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ED [<strong>DCS</strong> USER MANUAL]<br />
use this option to evaluate this condition and determine which units are included<br />
in the mission according to the set percentage.<br />
Trigger Behavior:<br />
Condition: Evaluated Once, at mission startup.<br />
Action: Performed Once, at mission startup.<br />
Example:<br />
You want to activate a random group at startup of the mission.<br />
<br />
Add a "MISSION START" Trigger.<br />
Add a "RANDOM" condition, set it to 10%<br />
Add a "Activate group" action, select the group you want to give 10%<br />
chance.<br />
NAME field. <strong>Manual</strong>ly enter the name of the trigger in this field.<br />
EV<strong>EN</strong>T field. Setting an event for a trigger limits the trigger's conditions to being<br />
evaluated only when the set events occur. With no event set, trigger conditions are<br />
evaluated once per second throughout the duration of the mission, unless already<br />
expired and removed from memory. In a trigger-heavy mission, this can cost<br />
considerable CPU cycles and affect gameplay performance. Setting triggers to events<br />
can reduce the CPU workload and also provide some unique trigger mechanisms. The<br />
following events are available:<br />
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ON DESTROY. Trigger's conditions are evaluated whenever any unit is destroyed.<br />
ON SHOT. Trigger's conditions are evaluated whenever any weapon is fired.<br />
ON CRASH. Trigger's conditions are evaluated whenever the player crashes.<br />
ON EJECT. Trigger's conditions are evaluated whenever the player ejects.<br />
ON REFUEL. Trigger's conditions are evaluated whenever the player begins to air<br />
refuel.<br />
ON REFUEL STOP. Trigger's conditions are evaluated whenever the player stops<br />
to air refuel.<br />
ON PILOT DEAD. Trigger's conditions are evaluated whenever the player is killed.<br />
ON BASE CAPTURED. Trigger's conditions are evaluated whenever an airbase or<br />
FARP is captured.<br />
ON TAKE CONTROL. Trigger's conditions are evaluated whenever the player<br />
takes control of an aircraft.<br />
ON FAILURE. Trigger's conditions are evaluated whenever the player's aircraft<br />
suffers a system failure.<br />
CLONE button. Used to create an identical copy of the selected trigger in the list.<br />
Up and Down arrows. Used to move a trigger up and down in the list.<br />
80 <strong>DCS</strong> USER MANUAL