zorrobyte 30 Posted December 9, 2014 I'm attempting to make a trigger set to Anyone Present Repeatedly for an ammobox but the ammobox triggers the trigger. How can I make the trigger activate for Anyone - the ammobox? Share this post Link to post Share on other sites
jshock 513 Posted December 9, 2014 If the ammobox is already apart of the mission (editor placed), just group the box with the trigger. Share this post Link to post Share on other sites
dreadedentity 278 Posted December 9, 2014 This is confusing. Do you want to trigger to activate if somebody interacts with the ammobox? Share this post Link to post Share on other sites
zorrobyte 30 Posted December 9, 2014 (edited) If the ammobox is already apart of the mission (editor placed), just group the box with the trigger. Ah so grouped objects with the trigger won't activate it? Nice! Edit, doesn't work with vehicles. Activation returns Vehicle only when grouped. This is confusing. Do you want to trigger to activate if somebody interacts with the ammobox? No, only if an alive object is near. ammobox -a1 if Anyone Present Repeatedly On Act. a1 enablesimulation true On Dect. a1 enablesimulation false Trigger is 150m around ammobox and attachto'd Edited December 9, 2014 by zorrobyte Share this post Link to post Share on other sites
jshock 513 Posted December 9, 2014 Well I thought you wanted the activation to be when the ammobox was present? Now I'm confused... Share this post Link to post Share on other sites
dreadedentity 278 Posted December 9, 2014 ammobox -a1if Anyone Present Repeatedly On Act. a1 enablesimulation true On Dect. a1 enablesimulation false Trigger is 150m around ammobox and attachto'd What's wrong with this? It should work fine. I don't really see the point though, since ammo boxes have no animations except for death so they aren't simulated Share this post Link to post Share on other sites
Larrow 2823 Posted December 9, 2014 condition: this && count (thislist - [a1]) > 0 Share this post Link to post Share on other sites
doubledizz 10 Posted April 1, 2015 This is confusing. Do you want to trigger to activate if somebody interacts with the ammobox? Sorry to bring up an old'ish thread, but this is EXACTLY what I am looking to do. Wish someone answered it here! I've been searching the forums for over an hour :( How do I set a trigger to return TRUE when a group interacts with an ammobox named crate1? I'm so stuck. Share this post Link to post Share on other sites
ceeeb 147 Posted April 1, 2015 You could use an inventoryOpened event handler eg: player addEventHandler ["InventoryOpened", {if ((_this select 1) == crate1) then {do something}}] Share this post Link to post Share on other sites
killzone_kid 1333 Posted April 1, 2015 Trigger set to ANY will also be activated by snakes and rabbits, do you want that? Share this post Link to post Share on other sites
doubledizz 10 Posted April 1, 2015 You could use an inventoryOpened event handlereg: player addEventHandler ["InventoryOpened", {if ((_this select 1) == crate1) then {do something}}] Event Handlers! I was looking in scripting commands. Dummy. Can you call event handlers in the editor's Trigger condition field? I think I might use Inventory closed though, so I can time the task status better Share this post Link to post Share on other sites
jshock 513 Posted April 1, 2015 Event Handlers! I was looking in scripting commands. Dummy.Can you call event handlers in the editor's Trigger condition field? I think I might use Inventory closed though, so I can time the task status better I would do a ContainerClosed EH on the crate itself...easier handle on the task. Share this post Link to post Share on other sites