TWRoach 15 Posted October 8, 2019 hello guys... sorry grammar newbie I try to make holdActionAdd and triggerActivated work together But obviously not effective [This, "", "", "", "_this distance _target < 2","_caller distance _target < 2", {}, {}, {triggerActivated trg;},{},[], 1, nil, false, false] call BIS_fnc_holdActionAdd; No error message triggerActivated The content is not triggered so... how can I get him to work? Share this post Link to post Share on other sites
wogz187 1086 Posted October 8, 2019 @TWRoach, Like this? [ _this, "", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 2 && _caller distance _target < 2", "", {}, {}, { trigACT=1; }, {}, [], 2, 0, false, true] call BIS_fnc_holdActionAdd; In the trigger, This && trigACT==1 Have fun! 2 1 Share this post Link to post Share on other sites
TWRoach 15 Posted October 8, 2019 Sorry for Google translation I mean, I want to trigger the contents of the trigger through holdaction. Share this post Link to post Share on other sites
wogz187 1086 Posted October 8, 2019 @TWRoach, No worries. I updated the post above. _this and _caller and _target are defined, right? If not, Spoiler [ Player, "Activate Trigger", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "player distance _target < 2", "alive player", {}, {}, { trigACT=1; }, {}, [], 2, 0, false, true] call BIS_fnc_holdActionAdd; and name or define the target. Have fun! Share this post Link to post Share on other sites
TWRoach 15 Posted October 8, 2019 @wogz187 Still not work triggering content... No error message this is my holdaction Spoiler name:o1_1 this hideObject true; [This, "text", "", "", "_this distance _target < 2","_caller distance _target < 2", {["Sounds\Stone2.sqf","BIS_fnc_execVM",true,false] spawn BIS_fnc_MP; hint "text" }, {}, {hideObject o1_1,hideObject o1_2,hideObject d1,o1_3 hideObject false,o1_4 hideObject false,trigACT=1;hint "text"},{ hint "text" },[], 1, nil, false, false] call BIS_fnc_holdActionAdd; and this is trigger Spoiler name: trg3_12_1 condition: This && trigACT==1 Share this post Link to post Share on other sites
wogz187 1086 Posted October 8, 2019 (edited) @TWRoach, *tested Put this in the object's init properties, trigACT=0; triggerAddAct=[ player, "Use this", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance vehicle player < 3", "alive player", {}, {}, {trigACT=1; systemChat "It worked!"; hideObject o1_1; hideObject o1_2; hideObject d1; o1_3 hideObject false; o1_4 hideObject false; }, {}, [], 2, 0, false, true] call BIS_fnc_holdActionAdd; and the trigger condition, true && trigACT==1 have fun! Edited October 8, 2019 by wogz187 updated 1 Share this post Link to post Share on other sites
TWRoach 15 Posted October 8, 2019 34 minutes ago, wogz187 said: @TWRoach, Right. But yours doesn't work. [ Player, "Activate Trigger", "", "", "player distance targetOBJ < 2", "alive player", {}, {}, { trigACT=1; hideObject o1_1; hideObject o1_2; hideObject d1; o1_3 hideObject false; o1_4 hideObject false; systemChat "It worked!"; }, {}, [], 2, 0, false, true] call BIS_fnc_holdActionAdd; If you want to use _this, _caller and _target make sure all of those things have been defined. @wogz187 Sorry, he still doesn't work, there is no holdaction. No trigger content but thank you for help! I really appreciate that. Share this post Link to post Share on other sites
wogz187 1086 Posted October 8, 2019 @TWRoach *updated above 1 Share this post Link to post Share on other sites
TWRoach 15 Posted October 8, 2019 @wogz187 He is working! Thank you! If I want more holdActionAdd and triggerActivated work together How can I change this code? trigACT=1; Is there any wiki for instructions? Share this post Link to post Share on other sites
wogz187 1086 Posted October 8, 2019 15 minutes ago, TWRoach said: @wogz187 He is working! Thank you! If I want more holdActionAdd and triggerActivated work together How can I change this code? trigACT=1; Is there any wiki for instructions? We just made that variable up for the condition. You can add more integers like trigACT=2, trigACT=3, ect. Check this out for a bunch of these kinds of examples, TEST LAB on Armaholic (since when?) wiki link Have fun! 1 1 Share this post Link to post Share on other sites
TWRoach 15 Posted October 8, 2019 @wogz187 Ask a little question... How do you use holdaction and hideobject to synchronize all players to hide objects? Share this post Link to post Share on other sites
wogz187 1086 Posted October 8, 2019 37 minutes ago, TWRoach said: @wogz187 Ask a little question... How do you use holdaction and hideobject to synchronize all players to hide objects? @TWRoach, I think hideObjectGlobal but you'll have to test that one out. Have fun! Share this post Link to post Share on other sites
TWRoach 15 Posted October 10, 2019 @wogz187 hi I solved the hiddenobject sync problem I use sqf to hide the specified object Like this object init Spoiler _nul = [this] execVM "action.sqf"; action.sqf Spoiler _wall = _this select 0; trigACT=0; _nul = [ _wall ,"text", "", "", "_this distance _target < 3","_this distance _target < 3", {}, {}, { trigACT=1; [D1,true]remoteExec["hideObject",0,true]; [o1_1,true]remoteExec["hideObject",0,true]; [o1_2,true]remoteExec["hideObject",0,true]; [o1_3,false]remoteExec["hideObject",0,true]; [o1_4,false]remoteExec["hideObject",0,true]; ["Sounds\Stone2.sqf","BIS_fnc_execVM",true,false] spawn BIS_fnc_MP; [format ["Text", name player]]remoteExec["hint"]}, { hint "text"}, [], 1, 99,true,true ] call BIS_fnc_holdActionAdd; trigACT Can be used in the editor But can't on a multiplayer. what should I do? 1 Share this post Link to post Share on other sites
wogz187 1086 Posted October 10, 2019 @TWRoach, I'm no multiplayer expert but probably define it in initServer.sqf. Share this post Link to post Share on other sites