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zorrobyte

Trigger activation Anyone - object

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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?

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If the ammobox is already apart of the mission (editor placed), just group the box with the trigger.

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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 by zorrobyte

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Well I thought you wanted the activation to be when the ammobox was present? Now I'm confused...

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ammobox -a1

if 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

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condition:

this && count (thislist - [a1]) > 0

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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.

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Trigger set to ANY will also be activated by snakes and rabbits, do you want that?

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You could use an inventoryOpened event handler

eg:

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

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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.

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