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Angelina Malevich

Trigger condition and deactivation - checking for gear [CBRN scenario]

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Hi, i'm testing out some CBRN stuff. ( https://community.bistudio.com/wiki/Arma_3:_CBRN )

 

I have a problem with the facewear overlay. My idea was to make a trigger with a condition that checks if the player(s) have the correct gear/item and then in the on activation and on deactivation put the overlay script from the wiki:

"YourLayerName" cutRsc ["RscCBRN_APR", "PLAIN", -1, false]; //Overlay on

"YourLayerName" cutText ["", "PLAIN"]; //Overlay off

 

After working on it for sometime my trigger became this:

Repeatable: [checked]

Condition: goggles player != "G_AirPurifyingRespirator_01_F"

On activation: call{"_unit" cutRsc ["RscCBRN_APR_02", "PLAIN", -1, false];};

On deactivation: call{"_unit" cutText ["", "PLAIN"];};

 

When i start the mission the overlay is working but not when i take off the mask (and respirator backpack) and, in my head, the trigger should deactivate. Running the on deactivation code/script/line in the debug console works so im guessing it's the condition?

 

My line of thought and questions are:

*Is it the condition of the trigger?

*That type of condition dosn't dosn't repeat or check again?

*The condition seems to check if the trigger does have the goggles but the != (command?) is checking if the player does not have the goggles? (i don't understand https://community.bistudio.com/wiki/a_!%3D_b fully)

*My CBRN-shower works fine where the trigger have an "present" condition that on activation: [showersmall, 1.5, 9] spawn BIN_fnc_deconShowerAnim; and on deactivation: [showersmall] call BIN_fnc_deconShowerAnimStop;. Is the difference the condition or that i activate animation and not scripts?

 

thx in advance

 

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I have also problems with this - on activate this hoses by event handlers  or even by console on replace 

player linkItem "G_AirPurifyingRespirator_01_nofilter_F";

by this arma froze and crash WTF??

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