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Hello,

 

 

I'll try to make this as simple as possible:

 

I'm wondering if there's a way to have a trigger disabled at first, and later enabled by another trigger. 

In other words, "spawn" a trigger.

 

 

Imagine you're going through a corridor, nothing happens when you go to the end of the corridor. Then you head back and something happens on the way back.

 

Example:

 

VHxKIyb.jpg

 

 

 

 

Thanks in advance! :)

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You can do this very easily, trigger1 onAct field:

missionNamespace setVariable ["GOM_fnc_switch1",true]

In trigger2 condition field:

this AND missionNamespace getVariable ["GOM_fnc_switch1",false]

Cheers

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51 minutes ago, Grumpy Old Man said:

You can do this very easily, trigger1 onAct field:


missionNamespace setVariable ["GOM_fnc_switch1",true]

In trigger2 condition field:


this AND missionNamespace getVariable ["GOM_fnc_switch1",false]

Cheers

 

A ton of thanks!

Will be used in a upcoming horror mission coming this halloween.

 

Some of my missions:

[CO-04] Last Stand - Bunker

[CO-04] Last Stand - Compound

[CO-04] Last Stand - Town

[CO-04] Terrorist Hunt - Village

[CO-04] Terrorist Hunt - Factory

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You can use also this condition on trigger2:

this && triggerActivated trigger1

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44 minutes ago, pierremgi said:

You can use also this condition on trigger2:

this && triggerActivated trigger1

Depending on trigger activations this might not work since a trigger automatically deactivates once its condition is no longer met.

Given the example of both triggers being activated by blufor units, as soon as no blufor unit is inside the trigger1 area, the trigger will deactivate and triggerActivated trigger1 returns false.

Works like a toggle, in the case of the thread starter a switch like behavior is needed.

 

Cheers

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1 hour ago, Grumpy Old Man said:

Depending on trigger activations this might not work since a trigger automatically deactivates once its condition is no longer met.

Given the example of both triggers being activated by blufor units, as soon as no blufor unit is inside the trigger1 area, the trigger will deactivate and triggerActivated trigger1 returns false.

Works like a toggle, in the case of the thread starter a switch like behavior is needed.

 

Cheers

 

You don't need to make it repeatable! Non repeatable trigger never deactivates by definition. My solution is similar to yours as far as you don't plan to missionNamespace setVariable ["GOM_fnc_switch1",false] somewhere.

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