If you put unitSetProperties directly into missile check trigger, you will get less code. No need to referr to additional trigger.
Not sure if I get it. The aim is to make bot to launch flares, right?
If you put unitSetProperties directly into missile check trigger, you will get less code. No need to referr to additional trigger.
Not sure if I get it. The aim is to make bot to launch flares, right?
yes
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my mission require scalability. i cant create separate sln for each aircraft
the point was to create selfrefering trigger that will reapeat itself until i say stop
Ah, ok, now I get the point.
How do you start/stop it? As I understand, “playerShortcutPressed” condition works only in SP missions.
I usually create missions by URL where this function does not work.
but it doesnt look for player shortcutpressed.
rn, im only looking of player have missile in world and then filter it with another condition, like distance or line of sight.
then i launch trigger that theoreticly should launch flares for sec or two and then stop untill new missile
updated logic.
so here one launch takes 0.2sec, i control time using
wait{
time:r=2
}
so i get around 10 launches…
triggers{
isCategory:b=yes
is_enabled:b=yes
missile{
is_enabled:b=yes
comments:t=""
props{
actionsType:t="PERFORM_ONE_BY_ONE"
conditionsType:t="ALL"
enableAfterComplete:b=yes
}
events{
periodicEvent{
time:r=5
}
}
conditions{
unitWhenStatus{
object_type:t="hasMissilesInWorld"
check_objects:t="any"
object_marking:i=0
object_var_name:t=""
object_var_comp_op:t="equal"
object_var_value:i=0
target_type:t="isAlive"
check_period:r=1
object:t="player"
}
playerSeesUnit{
target_type:t="isAlive"
check_targets:t="any"
target:t="phantoms"
viewAngle:r=90
distance:r=2000
}
}
actions{
playHint{
hintType:t="standard"
name:t="missile"
action:t="show"
shouldFadeOut:b=no
isOverFade:b=no
time:r=-1
priority:i=0
target_marking:i=0
object_var_name:t=""
object_var_comp_op:t="equal"
object_var_value:i=0
}
triggerEnable{
target:t="Flares"
}
wait{
time:r=2
}
triggerDisable{
target:t="Flares"
}
}
else_actions{}
}
Flares{
is_enabled:b=no
comments:t=""
props{
actionsType:t="PERFORM_ONE_BY_ONE"
conditionsType:t="ANY"
enableAfterComplete:b=yes
}
events{
periodicEvent{
time:r=0.1
}
}
conditions{}
actions{
unitSetProperties{
object:t="phantoms"
plane{
weaponTriggers{
trigger:t="countermeasures"
set:b=yes
}
}
}
wait{
time:r=0.1
}
unitSetProperties{
object:t="phantoms"
plane{
weaponTriggers{
trigger:t="countermeasures"
set:b=no
}
}
}
}
else_actions{}
}
}
Hmmm, I made F-18 to drop one flare. Then trigger stopped working at all.