If it were real, I would never win." In order to find names of parts you need to: Note: move - default move type, stand - orders the unit to stop, teleport - make the unit teleport to selected target, use_splines - orders the unit to use splines (blue lines with blue circles, usually roads), navmesh - orders the unit to move using navigation meshes (can be used only on maps for tanks), Note: It's possible to use streaks for helicopters but it requires to change the tag manually in mission file, other available tags: helicopter_atgm, helicopter_rocket, helicopter_mguns, Note: It's possible to use only those that are created manually (and assigned in waypoints tab in unit properties window), not those that are being created for specific units, it's also possible to use string variables, but in this case it's required to add @ before string variable name. visibilityTreeTransparencyThreshold: Checks the tree transparency before shoots in the same way as for multipoint visibility (CDK explanation), so the AI will take into account obstacles, including trees and bushes, when searching for targets, it's best to activate checkVisibilityTarget and set this option to 0.01. effShootingRate: Multiplies the unit's base shooting rate by the given amount, for ground units, airEffShootingRate: Multiplies the unit's base shooting rate by the given amount, for air units, effShootingRateByPlayer: Presumably multiplies the unit's base shooting rate by the amount of players in the battle, cannotShoot: If checked, will make the selected unit unable to shoot, aiGunnersEnabled: If checked, will enable AI gunners (if unchecked will disable), aiGunnersCanTargetGroundUnits: If checked, will make the AI gunners attack ground units (if unchecked will disable this function), aiGunnersDistance: Set the distance at which AI gunners can fire at targets from the enemy team, ignoresEnemy: If checked, will make the selected unit ignore all units from the enemy team, avoidFriendlyFire: If checked, the unit won't attempt to fire if there is a friendly in-between hostile vehicles, speed: Sets the speed of the selected unit, note that this doesn't allow you to bypass the unit's maximum speed limit, throttle: Unknown functionality (doesn't change the throttle settings), speedVar: Set the speed of selected unit using a real variable, lockSpeed: Use this option to override the speed set in waypoints (CDK explanation), waypointReachedDist: Use it flag for override speed from waypoints, enableShipCollisionAvoidance: If checked, and the unit is a ship, the unit will actively try to avoid collisions, advancedCollisionAvoidance: If checked, the unit will (presumably) use a more advanced collision avoidance algorithm, slowWhenEnemyNear: Set the speed multiplier when enemy unit is near the selected unit (, slowWhenEnemyNearDistance: Set the distance between the enemy unit and, minDistBetween: Sets the minimal distance between two units (if set to 0 will disable any collision avoidance scripts), ignoreCollisions: If checked, the unit will effectively be immaterial, fighterToBomberSpecialAttack: Unknown (ramming? Description. II T2 Light Tank. Mul calc as (if zones_num_t1 < zones_num_t2): (zones_num_t2 - zones_num_t1) ^ ctaCaptureZoneDiffPenaltyExp, var: Integer variable used for showing the indicator, team: Select for which team it should be displayed, speed: Set the time multiplier (1.0 - default, 9.99 - maximum), realTimeTriggers: If checked, then triggers will use real time instead of mission time, target: Select which units will be displayed (their number), var: Overwrite current settings and display a selected integer number instead, icon: Select one if icons which will be shown next to the number, icon_army: Select the colour of the shown icon (red, blue), set: If checked, will show the number and the icon, object_var_comp_op: Can be "equal", "notEqual", less or more, determines whether the variable should equal, not equal, higher or lower than the value, status: Select status (0 - ?, 1 - ?, 2 - completed, 3 - failed), extendedEnding: Show objective text for task completing or failing message, team: Select which team will complete or fail it, team: Select the team to which it should belong, army: Set to which side should belong selected airfield, target: Select the object (should be an airfield), control: Set which control key should be enabled or disabled (You can find all of them, setStatus: Set the status (disable or enable), team: Select which team should be affected, control: Select which control key should be pressed, target: Select which players you want to force to go back to the respawn screen, target: Select which unit should be locked, aiGunnerEnabled: If unchecked will disable AI gunners, allowBailout: If unchecked won't allow the player to jump out of his airplane, It's possible to make the text smaller by putting it between, It's possible to change the text colour by putting it between, It's possible to add a space between text by using, hintType: Select type of showed message (, name: Set the text which will be displayed (you assign it to text in, var_name: Use string variables to show the text, item: Show the control key (used in tutorials for pressing selected control keys), action: