Gets the HP of a part of a modular airfield and save it to a real (decimal number) variable. start: An area is specified as the start of the cable, end: An area is specified as the end of the cable, langID: The identifier of the text to add, target: Assign the area set as the start of the runway (if the airfield was created using the addAirfield action) or the object group/carrier unit here (if the airfield was made using a dynaf_ object group or AI aircraft carrier unit), team: Which team the airfield should appear as flashing for "A", "B" or "Both" or "None", set: If the airfield indication should be turned on or off by the trigger, target: Assign the area set as the start of the runway (if airfield was created using the addAirfield action) or the object group / carrier unit here (if airfield was made using a dynaf_ object group or AI aircraft carrier unit), team: Which team the airfield should be visible / invisible to, module: The part of the airfield to get the HP of of, module: The part of the airfield to set the HP of, hp: A number accurate to 2 decimal places, what to set the HP of the part of the airfield to, hp_var: A real (decimal number) variable can be assigned here to override the value of the "hp" field, module: The part of the airfield to add to the HP of, hp: A number accurate to 2 decimal places, what value to add to the HP of the part of the airfield, repairMul: Sets the repair speed multiplier, repairMulVar: Sets the repair speed multiplier (Variable), fuelMulVar: Sets the refuel speed multipler (Variable), reloadMul: Sets the reload speed multiplier, reloadMulVar: Sets the reload speed multiplier (variable), enemySurrenderOnLanding: If enabled, makes all enemy planes bailout when they land on the airfield, storage: Used to change the storage module's HP, parking: Used to change the parking area module's HP, achievement: Allows the selection of a "localization string" from a very long list, not clear what this does functionally, entities: Allows the selection of an entity (presumably to check), value: The comment to appear in the trigger, team: The team to track kills from, can be both, var: You need to first create a variable of type. gamepadControls: Exact functionality unknown, presumably relates to the use of a gamepad instead of mouse and keyboard. Its a frontal cone that your pet shrugs off so just don't be in front of the Warbringer for you to avoid it. info" button (looks like ) on the mission editor bar at the top of the editor. ), Will check if the number of infantry units killed by the player matches a specified value, Checks if the selected unit is locked using, Will activate the trigger if a specified objective's current status matches a specified value, Will activate the trigger if a mission matches the time set in this condition, Will activate the trigger if the specified bombing area is destroyed, Will activate trigger if a specified landing zone is captured by a specified team (unclear if / how LZs currently work), Will activate trigger if a specified zone is captured by a specified team, Will activate trigger if a specified amount of time has passed since the successful completion of the mission, Will activate the trigger if any units are within the defined battle area, Will activate the trigger if a specified amount of time has passed since the start of the mission, Checks if selected objectGroups object exists on the map or not (it's related to unitWakeUp and unitPutToSleep actions), Will activate the trigger if the player is within a set distance of a set object, Will activate the trigger if the player is within a set distance of an enemy, Will activate the trigger if the player is within a set area, Checks if a player is within the landing zone (unclear if / how LZs currently work), Checks if a player has reached a specified altitude, Checks what manoeuvre the player is carrying out, Checks what options the player is currently has using, Checks what orientation the player is currently at, Checks what orientation the of the camera (in free look mode), Checks which ammo slot the player has selected and activate trigger if it matches set value, Checks the status of another trigger and activates trigger if it matches a set value, Will activate the trigger if a unit is within a set distance of a set object, Activates the trigger when the specified units remaining fuel is below a specified amount (possibly bugged / non-functional), Activates trigger if at least one unit from those specified does not match the given status, Activates trigger if the units control positions match a given value, Activates trigger when the number of units meeting the condition is equal to the number set, Will activate the trigger if the specified unit is within a set distance of an enemy, Will activate the trigger if the specified unit is within the specified area, Checks if a unit is within the landing zone (unclear if / how LZs currently work), Activates the trigger if a unit's current properties match specified values, Checks if the specified unit has reached a specified altitude, Will activate the trigger if the specified unit is hit (shot) with the option of specifying which unit hit it, Will activate the trigger if the specified unit is killed, Checks if two units have line of sight with each other, Checks if unit is caught in a search light, Activates the trigger if the specified boolean variable matches the specified value, Activates the trigger if the specified integer variable matches the specified value, Activates the trigger if the specified real (decimal number) variable matches the specified value, Activates the trigger if the specified string variable matches the specified value, Activates the trigger if player presses a specified control, Checks if player can see a specified unit, Checks if player has reached a certain value on a specified control axis, Checks the number of objects destroyed within a specified area, Checks if an airDrop is near a unit (unclear if / how air drops currently work), Adds a virtual airfield using the given areas, Makes airfield flash green on map / radar, Changes the airfield's visibility on the map / radar. While excelling as an interceptor, this fighter will still hold its own in a manoeuvring fight, granted as long as under-wing armaments are limited to the Sidewinder missiles and not the heavy bombs. If time end and attack still doesn't start - attack will never start, attackNumMax: Maximum attacks number for action, It's best to set units that are close to each (5-30 meters) in one action, otherwise it can cause issues like ground units driving to some random points on the map instead of using the navmesh or splines, object: Select the unit which you want to order to move, target: Select area or unit to which you want to order the, move_type: Select the way how the selected, follow_target: If checked, will order the unit to follow selected, fastClimb: If unchecked will make the unit climb at more steep angle, speed: Sets how fast you want to move the unit to selected, tas: If checked, will make the unit keep TAS speed instead of IAS, destTimeOnTarget: Works only when you select, follow_radius: Works only when you select, follow_offset: Works only when you select, teleportHeightType: Select if you want to use absolute value (above sea level), target's value or relative value (above the ground) for teleport position, useUnitHeightType: If checked, will use the, teleportHeightValue: Set the height at which you want the, altRange: Set the altitude range (in meters) at which the, You can use it in unitWhenStatus condition or any other action where you can select unit's status type and there's an isMarked option or anything related to that, target: Select to which unit you want to give the number, target_marking: Sets the number for selected unit, target_marking_var: Sets the number for selected unit using an integer variable, Players needs to own all planes or helicopters that are assigned as a target to be able to use streak mechanics, target: Select in which units player will respawn after activating AB streak mechanics, ai_skill: Sets the skill level of the AI unit, thrust_mult: Multiplies the unit's thrust by the given amount. tags: Clicking this will give you the option to add in various checkboxes to check the units tag against. Item; The Gambler The Gambler 5 Divination Card "I don't believe in karma. Sets the HP of a part of a modular airfield and save it to a real (decimal number) variable. The T-2 can be outfitted with the following ordnance: Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Rainbow Thunder is facing off against Stormcloud Lightning to see who the best pancake flipper is. As well as being useful for making more advanced single-player missions an understanding of triggers is a necessity for creating multi-player user missions, as such missions require triggers to function. Thanks to a cold, Clark can't go to Blunderburg Station to watch the Choo-Choo Express roll in. Created from the different factions, they can be picked up from defeated enemies or developed with R&D from your own Blueprints at Choku-Funsha. This is a list of all Actions and their known behaviour. 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