NakedSquirrel 24 Posted December 18, 2015 What is the correct syntax to set a condition to true or false? I have been trying to get basic conditional triggers to work in ARMA 3, but when I set the trigger condition to: TRIGGERWORK = true the trigger doesn't activate. I'm pulling my hair out on this one >.< Basically the mission is Trigger 1 Radio Alpha Condition: this Onactivation: TRIGGERWORK=true Trigger 2 Nothing present condition: TRIGGERWORK=true Onactivation: Hint "This trigger worked" I radio alpha, nothing happens. I have tried setting TRIGGERWORK=false in the init file but no dice. I also tried a TRIGGERWORK=true;this combo, but that just makes it activate before trigger 1 has activated. I know this is a basic editor question, but any help would be greatly appreciated, I swear this worked fine in ARMA 2. (PS: Are the timer/countdown functions for triggers broken with ARMA 3? I can't seem to get those to work either. I can add 1000000 to min mid max, and the trigger activates instantly.) Share this post Link to post Share on other sites
davidoss 552 Posted December 18, 2015 Trigger1 Radio Alpha Condition: this Onactivation: Trigger2 Nothing present condition: triggerActivated Trigger1 Onactivation: Hint "This trigger worked" Share this post Link to post Share on other sites
NakedSquirrel 24 Posted December 18, 2015 Trigger1 Radio Alpha Condition: this Onactivation: Trigger2 Nothing present condition: triggerActivated Trigger1 Onactivation: Hint "This trigger worked" Thanks for the reply Davidoss, but I really need control over the conditional variable ANYTHING = True Basically I have Trigger1 as: nul=execvm "Script.sqf" Script.sqf: hint "Script Started"; sleep 60; hint "60 seconds passed"; ANYTHING=True; sleep 60; hint "120 more seconds passed"; Then for trigger 2: Trigger 2 Nothing present condition: TRIGGERWORK=true Onactivation: Hint "This trigger worked" The only reason I'm using triggers for this is for the 'switch' function. It allows me to link waypoints and direct AI on the map, otherwise I would do this all in a .sqf I realize I could just murder an AI randomly and do "setdamage 1 thisAIsucks" and then have "!alive thisAIsucks" for trigger condition, but there has to be a way to set simple variables as trigger conditions without cluttering my map with random AI civillians that need to be murdered for the mission to continue. I love senseless violence, but the mission clutter is too much. Share this post Link to post Share on other sites
davidoss 552 Posted December 18, 2015 You cant define variables inside condition field. if TRIGGERWORK was defined as true it is globally true already in codition use TRIGGERWORK it means activate if TRIGGERWORK is true !TRIGGERWORK it means activate if TRIGGERWORK is false Trigger 1 Radio Alpha Condition: this Onactivation: TRIGGERWORK=true Trigger 2 Nothing present condition: TRIGGERWORK Onactivation: Hint "This trigger worked" Anyway you can use scripted triggers as well in your script.sqf Share this post Link to post Share on other sites
NakedSquirrel 24 Posted December 18, 2015 You cant define variables inside condition if TRIGGERWORK was defined as true it is globally true already in codition use (TRIGGERWORK) it means activate if TRIGGERWORK is true !(TRIGGERWORK) it means activate if TRIGGERWORK is false Trigger 1 Radio Alpha Condition: this Onactivation: TRIGGERWORK=true Trigger 2 Nothing present condition: (TRIGGERWORK) Onactivation: Hint "This trigger worked" Anyway you can use scripted triggers as well in your script.sqf condition: (TRIGGERWORK) Thanks, you're a godsave, the script worked! So for a TRIGGERWORK=False is it (!TRIGGERWORK) ? Share this post Link to post Share on other sites
davidoss 552 Posted December 18, 2015 yes. You do not need brackets here Share this post Link to post Share on other sites
Play3r 147 Posted December 26, 2016 I am borrowing this tread.. I have 2 triggers, i walk in to a room with a officer(deadman) who have intel with him. The intel is on a tabel, when i go in the room i get a hint "The intel is on the tabel" and when i pick it up and leave the room a trigger will give him (deadman) a damage 1, but he shall only die when i go out of the room (trigger 2 has a gunsound when triggert) Trigger 1 present blufor Condition: this Onactivation: hint "The intel is on the tabel"; dead=true Trigger 2 Nothing present condition: (dead) Onactivation: deadman setdamage 1; (i have a man called deadman) anyone who can tell me what i do wrong to get trigger 2 to work Thx Share this post Link to post Share on other sites
