theavonlady 2 Posted January 13, 2003 Simple questions (I think). I want to create a trigger when the player is detected. I've found the following in a sample mission where this is done: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Sensors { items=7; class Item0 { position[]={7097.460938,122.461380,5524.909180}; a=100.000000; b=100.000000; activationBy="WEST"; activationType="EAST D"; age="UNKNOWN"; expActiv="s10 say ""siren"";s11 move getpos player"; class Effects { }; }; <span id='postcolor'> What relevance is there to position= when the important thing is that the player has been detected? What do a= and b= do? Sometimes I see angle= in similar trigger. What's that? TIA. Share this post Link to post Share on other sites
Bart.Jan 0 Posted January 13, 2003 I think detecting by trigger works only for soldiers inside the trigger area - not generally at whole map. a and b determines size of that area. angle= is in degrees. Default is 0, same as for units. If you have for example rectangular trigger with different a and b sides and you start to rotate with that trigger, you are changing angle= value in that time. You will not see any graphical change when you rotate circle. Â Share this post Link to post Share on other sites
theavonlady 2 Posted January 13, 2003 Thanks. That's clear. When one soldier detects, is there a way to change the behavior of remaining soldiers in the mission from SAFE to make them fully aggressive? Share this post Link to post Share on other sites
Bart.Jan 0 Posted January 13, 2003 One way is to make trigger that covers the whole mission area activated : by east once condition : this and detected on activation : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_x setBehaviour "combat"} forEach thislist <span id='postcolor'> and on activation of detecting trigger : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> detected=true<span id='postcolor'> Share this post Link to post Share on other sites
)=Obi=( 0 Posted January 14, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 13 2003,20:26)</td></tr><tr><td id="QUOTE">When one soldier detects, is there a way to change the behavior of remaining soldiers in the mission from SAFE to make them fully aggressive?<span id='postcolor'> Every ennemy unit goes on combat mode when it detects a unit of yours. By using that kind of trigger, you can set whatever unit you want to go on combat(aware or else) mode as soon as one unit (make it blue, light blue ) detects one (or more) other unit. Maybe you want the whole population to run at you when one sees you ? Share this post Link to post Share on other sites
theavonlady 2 Posted January 14, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ()=Obi=( @ Jan. 14 2003,07:49)</td></tr><tr><td id="QUOTE">Maybe you want the whole population to run at you when one sees you ? Â <span id='postcolor'> No but there are about a dozen soldiers strolling around town. When one of them detects me and shouts an alarm to the others (small town ), I expect them all to be at the ready. Share this post Link to post Share on other sites
)=Obi=( 0 Posted January 14, 2003 Small town, he ? You could have one come in the church and ring the bell Share this post Link to post Share on other sites
theavonlady 2 Posted January 14, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ()=Obi=( @ Jan. 14 2003,07:59)</td></tr><tr><td id="QUOTE">Small town, he ? You could have one come in the church and ring the bell  <span id='postcolor'> Job already taken. Share this post Link to post Share on other sites
Doolittle 0 Posted January 14, 2003 Wow, what addon is that? Share this post Link to post Share on other sites