Monkie85 Posted December 7, 2021 Posted December 7, 2021 (edited) I was attempting to have a vehicle fire a flare in response to the player aircraft firing a flare, I wasn't successful and then noticed in the editor manual it says the "onobjectfiredflare" event for the complex trigger is not implemented. Has this been implemented with the complex trigger yet? If so I might need some help with the complex trigger. Thanks. Edited December 7, 2021 by Monkie85
Sketch Posted December 7, 2021 Posted December 7, 2021 (edited) Using a Complex Trigger to fire a flare works for me. Here is a simple mission demonstrating how to use it: PlayerFiresFlareEvent.zip Make sure your Complex Trigger is looking for the correct entity, or it will not work. Here's a tutorial video on how to use a Complex Trigger to make AI fire a flare, when the player fires a flare. Edited December 7, 2021 by Sketch 1 1
Monkie85 Posted December 7, 2021 Author Posted December 7, 2021 Sketch, oh wow that was fast, that explained things exactly as I was hoping, thank you so much for that. I did get it to work, and I think I was making 2 mistakes possibly. 1) for sure I didn't realize you had to check the events in the event filter. I thought that was simply to filter what you were seeing, not telling the trigger what it was looking for. 2) I was linked to a static vehicle and changed it to a linked vehicle. 3) I might have had the name wrong, I typed it at first and then I copy and pasted it the time it worked so who knows which of these I screwed up. The flare command seems very powerful as I can link this to create actions in game "on the fly". For example I might want to do some free flying for a bit and then when I feel like it fire a flare to spawn a group of ground targets etc. I don't think there is any other way for a player to trigger such a thing with any other MCU, if there is let me know. Thanks again for the fast and concise help. Monk
Sketch Posted December 7, 2021 Posted December 7, 2021 You can have any event come in to an activate mcu, that in turn activates a bunch of vehicles. In this image, the IL2 will be pulsed to move to the waypoint -> Once it reaches the waypoint it will be pulsed to attack the "Block to be Destroyed" -> Once the block is destroyed a 1 second timer will be pulsed -> That will then pulse the activation of the "Activated Vehicles" -> Once the activated vehicles are turned on, they will move to the waypoint -> Once at their waypoint, they will fire at the "Other Blocks".
Monkie85 Posted December 7, 2021 Author Posted December 7, 2021 (edited) Well I understand there are other other ways of triggering actions but I was thinking more along the lines of the "radio commands" used in the DCS where the player can activate units or actions via a menu. For example I might have a SAM site set up to be activated with a radio link to button #1 and a group of targets set up to radio command #2, either of them can be activated by the player anytime during the mission as they see fit. In IL2 the flare system along with the complex trigger seems to be the only thing comparable from what I'm seeing. Edited December 7, 2021 by Monkie85
Sketch Posted December 7, 2021 Posted December 7, 2021 Yes, that is one of the limitations of the mission editor.
Monkie85 Posted December 7, 2021 Author Posted December 7, 2021 (edited) Well I am glad I asked since the manual I was using said it wasn't implemented, it's certainly better than not having any way of achieving the trigger. I'm glad you pointed out how the entities have to match the unit that is tripping the trigger, that is easy to miss and a bit vague in the editor manual. Thanks again for the guidance, appreciate it. Edited December 7, 2021 by Monkie85
JimTM Posted December 7, 2021 Posted December 7, 2021 (edited) 41 minutes ago, Monkie85 said: Well I am glad I asked since the manual I was using said it wasn't implemented, it's certainly better than not having any way of achieving the trigger. I'm glad you pointed out how the entities have to match the unit that is tripping the trigger, that is easy to miss and a bit vague in the editor manual. Thanks again for the guidance, appreciate it. I don't believe that you need to fill in all the matching criteria (i.e., Object Scripts List, Countries, and Object Names List) to get a match. For example, you could specify an object name only and any object with that name would match, no matter what country it is or what object script it was using (i.e., what plane or vehicle it is). Edited December 7, 2021 by JimTM
Monkie85 Posted December 7, 2021 Author Posted December 7, 2021 Verified that if I just had the "check plane" checked along with the proper unit name it worked fine as well. One weird thing I found is that I fired the flare gun from an open 109 cockpit from the outside view with the canopy open and then when I went back to cockpit view there was a huge impact hole in the middle of the windscreen and the gunsight was damaged. I thought, wow that is attention to detail. So I restarted the mission and tried to duplicate it by firing at the window from inside the cockpit and it won't duplicate. Interesting.
Sketch Posted December 7, 2021 Posted December 7, 2021 The BF109 has a flare port on the upper righthand side of the cockpit, for firing flares. You stick the flare gun in the port and press the trigger.
Monkie85 Posted December 7, 2021 Author Posted December 7, 2021 LOL yes I know but I was being a bit nutty and firing from the open cockpit on the ground when testing the triggers I thought it was funny that the dev's thought to put the detail in for what happens when you don't aim it properly
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