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DCS User Manual EN.pdf

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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 />

<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

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