Difference between revisions of "DCS event shot"
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|desc= Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by [[DCS_event_shooting_start|shooting_start.]] | |desc= Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by [[DCS_event_shooting_start|shooting_start.]] | ||
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|form= The shot event table is in the following format. | |form= The shot event table is in the following format. | ||
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id = 1, | id = 1, | ||
time = Time, | time = Time, | ||
− | initiator = Unit, | + | initiator = [[DCS_Class_Unit|Unit]], |
− | weapon = Weapon | + | weapon = [[DCS_Class_Weapon|Weapon]] |
} | } | ||
− | |exam= | + | |exam= The following creates a message box stating the unit name has fired a weapon with the given name. If the weapon object returns a target then that target will also be displayed. |
+ | local e = {} | ||
+ | function e:onEvent(event) | ||
+ | if event.id == 1 then | ||
+ | local m = {} | ||
+ | m[#m+1] = event.initiator:getName() | ||
+ | m[#m+1] = ' has fired a ' | ||
+ | m[#m+1] = event.weapon:getDisplayName() | ||
+ | local tgt = event.weapon:getTarget() | ||
+ | if tgt then | ||
+ | m[#m+1] = ' at a target ' | ||
+ | m[#m+1] = tgt:getTypeName() | ||
+ | end | ||
+ | trigger.action.outText(table.concat(m), 60) | ||
+ | end | ||
+ | end | ||
+ | world.addEventHandler(e) | ||
|notes= | |notes= | ||
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}} | }} | ||
+ | [[Category:Game Patch 1.2.4|event shot]] |
Latest revision as of 06:52, 17 March 2022