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"Trigger" - problems


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I do not have a trigger function:

Trigger "1. ONCE" - EVENT "ON TAKE CONTROL" - Trigger Actions "MESSAGE TO GROUP". :cry:

 

 

Other field. "EVENT" such as "ON EJECT". They work properly.


Edited by padonis
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I want every new pilot who takes a slot (airplane) got a message. Unfortunately triggering on the "ON TAKE CONTROL" event does not trigger a message.

Can anyone help, or check at home, or does he have the same?


Edited by padonis
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  • 5 months later...

We have a new DCS 2.5 and the trigger "1. ONCE" - EVENT "ON TAKE CONTROL" - Trigger Actions "MESSAGE TO GROUP" still does not work. Just as it does not work "1. ONCE" - EVENT "ON MISSION START" - Trigger Actions "MESSAGE TO GROUP" and a couple of other triggers from the EVENT field.

Does anyone know why it is, or do I do something wrong?

Or maybe it's an old, unrecoverable, DCS-ERROR known to everyone for years?


Edited by padonis
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Mission start event occurs at the literal moment the mission is unpaused; anything after that is a no-go.

 

As brontolo suggested, your best option is to place each player in their own group slot. Give the group and pilot the same name.

Type

3 SWITCHED CONDITION (player occupies jet 1, NO EVENT)

Conditions

UNIT ALIVE (jet 1) **NOTE: client groups not accessible in MP. You MUST use "UNIT ALIVE"**

Triggered actions

MESSAGE TO GROUP (jet 1, 'Hello jet 1', 10)

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Is it possible for the pilot to get a message after landing at the airport?

 

Sure, stick a small trigger zone at midfield or so.

 

Then:

 

ONCE

 

GROUP IN ZONE (Or, UNIT IN ZONE, according to feefifofum's post)

 

MESSAGE TO GROUP


Edited by doodenkoff

Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060

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In addition, you'll want to incorporate UNIT'S ALTITUDE LOWER THAN so that the message doesn't appear when the player enters the pattern.

 

You may also want to set a flag when the aircraft leaves the airfield so that the message doesn't play on takeoff.

 

3 SWITCHED CONDITION (Plane leaves airport, NO EVENT)

 

UNIT OUTSIDE ZONE (Plane, Airport)

UNIT'S ALTITUDE HIGHER THAN (Plane, XXXX)

 

FLAG ON (1)

 

-------

3 SWITCHED CONDITION (Player lands, NO EVENT)

 

UNIT INSIDE ZONE (Plane, Airport)

UNIT'S ALTITUDE LOWER THAN (Plane, XXXX)

UNIT'S SPEED LOWER THAN (Plane, XXXX)

FLAG IS TRUE (1)

 

MESSAGE TO GROUP ('You're back!, 10)

FLAG OFF (1)

 

-----

 

Also, an "insurance" trigger in the event the player is shot

 

3 SWITCHED CONDITION (Player dead, NO EVENT)

 

UNIT DEAD (Plane)

 

FLAG OFF (1)

 

With these three triggers, when the player exits the airbase flag 1 will turn on, which will enable the message to fire once the player lands. Once the player lands, the flag will be reset for the next takeoff. If the player is shot down, the flag will turn itself off automatically so that the message doesn't play incorrectly on a subsequent takeoff in the event that another player occupies the jet again. Remember: all altitude and speed-based triggers are expressed in meters and KM/H regardless of whether metric or imperial is selected.


Edited by feefifofum
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