Sport Posted January 21, 2018 Share Posted January 21, 2018 Is there a way to trigger an event (through a script or the ME) to trigger a flagged condition when a certain scenery object is destroyed? For example, if the target is a specific warehouse in a harbor, how do I alert the players to when that object is destroyed and the mission is accomplished? Same with say a bridge? Thanks in advance Come check me out on YouTube! Twitch! Have a listen to the Alert 5 Podcast - YOUR source for the latest combat flight simulation news! Link to comment Share on other sites More sharing options...
Sierra99 Posted January 21, 2018 Share Posted January 21, 2018 Check your PM 1 [sIGPIC][/sIGPIC] Primary Computer ASUS Z390-P, i7-9700K CPU @ 5.0Ghz, 32GB Patriot Viper Steel DDR4 @ 3200Mhz, ZOTAC GeForce 1070 Ti AMP Extreme, Samsung 970 EVO M.2 NVMe drives (1Tb & 500 Gb), Windows 10 Professional, Thrustmaster Warthog HOTAS, Thrustmaster Warthog Stick, Thrustmaster Cougar Throttle, Cougar MFDs x3, Saitek Combat Rudder Pedals and TrackIR 5. -={TAC}=-DCS Server Gigabyte GA-Z68XP-UD3, i7-3770K CPU @ 3.90GHz, 32GB G.SKILL Ripjaws DDR3 @ 1600Mhz, ZOTAC GeForce® GTX 970. Link to comment Share on other sites More sharing options...
Emmy Posted January 21, 2018 Share Posted January 21, 2018 Why reply via PM? National Security? [sIGPIC][/sIGPIC] http://www.476vfightergroup.com/content.php High Quality Aviation Photography For Personal Enjoyment And Editorial Use. www.crosswindimages.com Link to comment Share on other sites More sharing options...
Grimes Posted January 22, 2018 Share Posted January 22, 2018 So the quick and dirty way is to put an infantry guy in/near the building and check a trigger if they die. But its still possible to kill the infantry without destroying the building, so it has some drawbacks. There are two basic ways to do it via scripting, but involve defining an area to check. 1. Track death events and check if the object was a world object and is in a trigger zone. 2. Use world.searchObjects to find what you are looking for. Use death events or periodically check if the object is still alive or not. There is a function in mist that specifically is used for this purpose: http://wiki.hoggit.us/view/Mapobjs_dead_zones 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 Link to comment Share on other sites More sharing options...
Sport Posted January 22, 2018 Author Share Posted January 22, 2018 So the quick and dirty way is to put an infantry guy in/near the building and check a trigger if they die. But its still possible to kill the infantry without destroying the building, so it has some drawbacks. There are two basic ways to do it via scripting, but involve defining an area to check. 1. Track death events and check if the object was a world object and is in a trigger zone. 2. Use world.searchObjects to find what you are looking for. Use death events or periodically check if the object is still alive or not. There is a function in mist that specifically is used for this purpose: http://wiki.hoggit.us/view/Mapobjs_dead_zones So if I understand that correctly, I want to create a trigger zone over the object I want to destroy (building, bridge, etc) and create the script to look like: mist.flagFunc.mapobjs_dead_zones{ zones = {'bridge1'}, flag = 10 } Where the bridge is within the trigger zone "bridge1" and when destroyed Flag 10 will = True? I need to really read up on MIST and how to use it. My brain struggles with programming language, but its something that I'm going to need to learn if I want to make more dynamic and interesting missions for me and my friends to fly... Come check me out on YouTube! Twitch! Have a listen to the Alert 5 Podcast - YOUR source for the latest combat flight simulation news! Link to comment Share on other sites More sharing options...
Grimes Posted January 22, 2018 Share Posted January 22, 2018 Yep. Keep in mind it'll detect any world objects that die in the zone. So you may need to fine tune the trigger zone size to make sure only the bridge is in there. 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 Link to comment Share on other sites More sharing options...
Wrecking Crew Posted January 24, 2018 Share Posted January 24, 2018 I use mortars instead of infantry, because they are harder to kill. Can make a group of two or three mortars for a bigger area. Sport - you can define a zone on the outline of the object. Use a single unit/group and set the waypoints around the object. The unit that defines the zone is Blue ZGrp30 Armor. -- define the zone with a single hidden unit using its waypoints mist.flagFunc.units_in_polygon{ units = {'[blue][vehicle]','[-g]Blue ZGrp30 Armor'}, zone = mist.getGroupPoints('Blue ZGrp30 Armor'), flag = 73008, } See the Mist Guide around page 32 for more info on polygons. Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site. Link to comment Share on other sites More sharing options...
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