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fawlty

Show and Hide using trigger

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I'm trying to do something like this but instead of path I would like it to be show or hide.

Here's how my repeatable trigger is set up, in this case for civilians but it doesn't matter.

 

Condition

this && player inArea thisTrigger

 

On Activation

{_x enableAI "PATH"; _x setVariable ["pathEnabled",TRUE] } forEach thisList

 

On Deactivation

{_x disableAI "PATH"; _x setVariable ["pathEnabled",nil] } forEach (allUnits select { !isNil {_x getVariable "pathEnabled"} })   

 

Wanted something like this rather than having to syc all the ai with the module.

Thanks    

 

 

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You could place a marker over the trigger. Then show and hide the marker.

.

 

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Thanks Beno, I got the first part "On activation" to work but no luck with "On deactivation".  Thanks anyway.

 

Joe, thanks for the reply but I think we may be talking a different subject.

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You don't have to sync the AI with the module.

Just group all the units into one layer, then in the show/hide module it allows you to select a layer to show/hide.
Layers are just so handy more people need to use them.

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12 hours ago, JD Wang said:

You don't have to sync the AI with the module.

Just group all the units into one layer, then in the show/hide module it allows you to select a layer to show/hide.
Layers are just so handy more people need to use them.

 

I agree that layers are handy, but they are just so damn unintuitive to use, and set up. I don't understand why they didn't make them much more like the layers in photo editing programs, then everyone would already know how to use them.  

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JD thanks for the tip I didn't realize layers are available after all these years of arma mission building.

I used layers a lot when mission building Rise of flight and IL2 Flying Circus.

See you can teach a old dog new tricks.

 

Thanks to all for the input

Cheers...F

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