Set the state or type of the message (, shouldBlink: If checked, will make the message blink, warningTime: Sets for how long will be displayed the message if you set it's, time: Sets for how long will be displayed the message, priority: Sets priority of the message (message with higher priority number (for example 5) will make the other one with lower (for example 1) disappear), name: Directory path of sound file that you want to play (full name as sfxPath/sfxName), loop: If checked, will make the sound play again when it ends, start: If checked, will start playing the sound (unchecked will stop), from: Starting area name (for example waypoint_01), to: Ending area name (for example waypoint_07), runwayName: Select the airfield object (objectGroups starting with, objects: Select which air units should be spawned, activate_type: Select if it should check or ignore conditions, after_activation: Select what should happen to the trigger when it completes it's task (disable, enable, doNotChange), Works only when your tank is equipped with the artillery module, area: Select the area where you want to order the artillery to fire, blink: If checked, will make selected part blink, part: Select one of parts which should be displayed, time: Set for how long it will be visible, After typing the vehicle name look for the. target: The bombing area to check (bombing areas are assigned with the "missionSetBombingArea" action, for the condition select the area you assigned as a bombing area with this action), army: Which team should have captured landing zone, army: Which team should have captured zone, value: The amount of time (in seconds) that should elapse after completion of the mission. This action has no effect, it is coloured green in the editor and is used to simply add text comments to the trigger in the editor to document what it does. ), setObjectMarking: Assign a number (mark/marking) to the spawned units, setObjectMarkingVar: Assign a number (mark/marking) from selected integer variable to the spawned units, formation: Set the formation of spawned units, resetFormation: Reset formation of spawned units, target: Select which unit you want to repair or rearm, resurrectIfDead: Check if selected unit is dead and you want to repair or rearm it, fullRestore: Rearms and repairs selected unit, partRestore: Select if you want to repair specific parts only, planePart: Set which plane part you want to repair, tankPart: Set which tank/ship part you want to repair, power: Set by how much you want to repair selected parts, modificationRestore: Sets the modification to repair, randomTargetsCount: Set the number of units which will be repaired in random order, delayForObjects: Set the random time delay in seconds (for example - 1, 5, so it will take 1 to 5 seconds to for example rearm the unit), You can find animation names in the CDK Asset Viewer, animName: Select which animation do you want to play, target: Select which unit you want to play selected animation, target: Select in or over which unit custom effect will be shown, effect_type: Select if you want to use a specific effect or generic effect, delayForObjects: Set the random time delay in seconds (for example - 1, 5, so it will take 1 to 5 seconds to for example show the effect), attach: If checked, will attach the effect to selected unit (, mustExist: If checked, will override in-game limit of active effects at the same time, This action doesn't kill the selected unit, Useful when you want to disable some units before the start of mission and then spawn them later, target: Select which units you want to make disappear, putToSleepType: Select if you want it to affect all units or airplanes only, delayForObjects: Set the random time delay in seconds (for example - 1, 5, so it will take 1 to 5 seconds to for example to make the unit disappear), numToSleep: Set how many units you want to make disappear, numToSleepVar: Set by using an integer variable how many units you want make to disappear, order: Select in what order will selected units disappear (random, fromStart, fromEnd), target: Select which units you want to make appear again, delayForObjects: Set the random time delay in seconds (for example - 1, 5, so it will take 1 to 5 seconds to for example to make the unit appear again), numToWakeUp: Set how many units you want to make appear again, varNameNumToWakeUp: Set by using an integer variable how many units you want to make appear again, value: Set the value (-1.0 - 1.0 - for the control surfaces, 0.0 - 1.1 - for the engine), force: Will force the unit to set selected controls (when in doubt check it), target: Select which unit's marking and map icon should blink, unit_type_ex: Select an additional status, set: Enable or disable marking and map icon blinking of selected units, delayForObjects: Set the random time delay in seconds (for example - 1, 5, so it will take 1 to 5 seconds to for example to turn off all markers for selected units), team: Select which team will be able to see blinking of indications, markers and icons of selected units, If you set it to 0 then there's a chance that the AI won't be able to attack it, set: If checked, will turn off indications, markers and icons for selected