ENO Posted October 12, 2013 Posted October 12, 2013 I'm not sure if they fixed the bomb in zone issue... I know for awhile there it didn't work. Going to recommend instead that you look at MIST- a scripting tool that has a function called "dead map object in zone." You create a trigger zone around the bridge and then the script is just run on a "time more 10" condition. I can't post it right now (on iPad) but search mist 3.2, and look in the guide. It has an example script you can literally copy paste into your mission. It will be a flag function so basically when a map object is destroyed (your bridge), it will set a flag to true. Next trigger is a run once- flag is true- send message. Make sense? For mission goal, that flag being made "true" could be it so I think that works to resolve both issues. I don't work with mission goals- so a bit rusty there. Sorry. 1 "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Sabre-TLA Posted October 12, 2013 Posted October 12, 2013 MIST is pretty cool but for a quick and simple solution I've placed a single soldier unit under a bridge and he usually gets wacked when the bridge gets hit. Then a simple UNIT DEAD trigger to set the success flag. You could place multiple soldiers under various parts of the bridge to ensure complete destruction or only parts of it. In testing I find you are usually flying high enough and fast enough that spotting a single soldier under the bridge is unlikely. Simple solution and works most of the time. MapleFlagMissions - Read Our Blog for Updates
ENO Posted October 12, 2013 Posted October 12, 2013 Tengah I will write a quick brief on how to dig into it when I'm on a keyboard. Grimes will attest that I know less about scripting than most and I use it for everything. Ill write more tonight. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ENO Posted October 13, 2013 Posted October 13, 2013 (edited) I just saw your comment about being from Black Diamond- small, small world! On another note- here's a step by step introduction to MIST... the guide actually goes through it pretty well but some of it can be overwhelming- no doubt about it. I have only tapped into 10% of what it can actually do, but I'm learning more on an almost daily basis. Okay first step is to go HERE to download. It's a RAR file so you'll likely need to get a copy of "WINRAR" to unzip it somewhere of your choosing. The saved games / DCS folder is a good place to start. It doesn't REALLY matter where it is- but when you are working in the mission editor you'll need to know where to go and get it. Once you have that unpacked and ready to go, you're literally ready to use it. Here's how: You'll get to a point in your mission where you simply can't efficiently use available trigger options to accomplish a task. I mean, I've sat through the ME triggers and inputted a hundred triggers to account for every possibility- or I can use one MIST script that I copy paste in 10 seconds and modify for my purposes. It's LITERALLY that simple in many cases. First, go into the mission editor and make a new "Mission Start" trigger. Condition can be left blank, and the action is "Do Script File" where you'll quickly go to "Open" and choose the MIST 3.2.lua" file that you saved (perhaps in saved games / dcs). When you save the mission, that file will be loaded / stored into the .miz file- so it doesn't need to follow the mission around separately or anything. It's ALWAYS there for your mission. (Leave the trigger in there, though!) Second step. Let's use your example above- map object destroyed in zone. Create a trigger zone around the bridge in question. Call it "bridge." (no quotes) Be careful because case matters- "Bridge" and "bridge" will be two different zones. So too will be "Bridge1" and "Bridge 1." Then start a "Run Once" Trigger with a condition of "time more (10)". Sometimes it can take the MIST functions a few seconds to catch up to the fact that MIST is loaded- so giving 10 seconds at the beginning of the mission to make sure that all is well helps to prevent errors. The action is simply "Do Script." It is here where the seemingly complex task begins- however, if you look into the MIST guide you'll see a mist.flagFunc.mapobjs_dead_zones on or around page 11. There are a few confusing entries there that might not make sense but take a minute to read what each part of the script represents in its individual components. You can then literally copy and paste the example entry in this case into your "do script" window. mist.flagFunc.mapobjs_dead_zones{ zones = {'bridge1'}, flag = 51 } is EXACTLY what is in there now. So consider your particular case- your zone was called bridge- not bridge1... so go into your "do script" window and delete the 1 out of 'bridge1.' You may have a different flag numbering system- let's say you have it set up with wrecking crew's number system and that flag needs to be (and I have a funny feeling he'll correct me on this) 10013. So instead of "flag = 51" you can edit it to "flag = 10013." Done. No really- that's it. Now when that bridge is destroyed, using whatever munition you can dream of... flag 10013 will be set and whatever action you want to build off that flag can happen. Granted- and I've approached Grimes about this down in THIS thread- not ALL script functions have such elabourate examples that you can copy and paste- but he and a few other guys sound interested in buckling down (once again) to complete each entry with an example that can be modified. That's an ENORMOUS task and I'm not sure when that is going to happen- but until then there are quite a few guys in here who are EXTREMELY helpful provided you demonstrate a willingness to help yourself. Explain what you want to do, describe what you've done... and see if someone can point you in the right direction. Open up the mission editor and have a "test" mission of sorts that you can go in and field test different functions and how they work. You'll be amazed. I'm having a LOT of fun right now with the teleport in zone / random zone ... and group to random zones... these functions allow for various groups to be spawned in (or to travel to) random created zones- helping to add some extended playability by ensuring groups aren't always in the same place each time. They can either travel to random places... you can even have ground troops patrol back and forth the same way aircraft can "switch waypoints" and fly between two points until they're bingo fuel. Anyway- my suggestion is to be brave... go get MIST, load it as a "mission start" trigger in your future missions and flip through the guide seeking out the abilities you want to use. :book: Edited October 13, 2013 by ENO "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
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