davidoss 552 Posted December 26, 2016 You need to set the dead variable to false first. Otherwise it is undefined for trigger 2 Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 26, 2016 TRIGGERWORK=False is assignment to check you should do TRIGGERWORK==False Share this post Link to post Share on other sites
Play3r 147 Posted December 26, 2016 so i can just put a trigger 0 x 0 in a corner and write in Onactivation: dead=false ?? *Or do i have to write set variabel(dead,false) ?? Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 26, 2016 1 hour ago, Play3r said: I am borrowing this tread.. I have 2 triggers, i walk in to a room with a officer(deadman) who have intel with him. The intel is on a tabel, when i go in the room i get a hint "The intel is on the tabel" and when i pick it up and leave the room a trigger will give him (deadman) a damage 1, but he shall only die when i go out of the room (trigger 2 has a gunsound when triggert) Trigger 1 present blufor Condition: this Onactivation: hint "The intel is on the tabel"; dead=true Trigger 2 Nothing present condition: (dead) Onactivation: deadman setdamage 1; (i have a man called deadman) anyone who can tell me what i do wrong to get trigger 2 to work Thx you can do this with single trigger Trigger 1 (sets its area to cover the room) present blufor Condition: this Onactivation: hint "The intel is on the tabel"; OnDEactivation: deadman setdamage 1; Share this post Link to post Share on other sites
davidoss 552 Posted December 26, 2016 The best solution always is to not complicate easy task. In your case i would use (triggeractivated Trigger1) without any other variables. But maybe you need the variable for something else Share this post Link to post Share on other sites
killzone_kid 1329 Posted December 27, 2016 7 hours ago, Devastator_cm said: TRIGGERWORK=False is assignment to check you should do TRIGGERWORK==False You cannot compare booleans this way, please do not spread misinformation. something == true - WRONG! something isEqualTo true - correct! Share this post Link to post Share on other sites
Play3r 147 Posted December 27, 2016 15 hours ago, Devastator_cm said: you can do this with single trigger Trigger 1 (sets its area to cover the room) present blufor Condition: this Onactivation: hint "The intel is on the tabel"; OnDEactivation: deadman setdamage 1; but can i make it so the shot sound comes when i deactivate trigger. Share this post Link to post Share on other sites
Play3r 147 Posted December 27, 2016 15 hours ago, davidoss said: The best solution always is to not complicate easy task. In your case i would use (triggeractivated Trigger1) without any other variables. But maybe you need the variable for something else (triggeractivated Trigger1) is that in condition.. or where to put it ?? Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 27, 2016 17 minutes ago, Play3r said: but can i make it so the shot sound comes when i deactivate trigger. hmm I think not Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 27, 2016 8 hours ago, killzone_kid said: You cannot compare booleans this way, please do not spread misinformation. something == true - WRONG! something isEqualTo true - correct! Thanks for correction but it is not misinformation completely :). Still assignment and comparison operators are valid for other data types :) I didn't notice that Arma scripting language is not able to compare boolean values with == . Language which I use daily can do that. I should try first if it is the case here as well but I was not playing Arma at that time Share this post Link to post Share on other sites
Play3r 147 Posted December 27, 2016 10 minutes ago, Devastator_cm said: hmm I think not hmm I want him to shot himself when he have given me the intel :( Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 27, 2016 I would try the following but keep in mind I didn't validate it now by myself and there might be another way to handle your case 1- Trigger #1 Activation: Blufor Present in room on Activation: Hint "Item is on table"; this trigger can be activated multiple time 2- Trigger #1 Activation: Blufor Present (just right after the door of the room. So it will fire when a unit enters or leaves the room) AND player's inventory has intel item ( I assume intel is an item) (https://community.bistudio.com/wiki/items). on Activation: enemy setdamage 1; this trigger can be activated once So this will cover the situation if player goes in room but left it without taking the item in inventory. I don't think that you want your enemy to suicide in that case as well :) Share this post Link to post Share on other sites
