Triggers

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Triggers initiate Actions. There are eleven different types of triggers, (3 only work in FSXA).

Triggers are used to check for event occurence during a mission. You might check that the player is above a certain altitude, or has landed at a key airport, or that a certain amount of time has elapsed.

When a trigger is active, it will fire whenever the appropriate conditions are met.
When a trigger is deactivated it is not evaluating its conditions to decide whether it should fire its actions.

In multiplayer mode, triggers with the IsGlobal property set to True will affect all other players.
If a trigger does not contain this property, or the property is set to False, the trigger will affect only the local player.

This is an overview page. For expanded detail click the topic links below.

Generic Trigger Properties

Generic Trigger Properties are integral, and applicable, to all trigger types, (except where noted).

Airport Landing Trigger

Airport Landing Trigger fires when the user's aircraft (not AI controlled aircraft) lands on a runway.

Area Landing Trigger

Area Landing Trigger fires when the user's aircraft (not AI controlled aircraft) lands on one in a specified list of areas.

Counter Trigger

Counter Trigger fires when it is counter reaches a specified limit. The counter is incremented by Count Actions.

Menu Prompt Trigger

Menu Prompt Trigger creates a menu of options for the user. For some missions this can be as simple as the option to continue, and the option to turn back.

Parking Trigger

Parking Trigger fires when the user has reached the parking spot assigned by the ATC at the airport specified.

Property Trigger

Property Triggers fire when one or more conditions are met. These conditions can be based on aircraft speed, altitude, failure of components, or a whole host of other simulation variables.

Proximity Trigger

Proximity Trigger fires when the specified object, usually the users aircraft, enters a given box.

Timer Trigger

Timer Trigger fires when the given number of seconds has elapsed.

Related

Internal

Mission Objects

Actions are a declarative way to cause something to happen in the world. Examples of actions are playing a sound file, completing an objective, showing text in the adventure window, failing an engine, completing a goal, etc.

AI Objects are computer controlled vehicles, i.e. Aircraft, Boats, Ground Vehicles, or Other.

Area Definition Object only supports one type, RectangleArea, which defines a 3D box. The edges of the box will not appear when the mission is being played.

Group Object defines a single reference to one or more objects. This is helpful if a selection of objects are used a number of times. Group objects cannot refer to other group objects.

Mission Object There are several types of Mission Object. They have the same generic properties as Actions.

Scenery Objects can be added to the world, to appear only when the mission is being undertaken.

Mobile Scenery Objects can be added to the world, to appear only when the mission is being undertaken.

Spawn List - A list of objects (AI aircraft, scenery objects, triggers, and actions) that should only appear in the mission when a certain stage in the mission has been reached.

Triggers initiate Actions. There are eleven different types of triggers, (3 only work in FSXA).

Goal Object - There is only one type of goal, and a mission can include one or more goals.

Reward Object one-liner about Reward Object.

Disabled Traffic Airport Object - A disabled airport will not be involved in any AI traffic, either as a starting point or a destination.

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External

If you haven't found what you're looking for here, then we'd recommend, (in order of preference) -

  • AVSIM - Mission downloads (newest first).

Reference

'Reference' documents specifically related.

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