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Morts

Popup trigger

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Hi guys,

I've found a few scripts that work a whole target range, but i would like a trigger that activates a single target, so that, as you walk down a path, hit the trigger, one or however many the trigger is set to, pops up around you.

Any help would be much appreciated

Morts

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Can do this via triggers along the path quite easy.

Name you targets ( e.g Target1 etc etc )

i would put this on the init of the target so they start " dead "

Target1 SetDammage 1

Place trigger

Act - BLUFOR - Present

OnAct - Target1 SetDammage 0

Hope this helped!

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Unfortunately that didn't work, setting damage doesn't move it down, so wasn't able to test if the trigger works to make it pop up.

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Ah I see how it works with the simple target, is there anyway it could work with the popup target?

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i dont get it? you want a popup target to act like the simple targets?

is that not the same as using the simple targets?

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Basically, the targets used are the pop-up targets, i need them to start down, then when the player hits the trigger, they pop up, when shot they go back down, and stay down, and to be reset at the beginning, it sounds quite awkward, but theres no way to explain it easily :/

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I could, but the idea is for the targets to be hidden when down, the simple targets are bright blue and the little triangle at the bottom sticks up, making the position of them obvious

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That works a treat mate, thanks :D

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use this in the init.sqf or an init field of one of the targets.

This will stop all popup targets from popping back up.

nopop=true;

You can control popup targets state by using this in a trigger or script.

0 is up and 1 is down.

target_name_here animate["terc", [color="Red"]0[/color]];

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use this in the init.sqf or an init field of one of the targets.

This will stop all popup targets from popping back up.

nopop=true;

You can control popup targets state by using this in a trigger or script.

0 is up and 1 is down.

target_name_here animate["terc", [color="Red"]0[/color]];

That's awesome, would the reset script work the same, just making them all go back down in a similar way to the simple targets?

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Yes if you want the targets to stay up for a set time you could do something like this:

_targets = [t1_1,t1_2,t1_3,t1_4,t1_5,t1_6,t1_7];
{_x animate["terc", 1]} forEach _targets;

hint "Range is setting up, Get ready to fire!";

sleep 8;

hint "Begin firing!";

{_x animate["terc", 0]} forEach _targets;

sleep 15;

{_x animate["terc", 1]} forEach _targets;

hint "Range is complete.";


Or you could put them up with one script and put them down with another if you want to control it your self.

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The idea behind it is a CQB lane, so they pop up when the player hits a trigger, obviously go down when shot, or a few seconds after the first hit, then stay down, until it is reset at the beginning.

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