jeppelykke 0 Posted August 1, 2002 Hey Hey! Anyone know a way to add/remove a trigger in the game. what i want is a "script" to created a trigger at a special pos. So that trigger only comes in the game IF that script is triggered, and if its not the trigger will not be there. Anyone tryed or know if this is possible ? Best Regards Jeppe Lykke, Denmark Share this post Link to post Share on other sites
Bosun 0 Posted August 1, 2002 Hi.  I've been curious about that question as well.  Take a look at this; LINK  and let me know if you come up with anything. Link doesn't seem to work, here's copy from the ofpeditingcenter forum page; </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">im not 100% sure how to do mobile triggers but i would try in an external script:               trigfollow.sqs _myguy = _this select 0 _mytrig = _this select 1 #loop _mypos = getpos _myguy _mytrig setpos _mypos ~0.1 goto: loop exit and have in your on activation/init where you call the script from: [unitname,triggername]exec "trigfollow.sqs" (by the way im not sure if _mypos should have an underscore _ so try it without if it doesn't work) ---------------- to make objectives, you just set their status, check the official command ref (or the unnofficial one on this site, IMO its easier to use) to make sure on commands but: "objectivenumber" ObjStatus "objectivestatus" you start counting from 0 remember, so to set your first objective to failed, you would type: "0" ObjStatus "FAILED" the other status' are: "DONE" "hidden" (can't see it on briefing or organiser thing) "ACTIVE" (opposite of hidden) If you put it into html correctly you should have no problem, because this clever game works out which objectives are which, though I would recommend a briefing/objective wizard, which are available on this site no doubt in editing apps ----------- 2  General Editing / General Editing / Re: trigger activation  on: Jul 23rd, 2002, 8:31am  Started by SimonRussi | Post by HALO_TheWolf Hmmm.  Why might you want to do this?  There are so many other "hidden" ways to activate triggers....why do it through a script? 3  General Editing / General Editing / Re: hidden waypoints  on: Jul 23rd, 2002, 69am  Started by SimonRussi | Post by CrashnBurn -Actually Ottie was close but I think you have to synchronize the trigger to the waypoint prior to the one you want hidden. In Simons case, he would sync the switch trigger to the getin waypoint, so that when "something happens" as he said, it would activate his trigger and switch to the hidden waypoint. -[west, "Papa Bear"] sidechat "blah blah blah" -Yes triggers can be activated thru scripts as long as the trigger has a condition that = true somewhere in the script.   Reply  Quote  Notify o ========================================= @ safetycatch: triggers & WP's are synchronized by pushing the F5 button on yer keyboard, then drag a blue line between 'em!!!  But if ya just want a chopper to get to some battlefield, ya don't need any WP's at all, matey! Just place a named bird somewhere and then make this radiotrigger: Axis  A & B = 0/0 Activation = Radio Alpha (so it'll fire when YOU press 0-0-1 on yer keyboard)   Type = NONE Condition field = this On Activation field = Bird domove getpos G1; Bird setcomBatMode "RED" PS. "G1" is a named GameLogic  <span id='postcolor'> Share this post Link to post Share on other sites