DirtyDel 14 Posted April 13, 2019 Guys, I really tried posting a new new topic as a last resort. Syntax can get so frustrating. It gets to a point where I'm wasting so much time trying to figure it out. I'm trying to get a trigger that has a 50% activation chance when blufor is present within. Trigger 100m Activation [BLUFOR] Activation type [Present] What I've tried in condition: this && ceil random 2 < 1 (no activation) this && ceil random 2 > 1 (activates every time) this && ceil random 1> 2 (no activation) this && ceil random 1<2 (activates every time) random 2; (no activation) Share this post Link to post Share on other sites
pierremgi 4738 Posted April 14, 2019 this && random 2 > 1 Share this post Link to post Share on other sites
killzone_kid 1326 Posted April 14, 2019 this && random 1 < 0.5, but you cannot have repeated activation ticked, because it will just randomly activate deactivate, should be set to activate once Share this post Link to post Share on other sites
DirtyDel 14 Posted April 14, 2019 Neither of those worked. It was activation every time. I'm struggling here. Share this post Link to post Share on other sites
killzone_kid 1326 Posted April 14, 2019 Wait of course it will happen every time, condition is checked every 0.5 seconds so early or later the random condition will become true and it will activate. You need to generate random number outside the trigger, or even better randomly remove some triggers 1 Share this post Link to post Share on other sites
killzone_kid 1326 Posted April 14, 2019 Put this in OnActivation before your code: if (random 1 < 0.5) exitWith {deleteVehicle thisTrigger}; //.... rest of the code here Condition is just this Share this post Link to post Share on other sites
DirtyDel 14 Posted April 14, 2019 I think I understand what you're saying: all of the "random # < #" commands are based on time? once i understood what you meant, i perceived it differently. so this is how i did it: placed a character down with 50% presence in a trigger (trg1) activated by him. activated the next trigger i want to activate with the my player by putting in the condition triggeractivated trg1 simple and effective. Share this post Link to post Share on other sites
killzone_kid 1326 Posted April 14, 2019 It is neither simple nor effective, but if you want to do it this way it is your choice Share this post Link to post Share on other sites
pierremgi 4738 Posted April 14, 2019 32 minutes ago, DirtyDel said: I think I understand what you're saying: all of the "random # < #" commands are based on time? once i understood what you meant, i perceived it differently. so this is how i did it: placed a character down with 50% presence in a trigger (trg1) activated by him. activated the next trigger i want to activate with the my player by putting in the condition triggeractivated trg1 simple and effective. You can skip the trigger and check for isNil "bob" (your 50% guy) instead of triggerActivated trg1 Share this post Link to post Share on other sites
DirtyDel 14 Posted April 14, 2019 34 minutes ago, pierremgi said: You can skip the trigger and check for isNil "bob" (your 50% guy) instead of triggerActivated trg1 that worked. thank you. 2 hours ago, killzone_kid said: Put this in OnActivation before your code: if (random 1 < 0.5) exitWith {deleteVehicle thisTrigger}; //.... rest of the code here Condition is just this tried it this way, did not work as i intended Share this post Link to post Share on other sites
killzone_kid 1326 Posted April 14, 2019 37 minutes ago, DirtyDel said: tried it this way, did not work as i intended From what you described it should work exactly how you intended, but I will not argue with you Share this post Link to post Share on other sites