Jump to content
Sign in to follow this  
kirkherbstreit

Radio trigger "deactivation", or simply disabling

Recommended Posts

I just read in the editing wiki that radio triggers never have a deactivation field. I have one radio trigger - it begins a countdown, then sets the Ambient Combat Manager settings to highest intensity with my preselected spawn groups, basically just turning ACM "on" - and I thought I could put a script in the "on deactivation" field for the same trigger that simply set all ACM settings to zero, basically turning ACM "Off" so I could do other things. But now that I know that won't work, I tried a second radio trigger that switched all ACM settings off when I activated it. However, this led to an error message during gameplay; I think it had something to do with ACM trying to force-spawn groups when the spawn frequency and intensity were both zero. So I ask, can I trick the editor into switching off a previous radio trigger?

Share this post


Link to post
Share on other sites

How does that work? Seems like that function would, if I understand correctly, completely disable the radio slot itself, when all I want to do is disable the conditions that were activated by the radio. Would I make a radio trigger that said [1 setRadioMsg "NULL";] in the On Act. field?

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  

×