fin_soldier 82 Posted September 24, 2018 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: Thanks in advance! :) Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted September 24, 2018 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 Share this post Link to post Share on other sites
fin_soldier 82 Posted September 24, 2018 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 1 Share this post Link to post Share on other sites
pierremgi 4862 Posted September 24, 2018 You can use also this condition on trigger2: this && triggerActivated trigger1 Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted September 24, 2018 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 Share this post Link to post Share on other sites
pierremgi 4862 Posted September 24, 2018 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. Share this post Link to post Share on other sites