Difference between revisions of "MSFS Mission Script - Triggers"
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== [[MSFS_Mission_Script_-_Events|Event]] == | == [[MSFS_Mission_Script_-_Events|Event]] == | ||
==== EventTrigger ==== | ==== EventTrigger ==== | ||
+ | Events are text popups you can put on the screen. | ||
== [[MSFS Mission Script - Flow states|Flowstate]] == | == [[MSFS Mission Script - Flow states|Flowstate]] == |
Revision as of 07:55, 6 December 2021
This page is a work-in-progress. Generic message - Please note some detail may possibly be missing or incorrect. |
Applicable |
---|
MSFS |
MS Flight |
LM P3D5 |
LM P3D4 |
LM P3D3 |
LM P3D2 |
LM P3D |
FS World |
FSXSE |
FSXA |
FSX |
FS2004 |
FS2002 |
XP11 |
XP10 |
XP9 |
Triggers fire when a condition is met. When a trigger fires, the actions referenced in the ObjectReferenceList are played. See MSFS Mission Script for general information about creating a mission script.
General attributes
Triggers have a few general parameters:
Activated
If a trigger is activated it will wait for its condition is met and it can fire. You may not want the trigger to be active at the start of the mission. If you want the trigger to be disabled at the start you should uncheck this property. You can change it throughout the mission with an ObjectActivationAction.
DefaultActivated
Usage unknown.
OneShot
If this property is set to true, a trigger will only fire once. You can change a trigger to be able to fire again and again by unchecking the OneShot property.
Latched
When a trigger is latched it means it has fired and will never fire again. This happens when a OneShot trigger fires. When that happens, the Latched property is automatically set to True. You shouldn’t change this property in the script editor.
- You can use a Property trigger to check to see if another trigger is “latched.” This is useful in cases where you want to give the user an award after they’ve completed one or multiple parts of a mission.
OnScreenTimer
You can choose a trigger with a timer element to be the onscreen timer, but it is unclear how to actually display this in msfs.
IsGlobal
In multiplayer missions, triggers with the IsGlobal property set to True will affect all other players. Probably doesn't work in MSFS.
Mission logic
TimerTrigger
A timer trigger is a very useful trigger that waits a specified number of seconds before executing actions. It is often used to start the first actions in the mission.
CounterTrigger
Has a counter that can be changed by a CountAction. It fires when a specific count has been reached.
TriggersFiredTrigger
Triggers when all triggers in list fired at least once.
TimelineAction
Start a timer and execute actions at specific times.
Player
MenuPromptTrigger
Provides GUI billboard menu and executes the mission actions for the chosen item. Not yet implemented in MSFS.
InputActionTrigger
When active, wait for inputs to be triggered (e.g., keypress, joystick button).
ValidatedChecklistStepTrigger
Fires when a specific checklist step is all validated.
ObjectInteractionTrigger
Fires when interacting with object
CockpitInteractionTrigger
Fires when the users interacts with a cockpit element.
CameraTargetTrigger
Trigger that fires when in camera frustum. So when it is in the boundaries of the camera, but it can be behind something else.
Plane
AirportLandingTrigger & AreaLandingTrigger
Detects landings on a runway or in an area.
PropertyTrigger
A propertytrigger is a very useful trigger. The trigger can take in Simvars to create a condition for firing. It can be used for instance to fire when the users' plane reaches a specific altitude or speed.
ProximityTrigger
Fires when objects enters or exits an area, or checks if an object is currently inside.
CollisionTrigger
Fires when user collides with the given object(s).
ProgressiveTaxiTrigger
Fires at the end of progressive taxi.
ParkingTrigger
Fires when the user parks in the ATC-designated spot
Event
EventTrigger
Events are text popups you can put on the screen.
Flowstate
FlowEventTrigger
Triggers when a certain flow event is fired.
TimerTriggerFlowStateAction
See: MSFS Mission Script - Flow states.
Race
RaceEndTrigger
Fires when local user completes the race (not necessarily when race is declared over).
LastLapTrigger
Fires when local user starts the last lap of the race.
Other
AnimationEventTrigger
When active, wait for an animationEvent before executing actions.
EndAnimationTrigger
Fires when an animation is over.
CameraEventTrigger
When active, wait for an cameraEvent before executing actions.
EndRTCTrigger
Triggers when the RTC ends.
AtoB_SphereWPTrigger
A to B waypoint
OnSpawnTrigger
Fires when the player's plane is spawned during loading. This allows you to do some things before the loading has ended. For example fire an RTCLocationsPreloadAction.
OnEndLoadingTrigger
AssistanceTrigger
NodeDistanceTrigger
- Flightplan
- Weather definitions
- Flight file
- Mission script
- Triggers
- Actions
- ObjectActivationAction · DialogAction · AdjustPayloadAction · ChangeAssistanceItemAction · FadeToColorAction · RandomAction · RequestTeleportAction · CountAction · ResetTimerAction · TimerAdjustAction · GoalResolutionAction & SubGoalResolutionAction · GrantRewardAction · PointOfInterestActivationAction · ActivateWaypointsAction · AITakeControlsAction · SendMessageToAIAction
- Mission objects
- Calculator
- Flow states
- Events
- Areas
- Library objects
- Sim objects
- RTC