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Updated RotorOps: Mission Creator Guide (markdown)
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@ -43,6 +43,8 @@ Where game_state_flag is your DCS user flag that will reflect the state of the C
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This can be called at any point to kick off the Conflict game, so you can move this to another trigger function if you wish. When this function runs, all ground units currently in the staging area will be sent to the first conflict zone.
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**_Script loading timing: You must load the RotorOps.lua script immediately after the CTLD script. You may need to _**
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# Mission Editor code snippets
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Copy and paste these codes snippets into your waypoint actions.
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@ -66,6 +68,9 @@ Here's an example of triggering an action with the 'defender status' flags we se
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Here, we're reading the flag for the 'ALPHA' zone and checking if it's between 0 and 90. So if the defending units in the zone are less that 90%, it will trigger our action. Here we are using it to activate a convoy that will ultimately drop more troops into the conflict zone.
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## Disable AI control for select units in a zone
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If you don't want infantry to move from a rooftop, or support vehicles to move from a staging zone, you can name the group including the string
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`noai` . This is not case sensitive, and the string is configurable in the script options as well. So you could name a group 'Ground-1noai' or 'Ground-3 NOAI' and it would prevent the script from controlling their movement.
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# Options
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At the beginning of the script file you will find the available dynamic and static options. The dynamic options can be changed at any time from a DO SCRIPT in the mission editor. The static options must be changed after the RotorOps.lua script has loaded, and BEFORE the startConflict() function. For example, if you want to override the default setting and turn on CTLD crates, you would type add the following line to a DO SCRIPT before startConflict()
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