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Trigger Zones at ships or movable objects


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Posted (edited)

Ships (or vehicles) should be able to host a trigger zone of circular or elongated shape (along with vehicle). This means that the trigger zone should move with the object.

 

This to be able to procuce different kinds of reactions based on that another craft is observed, or to emulate some kind of cooperation, such as lights when landing is intended but it is not necessarily by a jet with hook.

 

Positive trigger at vehicles or ships should be able to affect state, speed, course, disperse, lights or other local commands, such as activated use of defensive or offensive weapon systems, smoke or flares - as well as messages or sound files.

Edited by Viper99
Posted
There are "unit in moving zone" triggers...

Ok, but explicitly - can a vehicle host a trigger zone?

 

And how do you model what you are saying?

 

Best regards

Posted
Ok, but explicitly - can a vehicle host a trigger zone?

 

 

Yes. Place a trigger zone anywhere on the map. Then make a trigger "Unit inside moving zone". Select the zone you want via the dropdown, and then the zone unit will be the unit you want the zone to "attach to". The trigger zone won't snap on top of the unit in the mission editor, but the zone will be based on the units position in game.

 

You can also do the same sort of thing easily with lua.

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  • 2 weeks later...
Posted
Yes. Place a trigger zone anywhere on the map. Then make a trigger "Unit inside moving zone". Select the zone you want via the dropdown, and then the zone unit will be the unit you want the zone to "attach to". The trigger zone won't snap on top of the unit in the mission editor, but the zone will be based on the units position in game.

 

You can also do the same sort of thing easily with lua.

This "Moving Zone" is not really moving, it seems ...?

 

I tried to add a "Drop Smoke here" function. At mission start I add a F10 radio menu that sets a flag to 1. Then I added a continous trigger with the condition for the flag and "UNIT IN MOVING ZONE" with Unit=my Helo, Zone Unit=my Helo and a small trigger zone.

I set Unit to "my Helo" as well so that trigger would always evaluate "true" - as I was really only interested in the zone around the helo. The action was just a "SMOKE AT ZONE" (so I could set a height on the ground as opposed to SMOKE AT UNIT where no height can be given).

 

It all worked, the smoke popped exactly in the zone ... but the zone was not moving with my helo. Instead it (and ofc the smoke) remained at its initial position as defined in the ME.

 

Am I doing something wrong here? Or is "UNIT IN MOVING ZONE" just a pseudo-moving zone, just to detect other units in the vincinity of an other (moving) unit?

Posted
Am I doing something wrong here? Or is "UNIT IN MOVING ZONE" just a pseudo-moving zone, just to detect other units in the vincinity of an other (moving) unit?

I've used it like this successfully. The moving zone does seem to have some limitations. I notice that it can only be set to trigger with units, it would be helpful if it could detect groups or coalitions.

 

Is there a reason for this limitation?

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Posted
This "Moving Zone" is not really moving, it seems ...?

 

Am I doing something wrong here? Or is "UNIT IN MOVING ZONE" just a pseudo-moving zone, just to detect other units in the vincinity of an other (moving) unit?

 

Yeah its more of a virtual zone that is used as a radius reference for the distance to check if objects are inside of the zone. Not 100% if the zone could be used as a static zone with other trigger conditions.

 

Smoke isn't bound to a unit at all, it just pops it exactly at the location it was told to and displays for 5 minutes or whatever it is. The same thing happens if you use trigger.action.smoke(). Perhaps if we get a new smoke particle effect we may gain that functionality.

 

I've used it like this successfully. The moving zone does seem to have some limitations. I notice that it can only be set to trigger with units, it would be helpful if it could detect groups or coalitions.

 

Is there a reason for this limitation?

 

They simply didn't make it. Its not too difficult to do since doing with the scripting engine is pretty straight forward.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted
Yeah its more of a virtual zone that is used as a radius reference for the distance to check if objects are inside of the zone. Not 100% if the zone could be used as a static zone with other trigger conditions.

 

Smoke isn't bound to a unit at all, it just pops it exactly at the location it was told to and displays for 5 minutes or whatever it is. The same thing happens if you use trigger.action.smoke(). Perhaps if we get a new smoke particle effect we may gain that functionality.

What I tried to accomplish was - maybe I was not really clear about it - is: when I fly with my Huey or Hip, I want to drop a smoke grenade out of the window to mark a spot on the ground, like for example a landing zone or just to get a visual cue of the wind conditions.

So, the action "SMOKE AT UNIT" does not help here, as you already said, it pops the smoke somewhere in mid-air. Then I saw that "SMOKE IN ZONE" accepts an altitude - that's why I was interested in the UNIT IN MOVING ZONE.

 

But it seems, the way to go for this is just trigger.action.smoke() which accepts a Vec3.

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