Type your question

Events & Triggers

The Events & Triggers Editor is one of the most powerful functions inside of BushTripInjector. Define a set of Triggers and fire Actions for the User.

Triggers

Triggers initiate actions. There are different types of triggers. When they are active, they will fire whenever the appropriate conditions are met. When a trigger is deactivated it is not evaluating its conditions to decide whether it should fire its actions.

Following Triggers are available in BushTripInjector:

General Trigger Properties

All triggers include the following properties (except where noted in the descriptions below).

PropertyDescription
idReserved. Do not edit this field.
DescrThe name of the trigger (Sim internal). The system will generate a name such as AirportLandingTrigger1, simply be appending the number of the next trigger to the type of trigger. This name cannot be edited inside of BushTripInjector. In a future Version, BTI will generate this field by the Name of the Trigger. Make sure though that the name is unique.
NameThe name of the trigger (User friendly). This name can be edited inside of BushTripInjector. Make sure though that the name is unique.
InstanceIdThis is the GUID generated to ensure the object has a unique reference. Not visible in BushTripInjector  (but used for the sim)
ActivatedSet to True or False. This value can be changed during the mission with the ObjectActivationAction.
DefaultActivatedSet to True or False. This value will be used as “Activated” when re-spawning a bushtrip.
LatchedThis will be False at the start of a mission and set to True when the trigger fires. Not visible in BushTripInjector (but used for the sim)
OneShotSet to True if the trigger should only fire once during the mission. Note a few triggers do not contain this property, these are noted in the descriptions for those triggers.
Automatic ActivationTick this checkbox if you want BushTripInjector to handle the activation automatically. The trigger will be activated only for the legs of autodetect or our manual entered leg numbers.
(detected)BushTripInjector calculates on your flightplan, when it is the best choice to activate your trigger.
Leg NumbersIf you are not happy with BTI’s detection, enter here the leg numbers where your trigger should be activated.
AirportLandingTrigger

An airport landing trigger is fired when the user’s aircraft lands on a runway.

Following properties can be set in addition to the GeneralTrigger Properties:

AirportIdentThe airport identification code, such as KSEA for SeaTac International.
RunwayFilterA Runway to filter for this trigger. If not set, all runways are fire this trigger.
LandingTypeOne of: FullStop, TouchDown or Any. The default is Any.
AreaLandingTrigger

An area landing trigger is fired when the user’s aircraft lands on one in a specified list of areas

Add your Areas you want to have been watched by this trigger.

CounterTrigger

A counter trigger will fire when it is counter reaches a specified limit. The counter is incremented by CountActions.

StartCountInteger indicating the count to start at.
StopCountInteger indicating when the count stops and the trigger fires.
CounterThe current value of the counter (not visible in BushTripInjector)
PropertyTrigger

A property trigger fires when one or more conditions are met. These conditions can be based on aircraft speed, altitude, failure of components, or a whole host of other simulation variables.

ConditionOne or more conditions, created using the Conditional Editor, which can be a list of logical AND, or a list of logical OR, conditions.
ProximityTrigger

A proximity trigger is fired when the specified object, usually the users aircraft, enters a given box.

AreasList of one or more 3D box areas that the trigger applies to.
EnterActionsList of actions to be triggered when a specified object enters the box
ExitActionsList of actions to be triggered when a specified object leaves the box
TimerTrigger

A timer trigger fires when the given number of seconds has elapsed.

StartTimeThe time, in seconds, when the timer is to start.
StopTimeThe time, in seconds, when the timer is to stop, and fire any actions linked to the trigger.
OnScreenTimerSet to True if an onscreen timer is to be rendered. Note that there can only be one onscreen timer (so if a new one is opened, it will replace any existing one). The default is False. NOT WORKING WITH MSFS
StaysVisibleSet to True if the timer is to stay visible after the StopTime has been reached, typically so that a player can view their mission time. The default is True. NOT WORKING WITH MSFS
IsGlobalSet to True to specify the actions of the trigger firing apply to all players, False to specifiy they only apply to the triggering player.
CanBeUpdatedDuringLoadingTime can be updated during loading

Actions

Define the Actions fired, when a trigger is happen. Following Actions are available in BushTripInjector:

General Action Properties

All actions include the following properties:

DescrThe name of the action. The system will generate a name such as DialogAction1, simply be appending the number of the next action to the type of action. This name cannot be edited inside of BushTripInjector. In a future Version, BTI will generate this field by the Name of the Trigger. Make sure though that the name is unique..
InstanceIdThis is the GUID generated to ensure the object has a unique reference. Not visible in BushTripInjector  (but used for the sim)
AdjustPayLoadAction

An adjust payload action is used to set, or add to, the weight on a payload station

StationIndexThe index number of the station.
AdjustmentTypeOne of: Set or Add.
WeightThe quantity of the adjustment.
ChangeAssistanceItemAction

A change assistance item action is use to change to settings inside of a trip.

