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Solarcode red

Making a pop up target be activated by a trigger

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I'm trying to make a mission where a pop up target is in the down position on spawn. And then the player walks into a trigger it pops up. And when shot it goes down and stays down. It would also be nice if there could be a timer so once the trigger is activated it'll pop up after a few seconds. And it will only stay up for say five seconds and then go back down regardless of being hit. If this is possible and if anyone knows how please let me know thank you.

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8 minutes ago, Solarcode red said:

pop up target is in the down position on spawn

Type this in target init field:

this animate ["terc", 1];

When mission starts, the target will spawn with yellow part up, but it will get down after 1/10th of a second ("terc" is the animated yellow part of pop-up targets). You can use it also to make target fall down if it was not hit (just set up triggers the way you want them).

27 minutes ago, Solarcode red said:

when shot it goes down and stays down

In the mission init (it's global variable, affects all pop up targets on map):

nopop = true;

This will also force targets to stay down after hit.

 

If you want this only for specific targets (with others having default behaviour), then type this in target init field:

this setVariable ["nopop", true];

 

33 minutes ago, Solarcode red said:

player walks into a trigger it pops up

Type this in trigger activation field:

this setDamage 0;
this animate ["terc", 0];

"setDamage 0" will reset your target health (if it was shot before), while second line will make it pop up.

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5 hours ago, krzychuzokecia said:

 

Type this in trigger activation field:


this setDamage 0;
this animate ["terc", 0];

"setDamage 0" will reset your target health (if it was shot before), while second line will make it pop up.

 

 

For the trigger to work you would have to have a variable name for the target, and put that into the trigger.

 

Example

 

Name the pop up target, T1

 

Put this into the trigger activation field

 

T1 setDamage 0; 

T1 animate ["terc", 0];

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16 hours ago, stburr91 said:

For the trigger to work you would have to have a variable name for the target, and put that into the trigger.

Yes indeed, brainfart on my part!

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