First, you need to create a capture zone unit, they are found in the "objectGroups" type, under the names of "capture_zone_circle", "capture_zone_circle_color" and "capture_zone_water". For T3 it's 2.5%. ), but no functionality has been established after testing. Welcome to the 40k/30k AoT mod page! Adds a set number to the HP of a part of a modular airfield and save it to a real (decimal number) variable. value: the number to compare the number of infantry killed by the player to. This window is where all the triggers and objectives of your mission will be stored, organized under the (currently empty) "Triggers" and "Mission Objectives" folders. cable: Creates an arrestor cable, once added requires start and end fields be specified, multiple cables can be created. Stone Skin. The target field, in this case, refers to what area we are checking the unit is in, so we will set this to "Teleport_Area". Item; The Gambler The Gambler 5 Divination Card "I don't believe in karma. 40 Stück wurden als GR.3 neu gebaut, der Rest waren modernisierte GR.1/GR.1A. В «War Thunder» представлены модификации Ausf.C и Ausf.F. controlMode: what control mode (mouse-aim, instructor / simplified, realistic or full-real) the condition will check for. with a battle rating of 10.0 (AB/RB/SB). for flaps 0 might be flaps fully up, 1 might be flaps fully down and 0.5 flaps halfway; these are made up and untested numbers, you will need to experiment). 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. groundFxType: For tank races lets you override the effect played at each waypoint, checkAreaPrefix: The prefix you chose for the waypoints (the area the player must pass through). Allows you to change some of settings for selected airfields, Adds comments to the trigger for documentation purposes, Counts the number of units killed by the specified team and assigns the value to a variable, Starts a plane or tank race with the given settings, Used to store the name of areas that are the closest to the selected target, Used to store the army number of selected unit, Used to store the number of selected unit, Allows you to modify how many attempts the player gets at a mission, Allows you to restrict the battle area to within a specified area, Sets the mission as complete (victory) for the selected team, ends the battle, Enables custom artillery (which can be set in, Marks the given area(s) as destruction objectives, Gets the mission's balance level (1-25) and stores it in the given variable, Gets the remaining HP of a bombing area and assigns it to a variable, Gets the maximum amount of players allowed in the game (set before mission is launched) and assigns it to a variable, Gets the maximum number of respawns and assigns it to a variable (unclear if working currently), Sets the mission as failed for the selected team, ends the battle, Disabled in-game radio messages (for example, Creates a circle (waypoint) in selected area, Creates a rearm zone for airplanes (only for players), Creates a zone where the player can safely quit (bailout), Creates a small area where you can rearm your unit with an icon above it for ground units, Creates spawn zones in selected areas using variables, Inflict some damage to selected bombing area, Add fading in or fading out of screen to the mission, Show a time indicator in the bottom left corner, Shows icons with a number of remaining units in the bottom left corner, Enable or disable join in progress function, Adds a new objective (if it haven't been shown yet), Lets you assign a respawn base to a movable object, Enables or Disables selected control keys, Forces all players to go back to the respawn screen, Locks selected target (it's only related to the UI, not missiles), Spawn selected units on the airfield (on the ground), Orders the artillery to shoot at selected area, Shows selected part of the ground unit (can be used to show for example tank crew position), Select which air units should bailout (doesn't spawn any effects and doesn't destroy the airplane), Makes the unit drop all of it's bombs, fire all rockets and set it's ammunition amount to 0, Unknown functionality (probably doesn't work), Set the rearm speed multiplier for Arcade Battles midair reload mechanics, Saves the name of a squad or specific unit from it in a string variable, Orders the AI unit to land on the airfield or water, Makes the unit play one of it's animations, Shows custom effects in or over selected units, Makes the selected unit appear again after using, Sets the control of an aircraft's gears, control surfaces, throttle and so, to anything between a minimum or maximum value, Makes markings and map icons of selected units blink, Turn off any indications, markers and icons over selected units, Disables or enables blinking of enemy unit marking icon when it's spotted, Makes selected units follow their waypoints, Orders AI units to move to selected area or unit, Used to setting up a streak event from AB. MAKE sure you backup your own config first in case you need to revert the settings! 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. ), movable: (Presumably) Whether the unit can be moved through collisions, cannotMove: If checked, disables movement controls, allowOvertakeMode: Allows lagging units to catch up with the leader, followLeader: Follow a leader (for ship bots), denyLeadership: Avoid becoming a leader, leave the group, if currently leader - disband the group (for ship bots), keep_leader_dist: Keep the distance behind the leader, startFullSpeed: Set the speed to cruising speed for ships, movementTraceRI: Allows units to have collision with redinstances, usePosAsCover: Makes the infantry consider current position as a cover, dontUseCovers: Makes the infantry not use or look for any cover, followWaypoints: Makes the infantry follow it's waypoints, alwaysRun: Makes the infantry always run when it's moving, enemyFireEvasion: Whether the AI will attempt to dodge enemy fire, enginesEnabled: Whether the unit's engines are enabled, takeoffPermission: Whether the AI unit is allowed to take-off, useSearchRadar: Makes the ground units use their radar (if they are equipped with it), targetChangeInterval: Time in seconds at which the AAA gun should switch targets, targetChangeProb: The probability of the AAA gun to switch targets, persistentAerobaticsSmoke: If checked, and the unit is a plane, will permanently enable the plane's aerobatics smoke, formation_type: Select the formation type (if you want to set it in rows or columns), formation_step: Sets the distance between units, formation_noise: Randomize the distance between units, object: Select which unit you want to follow the set waypoint, teleportToStart: Teleport units to 'pos' or start route from current units position, This action doesn't require any variables created in, Can be used in other conditions or actions, for example unitWhenStatus in which you can set, object: Select to which units you want to assign a name and number, input_var: Use an existing value from other variable, Target: Select the target to remove all ammunition from it, modificationReset: Removes the modification (? check_areas: Can be "any" or "all", decides if all specified areas must meet match number of targets destroyed or just one. use_variable: Enables the use of a variable instead of the specified value. 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