Fenris 0 Posted November 9, 2002 Howdy ppl, Got a really simple question that I'm mildly embarrassed to ask (it's been a year since I did any mission creating and I've forgotten everything!! ). Still, after seeing some of the questions that ppl are getting away with, I don't feel so bad I need to have units created when a certain event happens. My idea was something like having some F-14's fly in and take out some soviet choppers when you radio for help. I can't really have them take off, of just circle so I wanted a radio trigger to actually create the units off the coast somewhere. I thought a trigger with planecall = true in the "on activation" field and in the "condition of presence" field of the plane just put planecall would work. But doesn't seem to. i appreciate it could just be me using my variables wrongly, like i said it's been a while! As a continuation of that idea, is there anyway to put in a delay, e.g. after the trigger is activated there is a 20 second wait before the planes are created? Some thing like (in the "on activation" field): wait 20; planecall = true; Cheers peeps. It's really good to come back to Flashpoint and see how well it's coming on. Mine was out of action for ages, and coming back to the Resistance addon and some really top quality user created addons (e.g. SelectThis' Kawasaki 250 and Kegetys's Russian Weapons pack) has made me a v happy wolfman! Â Share this post Link to post Share on other sites
Fenris 0 Posted November 9, 2002 C'mon you feckers!! Only a teeny ickle question!!! Share this post Link to post Share on other sites
RED 0 Posted November 9, 2002 You have to put 'planecall' in the condition field (above the activation field) RED Share this post Link to post Share on other sites
Fenris 0 Posted November 9, 2002 That's what I did. In the "condition" part of the edit/insert unit screen you mean? Share this post Link to post Share on other sites
RED 0 Posted November 9, 2002 Oh thats what you want to do, sorry you had me confused. You can't do it the way you want, but you can use the create vehicle command and combine it with the setvelocity command. Search the froum for both of them and you will find your answer. RED Share this post Link to post Share on other sites
Fenris 0 Posted November 9, 2002 Couldn't find anything readily. Could someone just give me a brief rundown on how to create a vehicle by using a trigger? I'd be really appreciative Share this post Link to post Share on other sites
ralphwiggum 6 Posted November 9, 2002 how about planecall == true instead of planecall = true Share this post Link to post Share on other sites
Fenris 0 Posted November 9, 2002 == checks to see if two valuables are the same, I need to define planecall to true. I guess planecall == true in the condition box might work, but usually just putting the variable in should work. It won't activate until the variable is set to true. Share this post Link to post Share on other sites
ralphwiggum 6 Posted November 9, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Fenris @ Nov. 09 2002,18:12)</td></tr><tr><td id="QUOTE">Couldn't find anything readily. Could someone just give me a brief rundown on how to create a vehicle by using a trigger? I'd be really appreciative  <span id='postcolor'> you need to search better here and here Share this post Link to post Share on other sites
ralphwiggum 6 Posted November 9, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Fenris @ Nov. 09 2002,18:25)</td></tr><tr><td id="QUOTE">== checks to see if two valuables are the same, I need to define planecall to true. I guess planecall == true in the condition box might work, but usually just putting the variable in should work. It won't activate until the variable is set to true.<span id='postcolor'> usually, but for safe measure, initiallize it to false in the beginning of the game, like putting varname=false in init.sqs Share this post Link to post Share on other sites
Fenris 0 Posted November 9, 2002 Checked those but still not hugely clear. It's a bit cop out, but I don't want to have to start writing scripts for it because I don't think it should be that tricky! Â Share this post Link to post Share on other sites
Chris Death 0 Posted November 9, 2002 Just for info, planecall is the only thing, you need as condition. The trick with boolean conditions (true/false) is: The condition exists (planecall=true), or the condition doesn't exist (=false) So having a condition: planecall will become active once it has been set to true. The "planecall == xxx" is just here, to compare the variable "planecall" with anything else, shall it be a numeric value, or another variable name. However, you don't need to use "planecall == true". Just use "planecall" and all should be fine. ~S~ CD Share this post Link to post Share on other sites
Fenris 0 Posted November 10, 2002 Right, went to OPEC and got some kind of a clue. I've set up a trigger with: plane = "A10" createvehicle getpos planecall; plane setvelocity [0,200,0]; pilot1 moveindriver plane; Which kind of works. It'd be nice to start the plane above ground level, but SetPos doesn't seem to be relative. What do I need to add to get it to start in the air? Also, how can I add waypoints for the plane once it's created? I need it to go S&D!! Share this post Link to post Share on other sites
suma 8 Posted November 11, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Fenris @ Nov. 09 2002,17:06)</td></tr><tr><td id="QUOTE">I need to have units created when a certain event happens. I thought a trigger with planecall = true in the "on activation" field and in the "condition of presence" field of the plane just put planecall would work. But doesn't seem to.<span id='postcolor'> "Condition of presence" is evaluated only when mission starts. If it is met, unit is created. If not, unit is not created. It is not possible to use this for delayed unit creation. For this you need to use createUnit/createVehicle commands. Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 11, 2002 If you ever get this to work, could you post a "How I did it" - I'd be interested in doing something like this myself... Thanks (I hope)! Share this post Link to post Share on other sites
Doolittle 0 Posted February 3, 2003 "Condition of presence" for objects, I still don't get. Seems this is only useful if certain PARAMS passed from the mission assign screen are selected, like play mission for 30 min. or to score of 5, etc. I was hoping "Condition of presence" could have been used once init.sqs was run but that doesn't seem to be the case. Doolittle Share this post Link to post Share on other sites