Mcjaggon 1 Posted August 23, 2021 Hi everyone. I wish to disable trigger activation if my unit is dead. So that's my code on my trigger : Condition : if(! alive SB ) then {west countSide (getPos SB nearEntities 10) >0}; Activation : bombornullanyvariablename = "R_80mm_HE" createVehicle getPos SB; But that dont work, when my Unit "SB" is dead, if i near of this, i explode. thanks for your help Share this post Link to post Share on other sites
Joe98 91 Posted August 23, 2021 Give the trigger a name. For example trig2 Instead of disabling the trigger, you delete the trigger with the command deletevehicle trig2 The trigger is now deleted so obviously it will never fire. 2 Share this post Link to post Share on other sites
sarogahtyp 1108 Posted August 23, 2021 Its also possible to disable a trigger completly and enable it afterwards again. Both can be done with the enableSimulation command. 2 Share this post Link to post Share on other sites
Mcjaggon 1 Posted August 23, 2021 I try this and i can't valid this command, i have erreur message Condition : ! alive SB Activation : I try this : deletevehicle trig2 and this : enableSimulation trig2 Share this post Link to post Share on other sites
strider42 64 Posted August 23, 2021 (edited) What was the error message? Is the trigger Variable Name set to trig2? The enableSimulation statement should be: trig2 enableSimulation false; Did test this quickly wiht a player unit and Trigger setup: Variable name: trig2 Type: None Activation: Any Player Activation type: Present Repeatable: yes Condition: this On Activation: hint "Activated"; deleteVehicle trig2 On Deactivation: hint "De-activated" Walk into the area and "Activated" hint is displayed. Walk out and nothig happens because the trigger has been deleted. Good luck, S Edited August 23, 2021 by strider42 Corrected enableSimulation example Share this post Link to post Share on other sites
Joe98 91 Posted August 23, 2021 The space is incorrect. The command is: (!alive SB) You can test this by placing a box on the map and then delete the box with a trigger. 2 Share this post Link to post Share on other sites
Mcjaggon 1 Posted August 23, 2021 I don't want area for activate my trigger This video use the script And i just want to add an condition : If the suicide bomber is alive, the bomb explode, if he's dead, the bomb not explode Share this post Link to post Share on other sites
JohnKalo 657 Posted August 23, 2021 Maybe you can use: if(!alive SB && alive NameOfYourUnit ) then {west countSide (getPos SB nearEntities 10) >0}; that way if your unit is dead the trigger will not be activated. And if you are looking for a whole script this will do: Share this post Link to post Share on other sites
sarogahtyp 1108 Posted August 23, 2021 42 minutes ago, Joe98 said: The space is incorrect. The command is: (!alive SB) nonsense! these lines all return false: !true ! true ! true ! (true) not true not true ! (true) or !true or ! true or not true there is just no difference... 2 Share this post Link to post Share on other sites
pierremgi 4862 Posted August 23, 2021 Here is mine (adapted from my own civilian life module): (_tgt is the target of your kamikaze, the player for example) Let's say your kamikaze is named SB (I adapted for making things as simple as possible), you need a loop and a condition for exiting the loop: _tgt spawn { _tgt = _this; private _kamikaze = SB; while {alive _kamikaze} do { sleep 0.2; if (_kamikaze distance _tgt < 20) exitWith { sleep 6; if (alive _kamikaze) then { "R_80mm_HE" createVehicle (getPosATL _kamikaze); sleep 0.1; deleteVehicle _kamikaze }; }; }; }; The sleep 6 is just a delay from my script, allowing the kamikaze shouting and players reaction. Of course, the whole script is far more complex, the kamikaze starts chasing any player's unit and run on updated position of the closest one, shouting (depending on faction of civilian)... you can even grab charges if you kill him... but that's not the purpose. Share this post Link to post Share on other sites
Mcjaggon 1 Posted August 23, 2021 Thanks All for your help ! I found the solution, i use this on my trigger : Condition : if( alive SB ) then {west countSide (getPos SB nearEntities 10) >0}; Activation : bombornullanyvariablename = "R_80mm_HE" createVehicle getPos SB; And now it works ! Share this post Link to post Share on other sites
strider42 64 Posted August 23, 2021 Excuse my pedantic side here is my last offer for the setup using and Eden placed trigger: Variable name: trig2 Type: None Activation: None Activation type: --- Repeatable: no Condition: ( alive SB ) && ( west countSide ( SB nearEntities 10 ) > 0 ) On Activation: "R_80mm_HE" createVehicle SB But as they say. "If it is not broke, don't fix it". S Share this post Link to post Share on other sites
Harzach 2517 Posted August 23, 2021 11 hours ago, Mcjaggon said: Condition : if( alive SB ) then {west countSide (getPos SB nearEntities 10) >0}; How are you expecting this to evaluate? A trigger condition must return a boolean, so an if/then statement won't work. Or rather, the "if" evaluates to either true or false, which works, but the "then" does not. See @strider42's post above. 3 Share this post Link to post Share on other sites
pierremgi 4862 Posted August 23, 2021 alive SB // will return FALSE or TRUE along with the state of the kamikaze. Say true before being killed. west countSide ( SB nearEntities 10 ) > 0 // will return... TRUE if any west unit within 10m of SB... If SB is WEST... useless. I suppose SB is not WEST. so FALSE, FALSE (West are too far from SB),.... SB is now close to a WEST unit: TRUE, TRUE.... FALSE, FALSE when SB is killed with other units. IMHO, same as: west countSide ( SB nearEntities 10 ) > 0 3 Share this post Link to post Share on other sites