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trigger.actions for Scripts


Habu_69

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Here's the thing. I am developing a MOOSE script and wish to use EVENT.Dead handler, which will not register a UNIT.Destroy( UNIT ); but it DOES register EVENT.Dead using trigger.action.ExplodeUnit(). That is Explode == Dead, but Destroy ~= Dead. Since spaces in parenth are essentially ignored in .lua I assumed same for scripted trigger actions. My bad, I guess, but my original question remains in the larger sense. Is there a source for ALL the current trigger.action script methods?

 

 

trigger.action.explodeUnit(DestUnit, 50) does not work in a Moose script, nor does trigger.action.ExplodeUnit(DestUnit, 50). Log returns error "explode.unit a nil value."

 

 

So either syntax is wrong or Moose is not handling this method.


Edited by Habu_69
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https://wiki.hoggitworld.com/view/DCS_singleton_trigger

 

Specifically explosion

 

local explodeHere = Unit.getByName('whatever'):getPoint()

trigger.action.explosion(explodeHere, 500)

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@ Grimes. There is a trigger action for explode unit, so does that trigger simply create an explosion at the Vec3 of the unit, and, if powerful enough, the unit dies as a result of the explosion?

OK, testing demonstrates that is exactly how it works. TX, Grimes.


Edited by Habu_69
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Within the scripting engine there isn't always an exact equivalent of trigger conditions or actions, but it can usually be achieved with more code.

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

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