LovE-RicH 0 Posted September 18, 2002 How to do: I made a guy wait for me in his car, and when I get in, he starts driving (CONDITION: "player in vehicle"). But I'd like him to stop whenever I get out (eject) from the car, and wait until I get back in again. I tryed making my 1st script, but later I found out that the command "STOP" won't stop a unit following its waypoints. Anyway, here it is: (in a trigger's "ON ACTIVATION" field I wrote "[player, driver, car] exec "script.sqs"") </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _player = _this select 0 _driver = _this select 1 _car = _this select 2 #start ?!(_player in _car) : goto "stop" ~3 goto "start" #stop _driver stop true goto "backin" #backin ?(_player in _car) : goto "continue" ~3 goto "backin" #continue _driver stop false goto "start" <span id='postcolor'> Since it's wrong... I'm asking you beautiful people to help me. Thanks!!! Â Share this post Link to post Share on other sites
Chris Death 0 Posted September 18, 2002 Create a trigger, type: none/repeatedly Into it's condition field: player in name_of_car onactivation: name_of_car setfuel 1 ondeactivation: name_of_car setfuel 0 Only prob here might be, how to get off the car, while driving But basically this is the answer to your question. ~S~ CD Share this post Link to post Share on other sites
LovE-RicH 0 Posted September 18, 2002 Gee, thanks man! Now I remembered another thing: Can a trigger be set so it activets while I'm in the car? For example, I want text to appear while the driver's taking me somewhere - I want a trigger to activate while we're driving through it, not only when I'm outside the car... Thanks! Share this post Link to post Share on other sites
Chris Death 0 Posted September 18, 2002 Activation: anybody/present condition: this AND name_of_car in thislist activation: blablabla ~S~ CD Share this post Link to post Share on other sites
LovE-RicH 0 Posted September 18, 2002 Thanks again! You're my life-saviour! Share this post Link to post Share on other sites
LovE-RicH 0 Posted September 18, 2002 Another question: I want that a trigger can be triggered ONLY AFTER ANOTHER TRIGGER HAS BEEN TRIGGERED (don't twist your tongue). How do I do that? Something with the condition field...? Share this post Link to post Share on other sites
Chris Death 0 Posted September 18, 2002 Into the first trigger's onActivation field type: a=true Into the condition field of the second trigger type: a :note - "a" is just any variable name, of my choice : you can use any name here, except already used names somewhere else in your mission, or reserved names (like weapon, time, etc.) ~S~ CD Share this post Link to post Share on other sites
LovE-RicH 0 Posted September 18, 2002 Wow, I love quick answers! How do you do that? It's my first day here, on this forum, and I'm already the happiest OFP player in the world! Share this post Link to post Share on other sites
L4leather 0 Posted September 21, 2002 Quicker to use sync from one trig to the other , not tried it but would that work, and no scripting? L4leather Share this post Link to post Share on other sites
4C3 0 Posted September 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (L4leather @ Sep. 21 2002,05:25)</td></tr><tr><td id="QUOTE">Quicker to use sync from one trig to the other , not tried it but would that work, and no scripting? L4leather<span id='postcolor'> I think all this scripting is a pain, and its so much easier to just edit the maps and there missions in game  useing advanced functions and such... but anyways to do a transport make a Player  or group of players, or just AI for that matter, make the car "move" first and have the "move' synced with "get in", so when you get in the car will proceed to move to the next waypoint... same goes for getting out and haveing the car stop,  sync "get out" with the final "move" and then do the rest of the waypoints for the car and for the player or AI... simple as that.  Another thing, is you can have the AI thats driveing the CAr have a waypoint "transport unload"  and it will automatically kick you out of the car...  and give you time to move before the car moves to its next waypoint!  P.S. Make sure you have the waypoints very close to the car, or truck... or anything that drives IE. Have the "move" right in front of the car by zooming really close to the editors map... and have it very close same with the "get in" and "get out"! Share this post Link to post Share on other sites
Chris Death 0 Posted September 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quicker to use sync from one trig to the other , not tried it but would that work, and no scripting? <span id='postcolor'> Syncronising two triggers doesn't work. You can syncronise a trigger with a waypoint, but not with another trigger. to 4C3; Not one of my suggestions here was related to use any external script. All could have been done by using the INGAME EDITOR and it's wonderful features. All hints i gave here, were really very basics in mission editing. All these problems couldn't have been solved in an easier way than suggested. ~S~ CD Share this post Link to post Share on other sites