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LUA script for adding points when unit arrives

Posted: Sun May 15, 2022 5:17 pm
by AdmiralSteve
Hello all,

I'm struggling a bit with some Lua script and I'm in dire need for it. I have a scenario that will require a unit to enter an area which triggers points to be added to the respective side. This individual units arrival is key to completing the scenario. The unit though does not exist at the beginning of the scenario and is added through Lua script when a helo remains in another pre-determined area. The helo then picks-up the unit and then returns to its base. (If this sounds like a rescue scenario, that's exactly what it is.)

Can anyone take the time to write a Lua script for that arrival?

Greatly appreciative,

Steven Raymond

Re: LUA script for adding points when unit arrives

Posted: Mon May 16, 2022 2:51 am
by KnightHawk75
Do you need help with creating the trigger for a not yet existing unit, with dynamically creating that as part of the units getting generated, or just with the lua to do the simple point change after the triggers execute. You've said basically what you want but not what part you're having a problem with, or is it you need a demo of the entire thing.

Re: LUA script for adding points when unit arrives

Posted: Mon May 16, 2022 1:28 pm
by AdmiralSteve
KnightHawk75 wrote: Mon May 16, 2022 2:51 am Do you need help with creating the trigger for a not yet existing unit, with dynamically creating that as part of the units getting generated, or just with the lua to do the simple point change after the triggers execute. You've said basically what you want but not what part you're having a problem with, or is it you need a demo of the entire thing.
What I have a problem with is the trigger I guess since I thought I would need to have an existing unit to create a trigger. The unit doesn't show up in the scenario (via a lua script) until another unit remains in the area, picks it up and then takes it to a base.

Steve

Re: LUA script for adding points when unit arrives

Posted: Wed May 18, 2022 7:25 pm
by Craigkn
I did something very similar, but with a slightly different approach - I set "unit enter" triggers to aircraft that already existed. I wanted to simulate a VIP arriving at one air base, and requesting transportation to a second air base. This is how I structured it:

Event 1: Time time based trigger to start event:
- display message "go pick up VIP with your Osprey"
- lua script to spawn a stranded personnel, named "VIP", at a specified point

Event 2: "unit enters area trigger (MV-22)" for square over "VIP" spawn point:
- lua script to delete "VIP" unit
- display message "take VIP to base X"

Event 3: "unit enters area trigger (MV-22)" for square over Base X:
-lua script to spawn VIP unit next to base (if desired)
- display message "VIP delivered, good job!"
- add points

Re: LUA script for adding points when unit arrives

Posted: Thu May 19, 2022 7:55 am
by KnightHawk75
AdmiralSteve wrote: Mon May 16, 2022 1:28 pm
KnightHawk75 wrote: Mon May 16, 2022 2:51 am Do you need help with creating the trigger for a not yet existing unit, with dynamically creating that as part of the units getting generated, or just with the lua to do the simple point change after the triggers execute. You've said basically what you want but not what part you're having a problem with, or is it you need a demo of the entire thing.
What I have a problem with is the trigger I guess since I thought I would need to have an existing unit to create a trigger. The unit doesn't show up in the scenario (via a lua script) until another unit remains in the area, picks it up and then takes it to a base.

Steve
Create the trigger via lua, with the guid of the unit that doesn't exist yet but will exist later (ie when you do create the units use specific guids), and never open it via the gui editor and it should be fine (I've done this plenty). BUT If you then open the trigger in the gui before the unit exists you'll have to delete and recreate the trigger again via lua, as at least as of 1147.4x there is an issue with gui resetting stuff if it doesn't exist during editing. I reported it long ago, it's never been addressed in full. IDK what the new beta does in this regard, so if using that you'll have to see if still has that problem.

Another way is base the trigger on a class and not specific unit, and then don't use that class of unit anywhere else or in a way where it could end up in the same area. This may not always be possible for your purposes.