#Grumble
Posts: 111
Joined: 8/15/2013 Status: offline
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hi Meromak there is a possible "hack" that might help you here (until the feature will be added), practically you want a trigger that is combining two other triggers with AND logic: unit is detected AND unit enters area. To emulate the AND logic you can use the SCORE of a SIDE as a counter to track how many of your conditions are true. The safest is to add a new SIDE for this, say "LOGIC" side, or, you can use the CIVILIAN side if you don't want the "hack" to show. Your original conditions trigger actions to add +1 to the score of LOGIC and your original strike action is triggered when LOGIC's points reach 2. The events you need would look something like this: - Event_ADF_ship_detected( condition(ADF_ship_detected), action(LOGIC+1) ) - Event_ADF_ship_enters_area( condition(ADF_ship_enters_area), action(LOGIC+1) ) - Event_ASuW_strike( condition(LOGIC=2), action(ASuW_strike) ) Since the ADF ship might also leave the area (human controlled) you want to add an event to "dearm" the trigger in this case: - Event_ADF_ship_leaves_area( condition(ADF_ship_NOT_enters_area), action(LOGIC-1) ) Unfortunately there is no NOT-detected (contact lost) trigger, so we are unable to do the same for the detected event. The hack will not be perfect. But at least make sure to set the Event_ADF_ship_detected as not repeatable, to avoid triggering the strike by detecting the ship, then loosing contact and detecting again. The other events should be repeatable.
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