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-   -   [Tutorial] Target Pass Through Triggers Air/Scramble [wip] (http://forum.fulqrumpublishing.com/showthread.php?t=28487)

KG26_Alpha 12-15-2011 10:01 AM

[Tutorial] Target Pass Through Triggers Air/Scramble [wip]
 
Target Pass Through Trigger Tutorial.

I recommend reading this tutorial first. >> http://forum.1cpublishing.eu/showthread.php?t=28454

This allows you to set trigger events when aircraft fly through a defined area.

This example shows Defiants triggered to spawn and attack when He111's flying into the Target Trigger Area.

This tutorial assumes you have read the above example from FG28 Kodiak as the script spawn Only applies to the Defiants.

http://img.photobucket.com/albums/v1...nttrigger1.jpg
http://img.photobucket.com/albums/v1...nttrigger2.jpg
http://img.photobucket.com/albums/v1...nttrigger3.jpg

KG26_Alpha 12-15-2011 12:27 PM

Target Pass Through Scramble.
 
Target Pass Through Trigger Scramble Tutorial.

I recommend reading this tutorial first. >> http://forum.1cpublishing.eu/showthread.php?t=28454

This allows you to set trigger events when aircraft fly through a defined area.

This example shows Hurricanes triggered to spawn scramble and attack when Dornier 17's flying into the Target Trigger Area.

This tutorial assumes you have read the above example from FG28 Kodiak as the script spawn Only applies to the Hurricanes.

http://img.photobucket.com/albums/v1...letrigger1.jpg

http://img.photobucket.com/albums/v1...letrigger2.jpg

http://img.photobucket.com/albums/v1...letrigger3.jpg

WarFox101 12-15-2011 10:17 PM

Thanks for this, Now if i can only remember the million of things Ive learned in the past week ill be good.

28_Condor 12-16-2011 02:12 AM

The Target Pass Through Trigger works with the player going? I tried and it did not work ...

Will need a script?

Pato Salvaje 12-16-2011 08:33 AM

Thank you very much sir. Great tutorial. Keep it coming.
I have to test if a group with "script spawn C" selected can be flight by a human pilot...
And if this group can have only a "takeoff waypoint"...

WarFox101 12-16-2011 10:16 AM

OK works great, however the spawning aircraft keep spawning :( There must have been 50 on the ground waiting to take off.

Ataros 12-16-2011 10:52 AM

Quote:

Originally Posted by WarFox101 (Post 370626)
OK works great, however the spawning aircraft keep spawning :( There must have been 50 on the ground waiting to take off.

I suspect the trigger "works" for every aircraft in a group. Had this issue in R2 mission, had to include in a script a variable TriggerOn = 1 every time trigger "worked" and then check if TriggerOn = 1 or = 0 regularly.

FG28_Kodiak 12-16-2011 02:25 PM

You can use this script to avoid this:

Code:

using System;
using System.Collections;
using System.Collections.Generic;
using maddox.game;
using maddox.game.world;


public class Mission : AMission
{

    public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        base.OnTrigger(missionNumber, shortName, active);

        AiAction Action = GamePlay.gpGetAction(shortName);

        if (Action != null)
            Action.Do();
       
        GamePlay.gpGetTrigger(shortName).Enable = false;
    }
}


335th_GRAthos 12-16-2011 09:56 PM

Awesome!

Thanks guys for these postings!

:)

~S~

WarFox101 12-16-2011 11:30 PM

Thanks FG28_Kodiak looks good, ill try it out and see how it works.


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