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xoo

list all triggers on the map

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Hello,

Is there any way to list all triggers on the map ? (placed on editor or dynamicly generated)

I would list them in order to get their names.

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_allTriggerNames = [];
{
if (typeOf _x isEqualTo "EmptyDetector") then
{
	_allTriggerNames pushBack (vehicleVarName _x);
};
} forEach vehicles;

{
   hintSilent _x;
   sleep 2;
} forEach _allTriggerNames;

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Hello,

Is there any way to list all triggers on the map ? (placed on editor or dynamicly generated)

I would list them in order to get their names.

[color="#FF8040"][color="#1874CD"]_alltriggers[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]allMissionObjects[/b][/color] [color="#7A7A7A"]"EmptyDetector"[/color][color="#8B3E2F"][b];[/b][/color][/color]

Made with KK's SQF to BBCode Converter

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[color="#FF8040"][color="#1874CD"]_alltriggers[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]allMissionObjects[/b][/color] [color="#7A7A7A"]"EmptyDetector"[/color][color="#8B3E2F"][b];[/b][/color][/color]

Made with KK's SQF to BBCode Converter

Yep, keep in mind though that "EmptyDetector" catches also game logics and curator modules, so will have to filter that array.

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Thx a lot guys !! :)

no matters for filtering the array... that's the goal.

now i hope i can use a joker (*) when filtering my array.

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Yep, keep in mind though that "EmptyDetector" catches also game logics and curator modules, so will have to filter that array.

Could you please, please stop talking rubbish? allMissionObjects "EmptyDetector" does not detect "Logic" and never did. allMissionObjects "Logic" detects "Logic". If you just spent 5 min testing it yourself like I always do you wouldn't be spreading misinformation trying to challenge my every post.

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My apologies. Most of the poking I did into this was 1 year ago. I'd remembered (perhaps incorrectly?) capturing game logics in the "EmptyDetector" object class.

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My apologies. Most of the poking I did into this was 1 year ago. I'd remembered (perhaps incorrectly?) capturing game logics in the "EmptyDetector" object class.

It is possible that some kind of capture logic uses trigger, and perhaps it even inherits from "EmptyDetector".

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[color="#FF8040"][color="#1874CD"]_alltriggers[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]allMissionObjects[/b][/color] [color="#7A7A7A"]"EmptyDetector"[/color][color="#8B3E2F"][b];[/b][/color][/color]

Made with KK's SQF to BBCode Converter

This line returns an array which looks like this:

[color="#FF8040"][color="#8B3E2F"][b][[/b][/color][color="#FF0000"]43[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]51[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]32[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]33[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]39[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]44[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]42[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]50[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]45[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]47[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]49[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]41[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]46[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]34[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]48[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]35[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]38[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]40[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]36[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]37[/color][color="#8B3E2F"][b]:[/b][/color] [color="#8B3E2F"][b]<[/b][/color]no shape[color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b]][/b][/color]
[/color]

Made with KK's SQF to BBCode Converter

Did I do something wrong? My triggers are called t1 - t1_30 (for testing purpose only)

I expected, that the array would show the name of each trigger.

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Did I do something wrong? My triggers are called t1 - t1_30 (for testing purpose only)

I expected, that the array would show the name of each trigger.

It shows debug names assigned to triggers. AFAIK you cannot get the name of the trigger, but you can get the text, which you would need to manually set up in editor.

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It shows debug names assigned to triggers. AFAIK you cannot get the name of the trigger, but you can get the text, which you would need to manually set up in editor.

Thanks for the clarification.

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Sure i'm unable to get the trigger's names, so unable to find only my capture triggers.

So if we can't have more informations than the below code we have to cheat with the usual use of the trigger's fields

systemChat "START...";
_alltriggers = allMissionObjects "EmptyDetector";

systemChat format["total triggers:%1",(count _alltriggers)];
sleep 2;
systemChat format["triggers:%1",_alltriggers];
sleep 2;

{
systemChat format["TRIG: %1 - NAME: %2",_x, (vehicleVarName _x)];
hint str [triggerText _X];
hint str [
   _x,
   triggerText _x,
   triggerType _x,
   triggerArea _x,
   triggerActivation _x,
   triggerStatements _x,
   triggerTimeout _x,
   triggerActivated _x,
   list _x,
   triggerAttachedVehicle _x
];
sleep 5; 
} forEach _alltriggers;
systemChat "END !!";

---------- Post added at 21:23 ---------- Previous post was at 20:32 ----------

So, the only way to deal with triggers placed in editor is t0 replicate the trigger's name in text field... OMG

Edited by XoO

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Why do you need to know the names of the trigger, if you give them names one by one you know the names and can make an array.

If it's done dynamically you still store them in an array and just select the one you want.

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Sure, it's already done, but in any programming language you can access every properties of the objects instances you've created... especially their ID/names. Why SQF can't !?

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I guess it fell through the cracks or they never expected anyone to need it.

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like associative arrays !! Really never needed by developers... :rolleyes:

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but in any programming language you can access every properties of the objects instances you've created

Its not really a programming language, its a scripting API.

Why SQF can't !?
It could, it just has not been implemented as F2K Sel said.
Sure... like associative arrays !! Really never needed by developers

We are not developers, we are game modders. The actual developers have access to the what ever they need via the game code they would not necessarily need access via sqf. Put in a request ticket see if you get any response.

Edited by Larrow

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Why SQF can't !?

There are lots of things that should be implemented, but aren't. A big part of this sub-forum is working around that

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