SettingThe setting to be changed
ChangeableOne of: None, Lock or Unlock.
ValueThe value to set.
CountAction

A count action will add the value of the Count property to the Counter value in the given list of triggers (which should all be CounterTriggers). Counter triggers will fire when a certain specified count is reached.

CountValue to be added to the Counter triggers current counter. The default is 1.
TriggersList of Counter triggers to have their counts incremented. The left list are all available Counter triggers, the right list the already selected.
FailureAction

A failure action is used to change the behavior of one of the aircraft’s systems. It is possible also to change a failing system’s status back to fully functional, by changing its HealthPercent value to 100. Failures only apply to the user aircraft.

SystemOne of: Engine, EngineFire, Coolant, OilSystem, OilLeak, VacuumSystem, Pitot, Static, ElectricalSystem, Generator, FuelPump, FuelLeak, APU, APUFire, TurbineIgnition, HydraulicPump, HydraulicLeak, LeftMagneto, RightMagneto, Elevator, LeftAileron, RightAileron, Rudder, RearTail, LeftFlap, RightFlap, LeftWing, LeftWingTip, RightWing, RightWingTip, CenterGear, RightGear, LeftGear, AuxGear, LeftBrake, RightBrake, BrakeSystemHydraulicSource, AltitudeIndicator, AirspeedIndicator, Altimeter, DirectionalGyro, Compass, TurnCoordinator, VSI, ComRadios, NavRadios, ADFRadios, or Transponder.
SystemIndexIf an aircraft has multiple systems (usually applies to engines), enter the index of the system that the failure should apply to.
BehaviorOne of: Failed, Failing, Burn or Leak.
HealthPercentEnter a value of between 0 (complete failure) and 100 (fully functional).
TargetPlayerThe players who should experience the failure. One of: Local Player, All Players, Triggering Player, All but Triggering Player.
Future use, currently not implemented in BTI.
FlowEventAction

FlowEventActions are currently only for internal features like Refueling and text-to-speech at end of a leg.

InstructorDialogAction

A instructor dialog action is used to add speech to be rendered over the audio system, and/or text to be displayed on the screen.

TextThe text to appear on the screen.
MissionFailureAction

A mission failure action is used to fail and the end the mission immediately.

TextThe text to appear on the screen.
ObjectActivationAction

The object activation action will change the state of most different types of object, Triggers, AI objects, Scenery objects and some Mission objects.

NewObjectStateSet to True or False.
ObjectReferenceListList of objects (AI ObjectScenery, Mission Objects and Triggers) to have their status changed. In the left list you will find all available objects for this action, in the right one, the already selected.
OneShotSoundAction

The one shot sound action will render a single wave file. Use this for sound effects rather than dialog (use the TextToSpeech (DialogAction) for speech audio).

RandomAction

The random action is used to initiate one action from a list of possibilities.

ProbabilityPercentThe probability that any action at all will fire. Enter 100 to ensure an action will fire.
ActionsList of actions from which one is chosen at random.
RefillAction

A refill action is used to refuel aircraft with one or more types of fuel.

PercentFuelSet to a number between 0.0 and 100.0, indicating how much fuel should be added to the tanks.
PercentNitrousSet to a number between 0.0 and 100.0, indicating how much fuel should be added to the Nitrous tanks.
PercentAntiDetonationSet to a number between 0.0 and 100.0, indicating how much fuel should be added to the AntiDetonation tanks.
SystemIndexThe index number of the fuel tank, if the aircraft has more than one. Indexes start at 1.

Currently (V1.19.9.0) the sim sets the minimum refuel quantity to 25%, even if a lower value is specified. For example, if you land with 7% and want to fill up with 10%, the sim uses 25% –> 7+25=32, so you have 32% on board after refueling.