Play3r 147 Posted December 27, 2016 5 hours ago, Devastator_cm said: I would try the following but keep in mind I didn't validate it now by myself and there might be another way to handle your case 1- Trigger #1 Activation: Blufor Present in room on Activation: Hint "Item is on table"; this trigger can be activated multiple time 2- Trigger #1 Activation: Blufor Present (just right after the door of the room. So it will fire when a unit enters or leaves the room) AND player's inventory has intel item ( I assume intel is an item) (https://community.bistudio.com/wiki/items). on Activation: enemy setdamage 1; this trigger can be activated once So this will cover the situation if player goes in room but left it without taking the item in inventory. I don't think that you want your enemy to suicide in that case as well :) _itemsplayer = items player; i don't understand the WIKI How is the right way to fill this line The player is called BOSS the Intel is called PHOTO Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 27, 2016 ok thanks to you I know now there is objects which creates diary records and called "Intel" and can be created by bis_fnc_initIntelObject :) I beleive you used the objects under "Things" > "Intel" which has already bis_fnc_initIntelObject setup by default. So here is the solution for you 1- Trigger #1 Activation: Blufor Present in room Condition : this && alive BOSS on Activation: Hint "Intel is on table"; this trigger can be activated multiple time 2- Trigger #2 Activation: Blufor Present (just right after the door of the room. So it will fire when a unit enters or leaves the room) Condition: !alive PHOTO on Activation: Boss setdamage 1; this trigger can be activated once Share this post Link to post Share on other sites
Play3r 147 Posted December 27, 2016 36 minutes ago, Devastator_cm said: ok thanks to you I know now there is objects which creates diary records and called "Intel" and can be created by bis_fnc_initIntelObject :) I beleive you used the objects under "Things" > "Intel" which has already bis_fnc_initIntelObject setup by default. So here is the solution for you 1- Trigger #1 Activation: Blufor Present in room Condition : this && alive BOSS on Activation: Hint "Intel is on table"; this trigger can be activated multiple time 2- Trigger #2 Activation: Blufor Present (just right after the door of the room. So it will fire when a unit enters or leaves the room) Condition: !alive PHOTO on Activation: Boss setdamage 1; this trigger can be activated once it does not work when i activated trigger 1 and pick up the PHOTO trigger 2 kills the enemy with out me walking out of the room. i edit on the map UTES from CUP I walk up to a building and goes true a door into a room true that room into another room, where i find the enemy on the floor (done with 3den Enhanced tools) there is a tabel in the room where the Photo is on. when i leave the room i want the enemy to "shot" him self on my way out when i leave room 2 WITH the photo. i walk from hallway to room 2 to room 1, picture in dropbox link in room 1 is the enemy want him to die when i go out room 2 I do walk tru trigger2 on my way to trigger1, can that have anything to do with it.. My player is called boss and the enemy is called deadman intel is called Photo https://www.dropbox.com/sh/wtk12ke5npca5ty/AABsePn3HMKtpoZ6N9miV1qRa?dl=0 THX for your time Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 27, 2016 my mistake... set the condition to Condition: this && !alive PHOTO Share this post Link to post Share on other sites
Play3r 147 Posted December 27, 2016 i will try that.. in trigger 2 right ?? Share this post Link to post Share on other sites
Play3r 147 Posted December 27, 2016 4 minutes ago, Devastator_cm said: my mistake... set the contion to Condition: this && !alive PHOTO WHEE it did work THX for the help this is what it ended up with for my triggers.. 1- Trigger #1 Activation: Blufor Present in room Condition : this && alive deadman on Activation: Hint "PHOTO is on table"; this trigger can be activated multiple time 2- Trigger #2 Activation: Blufor Present (just right after the door of the room. So it will fire when a unit enters or leaves the room) Condition: this && !alive PHOTO <- the name of my intelobjekt on Activation: deadman setdamage 1; this trigger can be activated once Share this post Link to post Share on other sites