JCamel Posted July 3, 2012 Posted July 3, 2012 I'm trying to set up an enemy artillery position that fires after I've destroyed a road block. I have set it up as follows: Trigger CONTINUOUS ACTION (Trigger3, ON DESTROY) Condition UNIT DEAD(1) Action FLAG ON (1) Artillery Unit Waypoint Actions Fire at Point Condition IS USER |1| (Box Ticked) Should this work? If the telegraph pole takes off after you, it is not a telegraph pole.
ED Team BIGNEWY Posted July 3, 2012 ED Team Posted July 3, 2012 take a look in this part of the forum Jcamel http://forums.eagle.ru/forumdisplay.php?f=210 basically you need to use delayed activation. set the arty's start time in the future and then activate them on the trigger when say a unit is dead Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Grimes Posted July 4, 2012 Posted July 4, 2012 That will work but whenever any object in the sim gets destroyed it will run that trigger. Practically speaking it just needs to be a "Once" condition. 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
JCamel Posted July 4, 2012 Author Posted July 4, 2012 It doesn't seem to be working with either ONCE or CONTINUOUS. The artillery does not fire. I assume waypoint 0 for the artillery is just their start position??? Do they need to be activated as well, or is the FLAG ON enough for them to start? If the telegraph pole takes off after you, it is not a telegraph pole.
Grimes Posted July 4, 2012 Posted July 4, 2012 Yes, they need to activated in order to do anything. A slightly better way to do it would be to create a "triggered action." Its the tab to the right for waypoints. Simply add the "Fire at point" command in there and instead of setting flag on in your triggers, you use "AI Task" and select the task for the artillery. 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
JCamel Posted July 4, 2012 Author Posted July 4, 2012 Cheers, I'll try that tomorrow. How does the time format work for durations? If the telegraph pole takes off after you, it is not a telegraph pole.
Grimes Posted July 4, 2012 Posted July 4, 2012 Hour Minutes Seconds. But with artillery and ground forces in general they have a limited amount of ammunition. So if you do use a fire at point its best to make em fire for a short period of time. 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
JCamel Posted July 4, 2012 Author Posted July 4, 2012 It seemed to work. I saw the MLRSs swivel their launchers on the TGP and I saw things blowing up at the location I told them to aim at but couldn't see the actual rockets being launched??? If the telegraph pole takes off after you, it is not a telegraph pole.
JCamel Posted July 6, 2012 Author Posted July 6, 2012 Saw rockets being launched - it's working. If the telegraph pole takes off after you, it is not a telegraph pole.
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