Habu_69 Posted August 21, 2018 Share Posted August 21, 2018 Where can I find latest list of DCSW trigger.actions? I need correct syntax for trigger.action.ExplodeUnit( UNIT, 200 ) Link to comment Share on other sites More sharing options...
feefifofum Posted August 21, 2018 Share Posted August 21, 2018 If you're looking for a guaranteed kill destroy might be a better option. If you're specifically looking for that explosion volume, try getting ride of the spaces on either side of the parentheses. THE GEORGIAN WAR - OFFICIAL F-15C DLC Link to comment Share on other sites More sharing options...
Habu_69 Posted August 21, 2018 Author Share Posted August 21, 2018 (edited) 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 August 21, 2018 by Habu_69 Link to comment Share on other sites More sharing options...
Grimes Posted August 22, 2018 Share Posted August 22, 2018 https://wiki.hoggitworld.com/view/DCS_singleton_trigger Specifically explosion local explodeHere = Unit.getByName('whatever'):getPoint() trigger.action.explosion(explodeHere, 500) 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...
Habu_69 Posted August 22, 2018 Author Share Posted August 22, 2018 (edited) @ 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 August 22, 2018 by Habu_69 Link to comment Share on other sites More sharing options...
Grimes Posted August 22, 2018 Share Posted August 22, 2018 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 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...
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