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The activator only activates with me

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Good day or night everyone. I have a question. I'm making a quest trigger, which is activated when a player (Anyone, not a specific one), steps on a trigger. The problem is that it doesn't activate when another player steps on it, it only activates with me.

I have 2 triggers:
1.

Activator:

this

When activated:

triggermision1 = true

2.

Activator:

call{(triggermision1) && (player inArea Mision1)}

When activated:

triggermision1_1 = true

 

And after that, in theory a dialogue should be activated for the player who is on top and the task is activated. Both only activate when I press it. Many thanks in advance to everyone who helps me.

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If you have a trigger "any player" "present", NOT server only, repeatable, you need to deactivate it if you want to activate it again when a 2nd player enters.

 

Perhaps, you want a local trigger, activated only for the player entering in area. You can create a local trigger (scripted only, not in editor). A local trigger will fire locally, so on one PC, not the other ones.

If you are not familiar with scripts, here is a way to do that:

 

Place a trigger in editor, name it like: trig4Area,  let it "none" "none", NOT server only, (not repeatable, useless). The name is for the statements, the trigger is for the area and the code to be run.

in condition: TRUE   //because you want to run, at start, the activation code creating the local trigger.
in activation code:

private _trg = createTrigger ["EmptyDetector", getPos thisTrigger,FALSE];
_trg setTriggerArea triggerArea thisTrigger;
_trg setTriggerActivation ["NONE", "NONE", false];
_trg setTriggerStatements ["player inArea trig4Area", " hint 'Youre entering in the area' ", ""];

This way, you have a trigger detecting the (local) player in area and firing locally (not everywhere).

 

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No need to make a new trigger in the On Activation, all trigger commands are LE so you can just re-appropriate the trigger on each client machine just to activate for that machine's player via triggerAttachVehicle.

 

Type: None
Activation: None
Repeatable: Optional( Depends on your use case )
Server Only: Unticked( false )
Condition: true

On Activation:

if !( isDedicated ) then {
	thisTrigger setTriggerActivation[ "VEHICLE", "PRESENT", triggerActivation thisTrigger #2 ];
	thisTrigger triggerAttachVehicle[ player ];
	thisTrigger setTriggerStatements[ "this", "hint 'you entered the area'", "hint 'you left the area'" ];
}else{
	thisTrigger setTriggerStatements[ "false", "", "" ];
};

 

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