ResetTimerAction

The reset timer action is used to set the current time of a list of timers back to their start times.

TriggersList of Timer Triggers to be reset. In the left list, you find all available timer triggers, the right list shows the already selected.
TextToSpeech (DialogAction)

A dialog action is used to add speech to be rendered over the audio system, and/or text to be displayed on the screen.

TextThe text to appear on the screen. Can be left blank.
SoundFileNameThe wave file to be rendered by the audio system. The file should be in the \sounds directory of the mission. Can be left blank.
DelaySecondsA delay in seconds after the text and audio are rendered. Can be used to allow time for the user to respond to the dialog, before performing another action.
TargetPlayerThe players who should receive the dialog. One of: Local Player, All Players, Triggering Player, All but Triggering Player.
Future use, currently not implemented in BTI.

You can reference other actions that will be executed when this action is completed. To do this, include one or more actions in the EndAction. Take care, you do not referencing in an infinity loop.

TimerAdjustAction

The timer adjust action adds the DeltaTime property value to the timer trigger’s internal clock

DeltaTimeA positive or negative timer adjustment, in seconds.
TriggersList of Timer Triggers to have the timer adjustment. In the left list, you find all available timer triggers, the right list shows the already selected.

Areas

CylinderArea

The CylinderAre dfines a 3D Cylinder in the sim and has following properties:

DescrThe name of the object. The system will generate a name such as CylinderArea1, simply be appending the number of the next object to the type of the object. This name can be edited to help identify it further. Make sure though that the name is unique.
Radius x HRadius and Height of the cylinder in meters.
Pitch/Bank/HeadPitch, Bank and Heading, or orientations about the three axis, in degrees.
Lat/Lon/AltLatitude, longitude, and altitude in feet
RectangleArea

The RectangleArea defines a 3D Box in the sim and has those properties :

DescrThe name of the object. The system will generate a name such as RectangleArea1, simply be appending the number of the next object to the type of the object. This name can be edited to help identify it further. Make sure though that the name is unique.
L x W x HLength, Width and Height of the box in meters.
Pitch/Bank/HeadPitch, Bank and Heading, or orientations about the three axis, in degrees.
Lat/Lon/AltLatitude, longitude, and altitude in feet

WorldObjects

Container

IngameMarker

The IngameMarker is used to highlight your POI, Landmarks or Waypoints for the user.

TextIdentifier for you inside of BushTripInjector only
MaintextMain text of the Marker
Maintext-ColorThe color of the main text
SecondarytextSecondary text, will be displayed right of the main text inside the sim
AltitudeTextTertiary text. Displayed below the main and secondary text.
TypeFor Secondary- and Altitude text you can select if the text entered (TEXT), the distance of your aircraft to the marker (DISTANCE) or the altitude of the marker reference (ALTITUDE) is shown.
ShowDirectionAdds a 2D Marker showing the user the direction to the POI.
IconShows a Icon for the marker or not.
Pitch/Bank/HeadingPitch, Bank and Heading of the attached position
Lat/Lon/AltLatitude, Longitude and Altitude of the marker position
IsOnGroundIs the marked position on ground
AltitudeIsAGLChecked: Altitude is above ground level.
Unchecked: Altitude is mean sea level.
WorldPositionA select box for you to add Lat/Lon/Alt from Waypoints and Landmarks
LibraryObject

With the LibraryObject you can place static Models in your BushTrip. Activate or deactivate them with ObjectActivationActions.

ActivatedSet to True or False. This value can be changed during the mission with the ObjectActivationAction.
MDL GuidThe Guid of your model. This is the guid you defined when you create your own ModelLib. To use predefined models of the sim or some inside of your community folder, Click on the three dots button close to the MDL Guid. This will open the ModelGuidBrowser Window.
ScaleA scale factor to display the Model.
Pitch/Bank/HeadingPitch, Bank and Heading of the attached position
Lat/Lon/AltLatitude, Longitude and Altitude of the object
IsOnGroundIs the object on ground
AltitudeIsAGLChecked: Altitude is above ground level.
Unchecked: Altitude is mean sea level.
WorldPositionA select box for you to add Lat/Lon/Alt from Waypoints and Landmarks
PointOfInterest

back Text-To-Speech
continue flightsim.to
In this article