_angus_ 2 Posted February 26, 2014 Apologies for what is probably a very basic question, but I wondered if it was possible to trigger an event at a specific time in the game so if I set the game to start a 12.00 noon, can I have something happen at 12.07 for example? Or would I need to somehow have it happen after a seven minute duration? I have written a mission where the player is hunting for a senior enemy officer, but it isn't until clearing the first suspected location that the player is told the officer is actually somewhere else. Unsure of how to proceed, I have the officer walking some distance between waypoints as a kind of timer - but how would I "create" the officer at a specific time and place? Thanks for any advice. Share this post Link to post Share on other sites
MulleDK19 21 Posted February 26, 2014 (edited) Apologies for what is probably a very basic question, but I wondered if it was possible to trigger an event at a specific time in the game so if I set the game to start a 12.00 noon, can I have something happen at 12.07 for example? Or would I need to somehow have it happen after a seven minute duration?I have written a mission where the player is hunting for a senior enemy officer, but it isn't until clearing the first suspected location that the player is told the officer is actually somewhere else. Unsure of how to proceed, I have the officer walking some distance between waypoints as a kind of timer - but how would I "create" the officer at a specific time and place? Thanks for any advice. In your trigger, change the contents of the condition field to the following: floor daytime >= [b]12[/b] && floor (60 * (daytime % 1)) >= [b]7[/b]; Then change 12 and 7 to whatever hour and minute you want. Or if you want seconds too: floor daytime >= 12 && floor (60 * (daytime % 1)) >= 7 && floor (60 * ((60 * (daytime % 1)) % 1)) >= 34 Then change 12, 7 and 34 to whatever hour, minute and second you want. Edited February 26, 2014 by MulleDK19 Share this post Link to post Share on other sites
_angus_ 2 Posted February 26, 2014 In your trigger, change the contents of the condition field to the following: floor daytime >= [b]12[/b] && floor (60 * (daytime % 1)) >= [b]7[/b]; . Thanks guys, much appreciated. So could I put your line in the condition field: floor daytime >= 12 && floor (60 * (daytime % 1)) >= 7; and then in the on activation field: "BadOfficerDude" createUnit [getMarkerPos "Marker1"] or would I need to get your line to call up a separate trigger that executed my line? Again, apologies for my ignorance. Share this post Link to post Share on other sites
KC Grimes 79 Posted February 26, 2014 Just a heads-up, since the effects of triggers are local, and editor-placed triggers exist on all machines, doing a createVehicle command will result in an object created for each instance of the trigger. So in the event that you have 5 players, you will also spawn 5 BadOfficerDude's. I suggest that you instead, on activation, execVM an .sqf that contains that same line but within a scope that checks for isServer. Share this post Link to post Share on other sites
MulleDK19 21 Posted February 26, 2014 Thanks guys, much appreciated.So could I put your line in the condition field: floor daytime >= 12 && floor (60 * (daytime % 1)) >= 7; and then in the on activation field: "BadOfficerDude" createUnit [getMarkerPos "Marker1"] or would I need to get your line to call up a separate trigger that executed my line? Again, apologies for my ignorance. You can do it in this trigger. That's the point. The trigger activates when the time hits 12:07, not when its own settings are met, due to the condition change. Anything in the activation field will execute when it activates. ;2631775']Just a heads-up' date=' since the effects of triggers are local, and editor-placed triggers exist on all machines, doing a createVehicle command will result in an object created for each instance of the trigger. So in the event that you have 5 players, you will also spawn 5 BadOfficerDude's. I suggest that you instead, on activation, execVM an .sqf that contains that same line but within a scope that checks for isServer.[/quote']That was overly complicated. For multiplayer, simply change the condition of the trigger to: isServer && (floor daytime >= 12 && floor (60 * (daytime % 1)) >= 7); Share this post Link to post Share on other sites
KC Grimes 79 Posted February 26, 2014 Was thinking about if/then not working, didn't even consider the fact that it is just a condition. Thanks for the clarification. Share this post Link to post Share on other sites
_angus_ 2 Posted February 27, 2014 You can do it in this trigger. That's the point. The trigger activates when the time hits 12:07, not when its own settings are met, due to the condition change. Anything in the activation field will execute when it activates. Thanks very much for your patience, guys - very helpful. Share this post Link to post Share on other sites