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grillob3

trigger to trigger

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i'm new on the editor and making a mission where you have to clear town to town killing all the enemies..and i need help with triggers i guess.

I want to clear a town then go to next one and clear it...When i'm at the next town trigger ai will spawn using murk_spawn.sqf, but i will have a chopper supporting my squad. that is the problem!The chopper will trigger all the other towns murk_spawn trigger flying around and will kill my fps.So i need a trigger or whatever to make the murk_spawn trigger work only after after i clear first town!

Please help.

town 1 clear triggers murk_spawn trigger to work(that is activated by blufor present).

Thanks!

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You could try something like this as the condition:

this AND !(chopperName in thislist)

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the chopper is the problem!I wanna the chooper to Dont trigger it until i clear first town!

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You can group(F2) triggers with units and then get some new options in the trigger.

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so "trigger opfor not present" activate "murk_spawn trigger"? just grouping? or synchronizing the triggers together? or what more should i do?

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G'day Grillob,

in the onAct field of the trigger on the first town put this:

_nil = [] execVM "spawnChopper.sqf";

and in spawnChopper.sqf put:

_vehicle = "AH64D_EP1";
_pos = getMarkerPos "chopperSpawn";
_pos = [getpos _pos select 0, getpos _pos select 1, 100];
_wppos = getMarkerPos "chopperMove";

_spawnvehicleArray = [_pos, 90, _vehicle, WEST] call bis_fnc_spawnvehicle;
_spawnvehicle = _spawnvehicleArray select 0;
_spawnvehicle engineOn true;
_spawngroup = _spawnvehicleArray select 2;

_wp = _spawngroup addWaypoint [_wppos, 0];
_wp setWaypointBehaviour "COMBAT";
_wp setWaypointSpeed "FULL";

make sure you place a marker on the map called "chopperSpawn" where you want the chopper to spawn

and

a marker called "chopperMove" were you want the chopper to move. you only need to move it near the enemies the AI will take care of the rest.

if you want to group the chopper with your group add this at the bottom of spawnChopper.sqf:

_playerGrp = group player;
{_x join _playerGrp} forEach _spawngroup;

hope this is helps and reply if there is anything your unsure about,

undercoverbrother

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The chopper will start with my group. the problem is that the chooper will be flying around and i dont want it to trigger murk_spawn trigger (this is the trigger that i dont want the chopper to active bluefor present :catch_trigger = "town2"; publicVariable "catch_trigger"; ) before i get there! so i dont have fps drop because of too much ai! my English is probably not good! lol i just need another trigger to active that one after town1 is clear!

Town one clear then - bluefor present :catch_trigger = "town2"; publicVariable "catch_trigger"; - will work! not before..so the chopper can fly around and dont active any spawn trigger!

Edited by Grillob3

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If you want the trigger to be activated when your group or unit enters the trigger and not the chopper, you can group(F2) the trigger with your unit and the trigger will not trigger when the chopper fly in to it.

If you have a trigger in the first town that triggers when the town is clear or something, put

blabla = true

in the onactivation field in the first trigger.

And

blabla

in the condition field in the second trigger.

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I already gave you the trigger condition in the first reply. It fires the trigger when blufor is in the area, but only if the chopper is not.

Edited by Shuko

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Now i understand it!thanks guys!I'm gonna try it!

Very appreciated! ;)

Edited by Grillob3

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