Forums » Air Combat & Civil Aviation » General - Air Combat (Helicopters) » Comanche Gold Modding Breakthrough -- Triggers


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#3176685 - 01/11/11 12:13 AM Re: Comanche Gold Modding Breakthrough -- Triggers [Re: DavidC99]
DavidC99 Offline
Junior Member

Registered: 12/16/10
Posts: 74
Trigger reference material. Note: All information may not be accurate; this contains some guesses. It's also not complete.
  • Conditional beginning:
    • IF: Marks the start of a trigger.
  • Binary operators:
    • AND: Both conditions must be true.
    • OR: One condition must be true.
    • NOR:Both conditions must be both false.
    • NAND:Both conditions cannot be both true.
    • ORN: Same as NOR.
    • ANDN: Same as NAND.
  • Conditional consequence:
    • THEN: Marks the end of the test condition and the beginning of the command.
  • Event Tests:
    • SPEE: Speed. Measures player speed against a number.
    • TAIR: Checks if player is targeting friendly air unit.
    • TGND: Checks if player is targeting friendly ground unit.
    • GEAR:True if player's gear is down
    • FACE: True if facing a direction or waypoint
    • NOTF: NOT facing a direction or waypoint
    • NEAR:Nearer. Measures if the player is nearer to the supplied waypoint than the supplied distance.
    • FART:Farther. See NEAR.
    • ABOV:Above. Checks if player is above supplied height.
    • BELO:Below. Checks if player is below specified height.
    • ROCK:Rockets. Compares amount of available player's rockets to supplied number.
    • WEAP:Weapon. This compares a specified number against the player's current weapon index.
    • ARTI:Artillery. Compares amount of player's available artillery calls to supplied number.
    • DAMA:Damage/Damaged. Checks if damage has exceeded a supplied number.
    • HELL:Hellfires. Compares amount of player's available hellfires to a supplied number.
    • STIN:Stingers. Compares amount of player's available stingers to a supplied number.
    • WING: True if player sent a numbered message (ie. one of the M commands) to the wingman.
    • TIME: Compares supplied number to time since mission started.
    • COUN:Counter: Compares counter to supplied number to see if a certain amount of seconds has passed.
    • ALIV:Alive. Tests if supplied object group is alive.
    • INTA:Intact. Tests if supplied object group is intact.
    • KILL:Killed. Tests if supplied object group has had a certain number of members killed.
    • ATTA:Attacked: Checks to see if supplied group has been attacked.
    • DEST: Destroyed. Checks if supplied group has been destroyed.
    • SEES:Tests to see if one unit has established visual contact.
    • ENCO:Encounter. Checks to see if a member of group one has established a lock on a member of group two.
    • WAYP:Checks if member of supplied group has crossed the supplied waypoint.
  • Commands:
    • WIN: This forces the game to end in a win
    • FLAS:Flash. This causes specified parts of the HUD to flash.
    • END: This causes the game to end with no win or loss.
    • ROUT:Routes AI either to a waypoint or to a group (which may even be on the move).
    • TEXT: Writes an indexed text message from the INF file.
    • PLAY:Plays a sound file.
    • PEND: Places a sound file into a queue and plays it when available after the given delay.
    • SOUA:Squak. Has to do with playing audio. Appears to be a synonym of PEND, but it may be private to own channel. (ie, in multiplayer only the local player who triggered it hears it, such as when exceeding air speed)
    • LOSE: Forces game to end in a loss.
    • ELIM:Eliminate. Possible synonym for VAPO.
    • VAPO:Vaporize. Kills a group dead instantly.
    • SETA:setai. Gives AI orders based on a number. Format unknown at present.
    • CLEA:clearcounter. Resets the counter, which acts as a timer for triggers.
    • ALER:Alert/Alerted. Unknown.
Examples might possibly follow later if anyone is interested. Please let me know if there are any errors or corrections to make.
_________________________
DavidC99

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#3285863 - 05/03/11 02:16 AM Re: Comanche Gold Modding Breakthrough -- Triggers [Re: DavidC99]
ufolev Offline
Member

Registered: 03/19/08
Posts: 150
First I want to say Thank You DavidC99
for all patience to explain the triggers
with simple words

I want to give a positive feedback
because I included 2 simple triggers
in my last Comanche Gold custom
mission "SLAVES"

I used them to situate a negative
outcome options.


Now I am more encouraged to use other kind of described triggers :-)

ufo :-)

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#3292624 - 05/11/11 03:09 PM Re: Comanche Gold Modding Breakthrough -- Triggers [Re: ufolev]
ufolev Offline
Member

Registered: 03/19/08
Posts: 150
There is other waypoint trigger
used to situate win option in
the Comanche Gold custom mission
"CONTACT"


ufo :-)

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#3528431 - 02/28/12 09:31 PM Re: Comanche Gold Modding Breakthrough -- Triggers [Re: ufolev]
ufolev Offline
Member

Registered: 03/19/08
Posts: 150
2 new and different kind of triggers are used in the Comanche Gold custom mission "DEAD OR ALIVE"
- the first is an area trigger when the player passes wpt1 2 blackhawks are redirected to follow him constantly,



- the second is an area and time trigger when the player passes wpt 5 it starts time counting and gives
a radio conversation messages.



many thanks to DavidC99

ufo :-)


Edited by ufolev (02/28/12 09:36 PM)

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