GSHWK_Houndstone_Hawk Posted January 15, 2023 Posted January 15, 2023 (edited) Is there another way to have the player trigger an event at, say, mission start before engines are on? At the moment I use a complex trigger looking for a flare to trigger a media event but I want the player to be able to trigger yet another event if he/she so pleases. I can't use OnRocketsFired, OnBomb etc because it's a C-47 & I can't use OnCargoDropped, Para etc because it's pre-engine start. There are 3 flare colours but disappointingly there seems to be no way to differentiate a flare colour within the complex trigger. Are there any more ways for the C-47 player pilot to trigger an event besides the flare event already used? Thanks. HH Edited January 15, 2023 by GSHWK_Houndstone_Hawk
JimTM Posted January 15, 2023 Posted January 15, 2023 (edited) You could make you mission multiplayer (limited to just you) and replace your plane with an airfield object, where you provide your plane. Then, set up an OnPlaneSpawned event to trigger the media event. You can run your mission from the in-game server. Make sure to uncheck Available from internet to prevent others from joining your mission. Edited January 15, 2023 by JimTM
GSHWK_Houndstone_Hawk Posted January 15, 2023 Author Posted January 15, 2023 (edited) I don't quite follow you Jim. (Plus I do want to keep the mission and its structure 'Single Player'). What I want to do is basically have the player 'choose' to view a series of cockpit familiarisation plates if he/she so wishes, before engine start maybe. Another option for them linked to another series of plates on engine management, paradrops etc, maybe after engine start & pre taxi. Up to the player. I take it there's no easy way of doing it? I completely lost you as I'm the polar opposite to multiplayer & have never had the need to magically 'spawn' a player plane. I also need to have it as a single player mission. I feel if there was an easier workaround in having the ability to perform more than one trigger if desired, you'd have given it to me ? Edited January 15, 2023 by GSHWK_Houndstone_Hawk
JimTM Posted January 16, 2023 Posted January 16, 2023 Sorry, I can't think of a way to handle your requirement other than a flare. 1
IckyATLAS Posted February 7, 2023 Posted February 7, 2023 On 1/15/2023 at 7:38 PM, GSHWK_Houndstone_Hawk said: Is there another way to have the player trigger an event at, say, mission start before engines are on? Try a complex trigger, with the Event "OnObjectStationaryAndAlive". I use it to detect that I have landed and then that I have stopped rolling or taxiing. I have not tried it at game start but worth trying. You can activate and deactivate these triggers. So up to you to set timers etc. to have this firing at the right moment after game start.
Jaegermeister Posted February 7, 2023 Posted February 7, 2023 (edited) On 1/15/2023 at 1:38 PM, GSHWK_Houndstone_Hawk said: Is there another way to have the player trigger an event at, say, mission start before engines are on? At the moment I use a complex trigger looking for a flare to trigger a media event but I want the player to be able to trigger yet another event if he/she so pleases. I can't use OnRocketsFired, OnBomb etc because it's a C-47 & I can't use OnCargoDropped, Para etc because it's pre-engine start. There are 3 flare colours but disappointingly there seems to be no way to differentiate a flare colour within the complex trigger. Are there any more ways for the C-47 player pilot to trigger an event besides the flare event already used? Thanks. HH You could use counters, and if you want further events triggered, fire another flare. Event 1 = counter 1x flare, Event 2 = counter 2x flares, Event 3 = counter 3x flares, etc. Sorry I missed this post before, I was out of pocket for most of January Edited February 7, 2023 by Jaegermeister 1
Sketch Posted February 7, 2023 Posted February 7, 2023 Chiming in. You can do flares as others have suggested. 1x flare == event 1 2x flares == event 2 and so on You can put multiple vehicles with proximity triggers. If the player is near the vehicle (activating the prox trigger) then event 1 fires If the player is near a different vehicle (activating that prox trigger) then event 2 fires and so on You can do it on events. If the player takes off == event 'take off' If the player releases paras == event 'paras' If the player starts engine == event 'start engines' and so on You can do complex triggers as others have suggested. If the player stops in the CTX1 then event 1 fires If the player stops in CTX2 then event 2 fires You can use conditional statements too. If the player is in CTX1 and they fire 1x flare == event 1a If the player is in CTX1 and they fire 2x flare == event 1b If the player is in CTX2 and the fire 1x flare == event 2a If the player is in CTX2 and the fire 1x flare == event 2b and so Conditional statement gates ->
GSHWK_Houndstone_Hawk Posted February 7, 2023 Author Posted February 7, 2023 (edited) OK ... So in my example ... I have 2 sets of jpegs ... one for cockpit familiarisation, the other for weapons deployment. Both sets of jpegs are grouped seperately and have their own complex trigger waiting on a flare command. I obviously want the player to make his or her own mind up as to whether they'd want to view them & if so, which one. I have the complex trigger set to a small radius around the palyer's start position because I wish them to have the option to view such media before taxiing. How would I set up one of them to look for 2x flares etc? This is new to me. I'm guessing, as Jaegermeister has eluded to, the complex trigger would be working alongside a trigger counter? Thanks Sketch, & Yaegermeister in advance. HH Edited February 7, 2023 by GSHWK_Houndstone_Hawk
Sketch Posted February 8, 2023 Posted February 8, 2023 You can't do an or gate with flares. You can only do sequential steps. 1x flare will always fire an event if you have an event tied to it. 2x flares will always fire an event if you have an event tied to it and so on. To do the events sequentially, you only need counter MCUs that count the flares fired from the complex trigger MCU. 1
Jaegermeister Posted February 8, 2023 Posted February 8, 2023 As Sketch stated, it will have to be sequential. You would use 1 complex trigger set up to register when a flare is fired by the player. It would not deactivate until after all the flares are fired. The output OnObjectFiredFlareEvent would be linked to the 1x counter and the 2x counter. 1x would then trigger the first .jpg and no doubt a message saying to fire another flare to see the next one. The 2nd flare would cause the same complex trigger to fire again resulting in the 2x counter triggering the next event. You would not be able to skip the first option, unless you used 2 flares to cancel the first event and 3 flares to proceed with the 2nd one. 1
GSHWK_Houndstone_Hawk Posted February 16, 2023 Author Posted February 16, 2023 Ah dear sadly can't be done then as sequential would be no use at all. Thank you very much though to both of you as per usual
AEthelraedUnraed Posted February 20, 2023 Posted February 20, 2023 (edited) On 2/16/2023 at 6:34 PM, GSHWK_Houndstone_Hawk said: Ah dear sadly can't be done then as sequential would be no use at all. Thank you very much though to both of you as per usual There may be a way to display and use custom buttons. Would that solve your problem? If so, how many buttons would you need? The reason I'm a bit hesitant is that it'd require a bit more testing, and quite a bit of work. But preliminary results are promising Edited February 20, 2023 by AEthelraedUnraed
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