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I'm looking for some kind of code that I can put in the Condition area of my trigger that will activate the trigger when OPFOR is not in the area. more accurately when you have killed all enemy units in the trigger area. I can't find this kind of code anywhere.

btw does anyone have the classname for a marker that is a circle with a checkmark in it?

Edited by DarkGuerilla

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You don't need to put anything in the condition as the trigger can be set up that way by selecting OPFOR Not Present in the check boxes.

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You can set that up when placing the trigger. Nothing else needed. Activation "OPFOR"....and then select "Not Present".

Edit: I replied to slowly :)

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In regards to the marker:

I was looking at the ArmAHolic marker classlist area and they didn't have what I was looking for either.

The particular marker I am looking for is the one in the "Manhattan" mission in the SP Campaign. It only shows up when you clear one of the enemy recon camps. It looks like a checkmark with a circle around it.

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that is a task succeeded marker I think as far as I know from what you're talking about, you will need to learn how to set up tasks, not hard, you can set them in the editor and in the briefing.sqf, to finish the task you would need a opfor not present trigger and in the on activation box you need something like "obj1 setTaskState Succeeded", where obj1 is the task name.

http://http://community.bistudio.com/wiki/createSimpleTask

http://http://community.bistudio.com/wiki/setSimpleTaskDescription

http://http://community.bistudio.com/wiki/setSimpleTaskDestination

http://http://community.bistudio.com/wiki/setTaskState

these links should explain tasks, enjoy ;)

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The marker is in the link I provided. It's a green circle with exclamation, can be found in the mission for Manhattan in the file subGrpMainSentryPoints.fsm. They set the size to 0.5, so it's hard to tell that's actually exclamation.

setMarkerType "Warning";
setMarkerColor "ColorGreen";

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simple here

con3_2 = createTrigger ["EmptyDetector", [0,0,0]];

con3_2 setTriggerArea [500, 500, 0, false];

con3_2 setTriggerActivation ["EAST", "NOT PRESENT", false];

con3_2 setTriggerTimeout [5, 10, 7, false ];

con3_2 setTriggerStatements ["this", "player exec ""contractors1\areasafe.sqf""", ""];

con3_2 attachto [leader contractors1,[0,0,0],""];

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if you want to check a trigger with script instead of the built in options you can do following:

Name the trigger to something ie:"Trigger1", set it to anybody as activator and repeatingly, set its shape and rest to your likings.

then in a script you can do a check.

_eastdead = EAST countside Trigger1 < 1;
_westdead = WEST countside Trigger1 < 1;

have fun

M

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