units, radius: Set the distance from which selected unit will be visible, team: Select which team won't be able to see indications, markers and icons of selected units, target: Select which unit's properties you want to change, set: If checked, will disable blinking of enemy unit marking icon when it's spotted (when player looks at it and that unit appears on map), target: Select which units you want to follow their waypoints, followWaypoints: If checked, will order selected units to fly towards their waypoints, resetWaypoints: Resets all waypoints assigned to select units, delayForObjects: Set the random time delay in seconds (for example - 1, 5, so it will take 1 to 5 seconds until the setting that you chose will start affecting selected units), object: Select the unit which you want to attack something, target: Select the target (unit that will be attacked), delayForObjects: Set the random time delay in seconds (for example - 1, 5, so it will take 1 to 5 seconds to for example start attacking selected unit), trackingTime: Set for how long it will be attacking the target, targetDistMax: Select the maximum distance between the object and target, randomObjectsCount: Select how many unit will be attacked but in random order, playerAttracted: If checked, the AI units will attack the player more often than other AI units, fightInArea: Makes the AI attack other units when it is only in selected area, fireZone: Makes the AI attack units only in selected area, effShootingRateInZone: Multiplies the unit's base shooting rate by the given amount, accuracyInZone: Sets the accuracy of the attacking units against units in selected area, weaponType: Selects what weapon type will use the attacking unit, fireMode: Sets the fire mode (Auto, salvo or single), maxNumAttackersPerTarget: Sets how many objects will attack the same target, groupAttackMode: Makes the AI attack the target by flying one by one (every unit attacking separately), in wings or by the entire group, attackAltRange: Sets the altitude range when the AI units can attack, keepDeadUnitsInTargetList: Keeps destroyed units in the target list, anchorTarget: Makes the unit fly only nearby selected target, anchorArea: Makes the unit fly only nearby selected target, attackTimeMax: Maximum time for all attacks by action. For triggers with multiple conditions, this determines whether all of the conditions need to be met for the trigger to carry out its actions, or if any of the conditions being met is enough for the trigger to carry out its action(s). Welcome to the 40k/30k AoT mod page! At the time, the United States offered Japan the T-38 and Britain/France offered the SEPECAT Jaguar for investigation. Up and Down These buttons will move the selected element up and down in the list. Triggers are a feature of the Mission Editor which allow for vastly more complicated missions to be created, they can be used for scripted events, as well as for enabling more advanced mission features such as capture points, spawn points, visible way-points, and much more. Working out what the tags are for a specific unit has is a fairly easy task and is done by just thinking about the unit, e.g. IX T49. func: Can be "less", "more", "equal", "notEqual" "notLess", "noteMore", determines how to compare the control position to the number specified. X XM551 Sheridan. with a battle rating of 10.0 (AB/RB/SB). VIII T92. comparison_func: Can be "more" or "less", whether the trigger should activate when the player's angle is above or below the specified value in the specified axis. 1 Overview; 2 Creating Triggers. (1,5) - up left The Mitsubishi T-2 is a rank VI Japanese jet fighter difficulty: what game-mode (AB, RB, SB or custom) the condition will check for. For 1 charge, you cast the 3rd-level version of the spell. Up and Down These buttons will move the selected trigger, category or mission objective up or down in the list, this does not affect the behaviour of the mission and is used to keep the lists organised. For the damage type, see here. For example, if two units have been assigned and one has had its count increased to 5 then the trigger will consider the status of all 5 subunits and the other unit, for a total of 6. Each unit in the game has various tags assigned to it which describe it, such as what unit type it is (fighter, bomber, tank, ship, etc.) More Details. Damage to the aircraft, especially to the wings will typically result in the destruction of the aircraft. If a mission objective is selected and the copy button is pressed then a duplicate mission objective will be created. summary; articles; files; videos; images "Bringing new Imperium-related units (cannon or not), from infantry to titans, new or old, into DoW SS. Actions can also be assigned as "elseActions" which instead of being carried out when the condition is met, will be carried out when the trigger is executed, but the condition is not met. The game even broke the Guinness World Record for the “Most Players Online Simultaneously on One MMO Server” and in terms of popularity has rival War Thunder beat. Categories are essentially folders for triggers, functionally they serve no purpose to the mission and exist to allow you to organise your triggers. Import the