ My YouTube Channel ~~~ "We struck down evil with the mighty sword of teamwork and the hammer of not bickering." The Shoveller ... Mystery Men
Nate--IRL-- Posted September 17, 2011 Posted September 17, 2011 No it definitely doesn't work. How so? Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Grimes Posted September 17, 2011 Posted September 17, 2011 Step 1. Place the zone someplace random where the triggering unit wont likely travel to. This is important because the zone doesnt actually move, rather its used as a reference to check the specified radius around the moving vehicle to determine if a condition is true. Make a Unit inside trigger zone condition. Unit = Unit to check Zone= which zone to use Zone Unit = which unit to attach to the zone. Its as simple as that. 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
VFA41_Lion Posted September 17, 2011 Posted September 17, 2011 That's simple?? That seems a tad more complicated than just attaching a zone to a unit.
nomdeplume Posted September 18, 2011 Posted September 18, 2011 You can't "attach" a zone to a unit. And it's not really any more complicated than having a trigger 'unit in zone'. All that changes is that you specify two units... which is exactly what you'd have to do to "attach" a zone to a unit, anyway.
Druid_ Posted September 18, 2011 Posted September 18, 2011 You do realise that as the trigger is circular it will also activate when you initially formate as per SOPs on the texaco's wing prior to falling behind the boom. Also you can't specify exactly where on the unit the centre point is I'm afraid. This is my favourite AAR pick, but then I'm biased. (sorry about quality, scanned, no digital cameras in these good old days) i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q
EtherealN Posted September 18, 2011 Posted September 18, 2011 Okey, that IS funny. :D [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
AeroOrange Posted September 18, 2011 Posted September 18, 2011 That's simple?? That seems a tad more complicated than just attaching a zone to a unit. It really is simple. In use with switched conditions and continuous action moving zones offer tremendous sim flexibility - I think its the single most powerful aspect of trigger zones. Win 11 9700k, RTX2080, 32 GB DDR5. Track This! I'm taking donations for a new graphics card!
Nate--IRL-- Posted September 18, 2011 Posted September 18, 2011 You can't "attach" a zone to a unit. Yes you can. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
nomdeplume Posted September 18, 2011 Posted September 18, 2011 Yes you can. Care to elaborate? Edit: the description in the GUI manual for the 'unit in moving zone' condition does indeed state that it "attaches" the trigger zone to the unit, so it may just be a matter of semantics.
Nate--IRL-- Posted September 18, 2011 Posted September 18, 2011 Apologies I should have elaborated on it, but yes 'unit in moving zone' is the mechanism to attach the zone to a unit. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
nomdeplume Posted September 18, 2011 Posted September 18, 2011 Apologies I should have elaborated on it, but yes 'unit in moving zone' is the mechanism to attach the zone to a unit. Gotcha, but it doesn't technically attach the zone to a unit. For the most part that doesn't matter (since you can't actually see zones in the game), but for example if you explode a smoke marker within a zone that you're using with "unit in moving zone", then the marker will be created at the center of the zone's position in the mission editor, not at the location of the "attached" unit was at the last time the condition was checked.
VFA41_Lion Posted September 18, 2011 Posted September 18, 2011 It really is simple. In use with switched conditions and continuous action moving zones offer tremendous sim flexibility - I think its the single most powerful aspect of trigger zones. I'm terrible at learning from textual explanations. Don't suppose I can get a mission file that demonstrates it to learn properly? :helpsmilie::)
Grimes Posted September 18, 2011 Posted September 18, 2011 Attached.Moving Zone Example.miz 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
HiJack Posted September 18, 2011 Posted September 18, 2011 I had a test a while back with a taxi car in front of the taxing aircraft. Should work in 1.1.0.9 also ;) Test - follow the taxi car.miz Try to slow down and stop taxiing and the car stops also :D
VFA41_Lion Posted September 18, 2011 Posted September 18, 2011 (edited) Attached. edit: nevermind, now I understand it. Really confusing at first D: Edited September 18, 2011 by NPOSuperhornet
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