KosPilot Posted June 12, 2012 Posted June 12, 2012 Scenario: A unit of three tanks is advancing. Goal: -If flag is set, then halt ground unit. Unit must still be able to open fire. -If flag is reset (or another flag is set), resume advancing. I have been playing around with the triggers and advanced waypoint settings, but I can not make it happen! Please help? :helpsmilie:
Grimes Posted June 13, 2012 Posted June 13, 2012 Its best to use triggers and "Triggered Actions" Simply create a triggered action of "Hold". When you want the group to stop use the trigger "AI Task" and select the action corresponding to the group you want to stop. Usually the AI Tasks are named like "Groupname Hold" There is also a trigger called "group resume" use this to have the group move again. 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
Paganus Posted June 13, 2012 Posted June 13, 2012 An easy way to make stopping and starting of moving units on waypoints using flags is; Add and an "advanced waypoint action" to the waypoint with type=perform task, action=hold. Then hit the "condition" button and set "user is" to the flag you want them to stop on, and hit the "stop condition" button and set "user is" to the flag you want them to resume on. Anytime you want to do something with units that are not on the move it's better to use "triggerd actions" like Grimes said.
KosPilot Posted June 13, 2012 Author Posted June 13, 2012 Its best to use triggers and "Triggered Actions" Simply create a triggered action of "Hold". When you want the group to stop use the trigger "AI Task" and select the action corresponding to the group you want to stop. Usually the AI Tasks are named like "Groupname Hold" There is also a trigger called "group resume" use this to have the group move again. An easy way to make stopping and starting of moving units on waypoints using flags is; Add and an "advanced waypoint action" to the waypoint with type=perform task, action=hold. Then hit the "condition" button and set "user is" to the flag you want them to stop on, and hit the "stop condition" button and set "user is" to the flag you want them to resume on. Anytime you want to do something with units that are not on the move it's better to use "triggerd actions" like Grimes said. Big cheers to both of you :) Triggered action is what I used to set up the condition, and I used flare on unit to verify. From what you say, I think my problem is that I did not position my advanced waypoint action in the correct location; I used it as a pre-condition expecting it to kick in while unit was enroute past the waypoint. That means I will have to use numerous advanced waypoints (AWP) where each AWP is checking conditions? Ideally I would like to have a unit halt on triggers rather than predefined AWPs.
Grimes Posted June 13, 2012 Posted June 13, 2012 That means I will have to use numerous advanced waypoints (AWP) where each AWP is checking conditions? Sort of. Advanced waypoint actions typically only apply whenever the unit passes the waypoint. So once a unit reaches WP2 for example, it will do whichever AWPs are assigned for WP2. The only waypoint actions which can be started between waypoints and that carry over so to speak between waypoints are "enroute actions". Enroute actions are basically orders given to a unit/group to define its role on the battlefield. Stuff like CAS, CAP, FAC... Triggered actions on the other hand are identical to AWPS, however you can trigger it to occur whenever and where-ever you want. 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
KosPilot Posted June 13, 2012 Author Posted June 13, 2012 This is so nice! I have not made missions for a while so I guess this option has been around since the release of A-10C and BS2. Still, it is sooo nice to have units stop and resume, and still be able to reflect combat losses.