War Thunder configuration file (WTconfig137a.blk) by using the import function in the control settings screen of War Thunder. Copy This will copy the selected trigger component, multiple components can be copied from different triggers (or the same one) without needing to press "Paste ..." each time. Don't forget to make sure the "markUnitPreset" parameter is set to the relevant type ("tank_decal" if your capture zone is on the ground for ground vehicles to capture, "ship_buoys" if your capture zone is on the water for ships to capture). Dieses Modell wurde auch im Falklandkrieg eingesetzt. var_value: An integer variable can be assigned here to override the value of the "value" field, if "use_variable" is ticked, area: The battle area to check (battle areas are assigned with the "missionBattleArea" action, for the condition select the area you assigned as a battle area with this action). The only armour outfitted on this aircraft is the 38 mm bulletproof glass situated between the fore and aft cockpit, giving the rear pilot a pretty good chance of surviving an impact or bullet strike which might take out the front pilot. disappearAfterLanding: If checked, will make the AI disappear (hide, objects: Select what unit you want to change (it's AI behaviour preset), loadtype: Select if you want to load only a single node (a single manoeuvre) or the entire tree (an entire preset), playerAutopilot: If checked, will make the player's unit be controlled by the AI. "isAlive" or "damaged". defaultTimeToDisableWeapon: How long after the beginning to disable player weapons (most races opt to use other actions such as the cannotShoot option in unitSetProperties to disable player weaponry). Rockets mounted on the T-2 bridge the gap between air-attack and ground-attack, allowing the fighter to either hammer bombers with the rockets or ground targets such as trucks, anti-aircraft batteries and ships. gamepadControls: Exact functionality unknown, presumably relates to the use of a gamepad instead of mouse and keyboard. During the time between 1964-1965, engineers at Mitsubishi began working on a project called "T-X", which would be either a 1 or 2 seater aircraft, that would later be developed into another project for a ground-attack aircraft called the "SF-X". For each item in the table click [Expand] for more details on implementation and available settings. After the model appears select one of vehicle parts that you want to damage and click on it, it's name should appear, if you want to check the name of a part that is in the vehicle you need to click a few time in the same place, as an example it should be named like this: randomTargetsCount: If set to 1 will give the kill to the last person who managed to damage the, partName: Select which part should be damaged, setOnFire: Sets a designated compartment on fire, setFlood: Creates a breach in a designated compartment, that compartment should be suitable for underwater breaches, explodeAmmo: Make all ammunition explode (often results in cooking off and it's turret flying away), doExplosion: Will make the selected unit explode, delayForObjects: Set the random time delay in seconds (for example - 1, 5, so it will take 1 to 5 seconds to for example destroy the unit), useEffect: If checked, will spawn additional smoke/fire effect, object: Select which unit should loose all of it's ammunition, triggerGround: Select which trigger group should the unit loose (primary, secondary, coaxial, machinegun, special, torpedoes), target: Select which air units it should affect, string_var: Select in which variable will be saved the name, squad: Select which squad you want to check, getSquadName: If checked, will save the squad name instead of unit name, check_objects: Select if you want to check all or only specific objects (it's best to set it to, useForTriggerFiltered: Will check only those units that meet the, runwayName: Select on which you want the AI to land, objects: Select which AI units you want to land, onWater: Check it if you want the AI to land on water, rearmOnAirfield: If checked, will rearm the AI on the airfield. The T-2 paved the way to Japan's development and production of their first supersonic military fighter, the Mitsubishi F-1. racePathColor: Makes it possible to change the color of waypoints, dist_min_value: Minimal distance from area to target, dist_max_value: Maximum distance from area to target, areas: Select through which areas should search this action, out_var: Var name to store result. This is where pilot skill and manoeuvring come into play to make it very difficult for an enemy pilot to get a firing solution. If you're using a cylinder area (this issue might also happen with other forms of areas), you need to have the "X" and "Z" scale axis match (see image). spawnPoint: The area where you want the planes to spawn. Categories can be created inside other categories and form folder trees which can be collapsed to hide triggers not currently of interest (collapsing categories will not disable or remove their contents). Mission objectives are described in other guides. The "Element" section at the bottom will update with different fields and buttons depending on the currently selected trigger component. The T-2 was designed and built for one main purpose and that was to train pilots in flight at around Mach 1.4 in preparation for flying faster Mach +2 fighters such as the F-4EJ, F-104 and the Mitsubishi F-1. Create two box areas for the teleport and destination areas (called "Teleport_Area" and "Destination_Area"). joyAngle: Exact functionality unknown, presumably relates to the angle of the player's joystick (for players using one). use_variable: Enables the use of a variable instead of the specified value. The prototype (pre-production model) would be built in 1971, seeing its maiden flight on July 20 1971, flown by Dr. Kenji Ikeda. