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steelblood

Game Logics syncing with triggers

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Hi i was just wondering if you can somehow make game logics obey triggers ? I've tried putting a condition in the condition of presence on the game logic however it also doesn't want to follow !alive obj1 or anything like that so can you make them obey triggers ?

Thanks a bunch

Dan

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For the ACM Module since you werent specific:

In your init.sqf:

[[color="red"]0[/color], BIS_ACM] call BIS_ACM_setIntensityFunc;

condition: alive player

on act: [[color="red"]1[/color], BIS_ACM] call BIS_ACM_setIntensityFunc

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Use can use waypoints with game logics as a sort of trigger. What exactly are you trying to do?

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I am trying to use CrB random patrol scripts but as i have alot of them on my mission this generates some lag (it's a big mission :P ) So i was wondering if i could somehow make them obey triggers and conditionals so that say when blufor is present in a trigger then they spawn. Or even so that when obj1 = Succeeded then they spawn so they aren't all on at the same time and the AI surrounding certain objectives spawn after doing the previous one . Make sense ? Probably not . I've talked with the make of the scripts and he doesn't know so.

Any help is much appreciated :)

Dan

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Large missions are always difficult. If it's at all possible to do things in a linear fashion I'd suggest that, and just spawn things dynamically as you need to. Or only use random patrol script on some of your troops and pre-place with probability of presence others to keep the random feel.

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Yeah i am using the probability of presence option however i really need to figure out how to spawn them "Seperately". I mean it's probably definetly possible with normal units and not the game logic however i need to use this script. How do you make gamelogics obey the "Conditions of presence" ? As i can get them to "not appear" if obj1 is still alive say. However when !alive obj1 (This will be in the condition of presence) the gamelogic won't spawn :/

Thanks

Dan

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Would i just use this in a trigger so for example:

Trigger is set to:

Condition: !alive obj1

On Act:"gamelogic1" createUnit [getMarkerPos "Obj2Infantry"]

Or is this not correct i'm a bit of a noob when it comes to stuff like this :P ?

Thanks

Dan

---------- Post added at 01:11 AM ---------- Previous post was at 01:08 AM ----------

Oh just had a thought would this gamelogic contain the script ? :(

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I've never used the crB Patrol thing you're using, so I'm unsure how you set it up, but basically you'd have the trigger run a script that would update your tasks/objectives and spawn and place/move/whatever all your new units to their proper spots.

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Hmm i'm unsure of how to do this i get the concept but i wouldn't know how to make this at all any help ? :)

And for CrB:

0 = [position this, "Motorized", 400,"RU"] execVM "crB_scripts\crB_taskPatrol.sqf";

That is placed in a game logic it spawns a Motorized group with a random patrol area of a 400 metre circle and it's faction is Russia.

Thanks Dan :)

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