Barba-negra 117 Posted April 1, 2018 hello to all my dear colleagues, I am working with an addaction trigger, and it works well, the only thing is that once I do the action, it does not work again this is what I have; in the vehicle: this addaction ["sonar",{Trigger_Con = true; publicVariable "Trigger_Con";}]; in the condition of the trigger: Trigger_Con; on act: Boat say3D "ping"; I get it to activate and work only once, and it works, but only once, how do I get it to work every time I activate it? please help Share this post Link to post Share on other sites
pierremgi 4900 Posted April 1, 2018 Why are you using a trigger for that? anyway, your trigger must be repeatable and deactivated then re-activated. that means trigger_Con false then true again somewhere.... if you intend to keep this trigger. Share this post Link to post Share on other sites
Barba-negra 117 Posted April 1, 2018 Well I'm really not a programmer, I have little knowledge and that's why I use this method because I do not know another one, but I do not understand the trigger correctly. With false I must place it in the trigger condition? or in the addaccion? Share this post Link to post Share on other sites
pierremgi 4900 Posted April 1, 2018 this addaction ["sonar",{ [Boat, 'ping'] remotExec ["say3D"] }]; Share this post Link to post Share on other sites
Barba-negra 117 Posted April 1, 2018 wow how beautiful it looks, I'm going to try it, thank you friend Share this post Link to post Share on other sites
Barba-negra 117 Posted April 1, 2018 I try it but it does not accept the friend code, the trigger also has other functions so I would like to make the activator repeat itself through addaction, will there be any other way? Share this post Link to post Share on other sites
Barba-negra 117 Posted April 1, 2018 I got it, I moved the scripts to an sqf file and I called it with the addaction and I can do it several times, and I added the sonar return dial, but now I have another problem, I would like it to only sound when there is an enemy at maximum 3000 meters, how could I do it ?, this is what I have //ping boat say3D "ping"; //Lugar _markerstr = createMarker ["markername",[0,0]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; //Retorno [] spawn { while{not isnull Heli1} do {"markername" setmarkerpos getpos Heli1; sleep 10, deleteMarker "markername"}; }; please help Share this post Link to post Share on other sites
HazJ 1289 Posted April 2, 2018 @elthefrank - Check out the alternative syntax for say3D command. https://community.bistudio.com/wiki/say3D from say3D [sound, maxDistance, pitch] Share this post Link to post Share on other sites
Barba-negra 117 Posted April 2, 2018 thanks mate I will review Share this post Link to post Share on other sites
Gill93 342 Posted April 26, 2021 Hi there I am attempting to use this script/code in my mission one addaction to activate a CAS Bomb strike using a compture as the object the other is to activate a video on a screen the issue I have is both triggers get activated when using this method is there any way to change the trigger condition so that only the intended trigger gets activated. Thanks Trigger_Con; this addaction ["Triger",{Trigger_Con = true; publicVariable "Trigger_Con";}]; Share this post Link to post Share on other sites
RCA3 593 Posted April 27, 2021 Use different conditions for different triggers? Trigger_Con is a variable that you're defining as true and broadcasting to all computers (publicvariable) when you use the action (meeting the trigger´s condition). You can use any variable you wish within your triggers' conditions and your actions. So, if you want two different triggers activated by two different actions you can e.g: Trigger_Con1; this addaction ["Triger1",{Trigger_Con1 = true; publicVariable "Trigger_Con1";}]; Trigger_Con2; this addaction ["Triger2",{Trigger_Con2 = true; publicVariable "Trigger_Con2";}]; Share this post Link to post Share on other sites