Jump to content
Sign in to follow this  
lonesoldier

Alarm problems

Recommended Posts

Ok. In my mission your a Spec Ops. And theres an alarm that can be set off. And if you want it to be easier you can turn the alarm off. So Ive got the trigger and when you walk into it, it will say "Deactivate Alarm" in the action menu. How would i make the alarm not be able to go off after you disable it?

Share this post


Link to post
Share on other sites

Ok. Well i want it so you can disable the alarm if it is set off. And beable to disable it so that it cant be set off. So what would i do to accomplish this?

Share this post


Link to post
Share on other sites

Make two triggers

One to activate the alarm ( make it a switch ) and i think you have to group it to a channel ( alpha bravo .... ) so you can select alpha to turn it on, and bravo to turn it off.

First one

Alarm=true

Second one

Alarm=false

Has to work, i use it for my alarms to deactivate after xx seconds with the countdown/timeout function.

I think that s the only way to make it work.

Share this post


Link to post
Share on other sites
confused.gif No No NOOOOO! I mean im a spec ops so I sneak in. I dont radio the alarm on or off. I can deactivate it. I wanna know how to deactivate it so that the enemy cannot activate it. Sort of like destroying the trigger. Come on surely someone knows confused.gif

Share this post


Link to post
Share on other sites

Make an extra condition in the alarm trigger (which sets off the alarm), like for example AlarmNotDisabled. Then make a new trigger where you put Condition true and On activation AlarmNotDisabled=true. After this put in the disabling trigger (the one which disables the alarm) in On activation AlarmNotDisabled=false. This way if you have disabled the alarm, normally the alarm goes off but now the trigger stays nonactivated and waits for the AlarmNotDisabled condition which no longer exists: so the alarm is cut off.

So the condition AlarmNotDisabled exists since the beginning of the mission and disappears when you disable it.

Hope I understood the question and you understood the answer biggrin.gif

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LoneSoldier @ May 07 2002,13:08)</td></tr><tr><td id="QUOTE">confused.gif No No NOOOOO! I mean im a spec ops so I sneak in. I dont radio the alarm on or off. I can deactivate it. I wanna know how to deactivate it so that the enemy cannot activate it. Sort of like destroying the trigger. Come on surely someone knows confused.gif<span id='postcolor'>

Why didn t you say that in the first place biggrin.gif

Does the alarm has to go off first ? Cause otherwise i don t see the point in making an alarm that doesn t go off confused.gif

How you gonna activate the alarm and how do you want to deactivate ??

Share this post


Link to post
Share on other sites

Well, the alarm sets off when the enemy sees you, and when it sets off a truck full of enemies rocks up. And to disable it you go to a bulding and disable it so that the alarm cant go off and therefor no enemies rock up. Cheers guys!

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LoneSoldier @ May 07 2002,14:25)</td></tr><tr><td id="QUOTE">Well, the alarm sets off when the enemy sees you, and when it sets off a truck full of enemies rocks up. And to disable it you go to a bulding and disable it so that the alarm cant go off and therefor no enemies rock up. Cheers guys!<span id='postcolor'>

This should work

Make a trigger

Activated by west => detected by east => once

Type => switch ( where you can select end 1 etc too )

Name => alarm ( both fields )

Condition => stays what it is

On activation => alarm=true

Effects => put the alarmsound

----------------------------------------------

Second trigger

Make it much smaller ( maybe in a house where you for instance can deactivate a alarm unit or something )

Activated => west => present => repeatedly

type => none => no name

condition => nothing

On activation => alarm=false

------------------------------------------------

Should be something like that. I m not sure if it overrules the first trigger, that s why i put repeatedly.

Had no chance to test since i m at work.

Let me know.

Cheers

Share this post


Link to post
Share on other sites

Well, I think he means that he wants that the alarm couldn't be set off after the alarm (device) has been disabled. I already replied to this kind of problem in my earlier reply.

Share this post


Link to post
Share on other sites

I just made a simple map where U can deactivate the alarm so it wount go off, or you can deactivate the alarm once it has gone off.

I just gotta have Ur E-mail adress...

Share this post


Link to post
Share on other sites

You could use more ways to do that:

You could move the alarm trigger to a position far away from the scene (by using the alarm enable trigger's activation field).