IADC Posted July 2, 2012 Posted July 2, 2012 How do i simply create a trigger action of HOLD and then insert it into the AI TASKS? As mentioned by Grimes above. I am very new to this.... Thanks
Druid_ Posted July 2, 2012 Posted July 2, 2012 (edited) 1. Select the unit/group 2. Click on the triggered actions icon (right of payload icon) See GUI manual p115 3. Select task HOLD and name it something sensible 4. In triggered actions (left menu) select ... ONCE -> Give your Condition -> on drop down menu select AI TASK then in subsequent drop down menu select the sensibleName/HOLD (you should only have this one in the list, when you create other Triggered Actions they will be listed in this menu and be selectable) That should do ya Rambo. P.s. I favour triggered actions as you can instruct the unit/group at anytime in the mission and not just at waypoints using waypoint->advanced menu. If it something simple by all means use waypoint instructions but anything more complicated and possibly realistic then triggered actions are the way to go. Edited July 2, 2012 by Druid_ 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
nebuluski Posted July 22, 2012 Posted July 22, 2012 Trying to Get Group to Stay Where they are put - 1.2 Using DCS World 1.2 and trying to get a Recce Pl to stay in the positions I have set vehicles until a certain condition is met but they will not hold, they move out of positions. I basically want the Recce Pl (screening force) to stay in the positions that I have set them in until part of an enemy group moves into a zone, then they need to move off. I have tried Hold in AWP and Hold in Triggered Actions with associated Trigger event to start Hold and a Stop condition associated with a Flag. Neither of these approaches are working!!! Is Hold snafu'd in 1.2? :( I have had this working in previous versions! Any suggestion, would be most welcome. Rig: MSI Mag X570 Tomahawk| AMD 5600 | 32 GB DDR3 | M2 NVME Gen4 1TB SSD | Samsung EVo 850 2TB, 500 & 256 GB SSD | Gigabyte AORUS GTX 1080Ti | Samsung 24" (1920x1200) | 2 x Iiyama 22" T2250MTS touch screen (1920x1080) | 2 x 6.4" LCD | Cougar MFDs | Thrustmaster Warthog | CH Pro Pedals | Windows 10 [sIGPIC][/sIGPIC]
Grimes Posted July 22, 2012 Posted July 22, 2012 Hold is working correctly. How do you have it setup? The best way to do what you describe is to simply have a hold on the waypoint. And then whenever the enemy group is in the zone, you use "Group Resume" on the Recce platoon. 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
nebuluski Posted July 23, 2012 Posted July 23, 2012 Hold not working Thanks Grimes - Have tried the hold on initial waypoint (SP) but the units move out of their hide positions as soon as the mission starts!Shrek-Maykop Bop v1.miz Rig: MSI Mag X570 Tomahawk| AMD 5600 | 32 GB DDR3 | M2 NVME Gen4 1TB SSD | Samsung EVo 850 2TB, 500 & 256 GB SSD | Gigabyte AORUS GTX 1080Ti | Samsung 24" (1920x1200) | 2 x Iiyama 22" T2250MTS touch screen (1920x1080) | 2 x 6.4" LCD | Cougar MFDs | Thrustmaster Warthog | CH Pro Pedals | Windows 10 [sIGPIC][/sIGPIC]
Grimes Posted July 23, 2012 Posted July 23, 2012 Wow... that was a weird issue. I think its entirely positioning related. I moved the units out into the field and the hold command worked fine. You placed the units pretty close to buildings in the town and it is possible one of the units can't "reach" its proper spawn point, so it ignores the waypoint commands. Just move em around to try to get best results. Also I'd add a waypoint facing toward the front and set their formation to "default." That way the units stay in the formation they spawn in. 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
Druid_ Posted July 23, 2012 Posted July 23, 2012 I've noticed this starting to happen in 1.2.0. A bug submission maybe? 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
nebuluski Posted July 23, 2012 Posted July 23, 2012 Thanks for the pointer Grimes. I used AWP hold and set to Custom Default and put the first waypoint just out to the front as suggested and this stops most of the movement if not all. When I want them to move I use a Trigger with Group Resume action as you suggested and it works fine. Rig: MSI Mag X570 Tomahawk| AMD 5600 | 32 GB DDR3 | M2 NVME Gen4 1TB SSD | Samsung EVo 850 2TB, 500 & 256 GB SSD | Gigabyte AORUS GTX 1080Ti | Samsung 24" (1920x1200) | 2 x Iiyama 22" T2250MTS touch screen (1920x1080) | 2 x 6.4" LCD | Cougar MFDs | Thrustmaster Warthog | CH Pro Pedals | Windows 10 [sIGPIC][/sIGPIC]
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