locko1997 10 Posted February 23, 2014 Well, my issue is simple... i have a lot of unit waypoints and i need to activate them with a script, so i want to use a trigger for that... the idea is that i set a fake alarm on a addAction, and i want the units to move, but i wont be able to do that if i dont know how to activate a trigger with an script...( ik i can just use radio alpha... ) Share this post Link to post Share on other sites
KC Grimes 79 Posted February 23, 2014 I do this all the time, its really a nifty trick! In the condition of the trigger, put something like: trg1 == true Then in your script, wherever you want the trigger to be activated, put: trg1 = true That way, whenever trg1 is true, the trigger will activate. If you want to use it repeatedly, you'll need to include trg1 = false in the On Act. 1 Share this post Link to post Share on other sites
locko1997 10 Posted February 23, 2014 Well i tryed that, but i probably forgot the double == .... thanks! Share this post Link to post Share on other sites
KC Grimes 79 Posted February 23, 2014 A single = is used to define, a double == is used to compare. Sure thing! Share this post Link to post Share on other sites
locko1997 10 Posted February 23, 2014 It says: type ==: expected any... Share this post Link to post Share on other sites
KC Grimes 79 Posted February 23, 2014 Woops, sorry. Forgot triggers don't like booleans. Change true to 1 in the condition and script. So to you, true is 1, false is 0. Same effect, different definition. Share this post Link to post Share on other sites
locko1997 10 Posted February 23, 2014 ;2629494']Woops' date=' sorry. Forgot triggers don't like booleans. Change true to 1 in the condition and script. So to you, true is 1, false is 0. Same effect, different definition.[/quote']Im feeling really stupid right now... why i didnt thought that!? hahaha, thanks! Share this post Link to post Share on other sites
KC Grimes 79 Posted February 23, 2014 Im feeling really stupid right now... why i didnt thought that!? hahaha, thanks! All good, it happens. Just don't let little things, like the list in the error of things it expected, be ignored, as that is exactly how you debug your own mission. Share this post Link to post Share on other sites