You could also use numeric variables;

For example: at the start of your mission, you set the

variable: alarmvar=0 (use an init trigger, or the init.sqs)

In your alarm detection trigger you only use the activation field for adding 1 value to this variable: alarmvar=alarmvar+1

Then you need one more trigger (no range is required for this one), which really makes your alarm. This trigger should have

following condition: alarmvar == 1

And where you enable the alarm, you only have to set the

variable: alarmvar=2

So what happens now?

Once the alarm trigger becomes active, it adds the value

of 1 to the variable. At the start it's 0, then it will be 1.

If it becomes to value 1, the real alarm trigger becomes active.

If you deactivate the alarm earlier, it becomes 2, this means

if you add the value of 1 to the already value of 2 it results

into 3.

Ouch, i hope this wasn't to confusing.

~S~ CD

Share this post


Link to post
Share on other sites

Geez Thanks Guys! Anyway if you guys are still puzzled on how it works heres how to picture it: Your a spec ops sniper and you see a base ahead of you. You dont want the enemies to set off the alam as backup will arrive if you do. So you sneak around and find the alarm system, so you think to urself "Damn im gonna have to disable this so no backup arrives", so you proceed on to deactivate it, and then the enemies cant activate the alarm now. I hope you get what i mean. Oh by the way my email is: fabianvacca@hotmail.com

Share this post


Link to post
Share on other sites

errm - did you read through my method 2?

This is, what you want.

Alarm expects variable "alarmvar" to be at value 1

This means, Alarm doesn't work, if the value is 0, 2 or 3

The variable starts at value 0

If you deactivate the alarm, the value becomes 2

If your source alarm trigger goes off, it adds 1 to the

variable "alarmvar" :note - if the alarm was disabled before,

the value would be 3 then.

If the alarm wasn't disabled before, it will result in 0 + 1,

and this makes 1 -> whoop - alarm goes off

you got it?

Share this post


Link to post
Share on other sites

Well. Where abouts do i put the variables? And also Wouldnt i need 3 triggers? also what does each trigger do? Could you just whip up a quick mission for me on the desert island? The other guy said he has already done one but i havnt recieved it....

Share this post


Link to post
Share on other sites

huh wow.gif

You wanna have a mission?

Sorry, i thought you are asking for how to do that.

Well, i can't do a mission for ya at the moment, because

i'm at work, but:

I can explain it once more (easier) to you.

All you need, is to use a variable for that.

Let's call this variable: alarmvar

Now we initialize the variable with a trigger.

Create a trigger with range 0/0, and type into it's

condition field: true

:note - true means the trigger goes off, once the mission starts

Then type into it's activation field: alarmvar=0

This trigger you can place where you want on that island.

Now, the alarm stuff:

Yes, you need 3 triggers for that:

Trigger 1: (remark: this will be your detection trigger)

Activation: West/detected by east/once

condition field: this

activation field: alarmvar=alarmvar+1

:note - this trigger does nothing more, than detecting the

soldier/s of side west, by east (you have to specify the range

as large, as you want the alarm area to be)

Trigger 2: (remark: this will be the alarm disabling trigger)

Activation: west/present/once

condition field: this

activation field: alarmvar=2

(remark: you can also use the addaction command for that

instead, but i'll show you the easiest way)

:note - the range of this trigger should cover the place,

where you want to have the possibility to enable the alarm.

Trigger 3: (remark: this will be the real alarm trigger)

condition field: alarmvar == 1

:note - this trigger only becomes active, if you or any west

soldier gets detected inside the area of Trigger 1 + Trigger 2

was not used (remember the disable trigger)

Here's the summary:

Alarm expects: alarmvar == 1

west-side get's detected in alarm zone: alarmvar=alarmvar+1

:if you don't disable the alarm, the variable alarmvar will

still be 0. This would look like that: alarmvar=0+1

The result will be: alarmvar is now 1

What happens (which trigger expects alarmvar to be 1?)

Yes the real alarm trigger goes active

:Now the other case, you have disabled the alarm before

you get detected in the zone

By disabling the alarm, the variable alarmvar will be set to

the value: 2

If you get detected in the alarm zone now, it will add the

value 1 to the variable. This would than be 2+1 makes 3.

I hope it was clear enough this time.

Share this post


Link to post
Share on other sites

condition of alarm trigger : this and !safe

when you cut off wires set in script : safe=true

Share this post


Link to post
Share on other sites

Thanks Very Much guys! DV Chris Death cheers man!

Everyones name that helped me will be in the intro cutscene and the readme.txt and credits.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×