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  #1  
Old 02-03-2014, 04:25 AM
WP_Gutshot WP_Gutshot is offline
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Default Possibility of FMB triggers?

This has probably been asked a long time ago but is there any possible way for TD to look into implementing action triggers in the FMB similar to how DCS allows? If TD can figure a way to program this in it would REALLY open up the FMB to create even better missions.

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  #2  
Old 02-03-2014, 12:55 PM
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well it is possible in Java and generally every lunguage i know to have triggers but the GUI for this some times is difycult to be built (simplyfied code c++ )
{if int a = 0
int b = 1}


when (a) is set to 0 by an action and if there is a command triggered by (b) = 1

another simplyfied code for the command
{if b = 1
squadron3 scramble}
the difycult thing here is mostly the GUI
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Old 02-03-2014, 03:51 PM
WP_Gutshot WP_Gutshot is offline
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so no easier way or MOD that exists for people to use triggers that don't know c++.

One of the main advantages of using triggers would be to randomize events such as if x happens y will happen 60% of the time when flying that mission. Don't know if that's possible using c++ as well but I imagine so...

I read a pdf last night of a triggers mod that a french squadron had created. The members name was LAL_Catsy but I can't find the mod to save my life, it's exactly what I've been looking for too.
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Old 02-04-2014, 12:39 AM
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Quote:
Originally Posted by WP_Gutshot View Post
I read a pdf last night of a triggers mod that a french squadron had created. The members name was LAL_Catsy but I can't find the mod to save my life, it's exactly what I've been looking for too.

My guess is that you may be talking about the Command & Control Mod by Checkyersix (CY6).

Version 2.0 of this mod was included in HSFX 6. Unfortunately, this mod was not included in the initial release of HSFX 7 due to 'problematic' issues with the features.

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  #5  
Old 02-04-2014, 12:49 AM
RPS69 RPS69 is offline
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It's a shame that this game always lacked triggers.

Flight's timing was always essential.

Having an airbase scrambling when front line spotters sighted you, is not a possibility. Observers directing artillery fire, it's not possible. (even on balloons). Flight's appearing from nowhere, were ruled out because they generated a Matrix style freeze, that was always a give out.

Now, the people involved with this original project, did it with a very conscious war flying style. You got a flight plan and you stick to it, whatever the odds...
So if you are trying to make a campaign, you must compel everybody to stick to your flight plan. Speed, altitude and vector. With that kind of flying, triggers are aren't really needed on 90% of situations. It is also much more realistic to keep your flight plan, than going maverick and fly everywhere looking for whatever you can hit.

If you are playing alone, well... don't waste too much time on it. But if you got a group that fly together, learn to use the SEOW system, and have fun not only playing as a pilot, but also as a general with all the logistics involved.

Last edited by RPS69; 02-04-2014 at 12:53 AM.
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Old 02-04-2014, 03:50 PM
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Yes it is a shame they can't figure out a way to implement triggers. I help create co-op missions for my online squadron and it can become mundane for the mission creator to fly the missions when you know what preplanned actions will pop up.

This is the biggest reason to have "probability" triggers. That way a mission designer can greatly reduce the amount of actions he knows will happen throughout the mission and once again feel like his wingmen do. Flying into an unknown situation not knowing how many enemies and from where the enemy will be encountered along your mission.

If there is a way for TD to create probability triggers I request, and will hope they look into it for the betterment of the sim.

Last edited by WP_Gutshot; 02-04-2014 at 03:54 PM.
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Old 03-08-2014, 09:25 PM
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If I am not wrong triggers where programmed for the next ultrapack version.
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Old 03-09-2014, 03:02 AM
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The latest update for HSFX-7 (7.0.2) contains several Triggers completly integrated into the FMB. They seem to be working fine and I have been upgrading a number of my coop missions with these Triggers.

So, it CAN be done. Below are some screenshots from the Triggers instruction manual PDF included with the HSFX update.

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Attached Images
File Type: jpg Trigger 1.jpg (280.2 KB, 50 views)
File Type: jpg Trigger 2.jpg (246.3 KB, 37 views)
File Type: jpg Trigger 3.jpg (283.2 KB, 32 views)
File Type: jpg Trigger 5.jpg (256.6 KB, 28 views)
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Last edited by Aviar; 03-09-2014 at 03:08 AM.
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Old 03-09-2014, 03:38 AM
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Quote:
Originally Posted by Aviar View Post
The latest update for HSFX-7 (7.0.2) contains several Triggers
IIRC one of the potential problems with spawning aircraft(especially larger groups of them), is a sudden freeze or stutter while they are loaded into memory and created within the world.

Does this occur in the HSFX implementation?
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Old 03-09-2014, 06:02 AM
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That is addressed in the manual. The lag can be minimized or overcome. I also have a few tricks that I use so that I rarely see these freezes in my coops. Just remember that the IL-2 'spawn lag' has been with us since day one and is a product of the game engine and not the Triggers feature itself.

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Last edited by Aviar; 03-09-2014 at 06:31 AM.
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