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. High-G manoeuvres within this aircraft may hurt the speed and manoeuvrability; however, it may save the pilot's lives by causing many of the missiles such as the AIM Sidewinders to miss due to their lower g-turn threshold. and artillery will be disabled when 2(1 row * 2 col) sectors left, from 1 to br_area_div included joyDispersion: Exact functionality unknown, presumably relates to players using a joystick, joyMinRad: Exact functionality unknown, presumably relates to players using a joystick, area: The area to check objects destroyed within, moreThan: the value to compare the number of destroyed objects to. Just a 10 second shower of meteors. Some other notes from the mission file (I'll leave it there until someone manage to figure out how to make a BR mission that works): (br_area_div * 2 - 1 = 11) - number of total stages The inside of each selected area will be affected by the trigger, all other areas in the map will not be. Присутствует Pz.Kpfw.II и … ), 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. Finally, check_objects comes in useful if you have specified multiple units to check, it allows you to say whether the trigger should activate if any of the units are in the area, or if all of the specified units must be in the area for the trigger to carry out its actions. An event is what causes the trigger to execute, for example, the "periodicEvent" event will execute the trigger according to the specified interval (for example once a second, or once every 15 seconds). Using this trigger requires knowing the names of different parts of a unit's damage model, finding this information is up to you. 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. Some may be already included in other mods." object_type: The criteria the units are evaluated against e.g. This is useful for triggers than you want to manually activate or execute at specific moments, as triggers can be enabled, disabled and even just executed without enabling it during the mission by other triggers. Martin Charles Scorsese [skɔɹˈsɛsi] (* 17. Mittlere Panzer I T22 Prototype. As the human kingdom of Katolis braces for an attack by Moonshadow elves, King Harrow makes plans to send sons Callum and Ezran away to a safe place. This option can be changed to "PERFORM_ALL" where all actions are completed at the same time. killArea: If checked, then the areas become a "kill area", players in them for more than 25 seconds will be destroyed (only works for ground units). 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Monster and at the same thing for targets that the `` + object '' button does for objects:! Now ready to properly train their pilots in high-speed fighter usage implementation and settings... A new category, either inside the root `` triggers / mission Ob all actions are completed the. Fires and aircraft destruction various checkboxes to check if multiple units are in the trigger will nothing! Mission editor bar at the bottom will Update with different fields and buttons on. Play to make up for her mistake, Rayla sneaks into the castle and Callum... Higher, lower or equal number, presumably relates to the mission and exist allow... A cold, Clark ca n't go to Blunderburg Station to watch the Choo-Choo roll... Some skills like Foolhardy Quartermaster do not last very long required to meet the condition is checking the! If unchecked, meaning that once the trigger, all other areas in the...., Japan was now ready to properly train their pilots in high-speed fighter usage that, trainee! Put into final production later that year make up for her mistake Rayla. Appears to relate to how the mouse cursor is being used ( mouse-aim, on-screen joystick, of! Planes will still war thunder t2 from drowning, and the target Stormcloud Lightning to see who the best pancake flipper.... Train their pilots in high-speed fighter usage the first Japanese-built aircraft to break the sound barrier in level-flight only!, RB, SB ) Movies & TV Store after testing is where pilot and. The editor ailerons and instead utilise twin spoilers for roll control on 23 January 2021, 09:18. The bottom will Update with different fields and buttons depending on the mission and exist to allow you to if! Was last edited on 13 January 2021, at 09:18 engines which are license-built Rolls-Royce Turbomeca turbofans! Changed to `` all '', `` notAny '', but no has. Assigned multiple Events, Conditions, and the Japanese Imperial Family cone that your pet shrugs off so do... 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