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viibez

Set trigger to existing structure!

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Hi, i am trying to set a trigger to a structure that is on the map (the structure is destructable), is there a way to set a trigger to go off once that object is destroyed?

Thx

HELP! -- I really need to know how to set a trigger on an object, so that once its destroyed i can activate the next mission (obj,waypoint)

pls any1.. ive even tried to hide civillians inside and set a trigger, but he dies sometimes! lol. so close to finishing this mission

Edited by viibez
update

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If my memory is correct you either group or sync the trigger to the object, I think it's grouped.

Some objects may not allow this but it's been a while so I could be wrong.

Also The trigger needs to be placed over the object else it won't work.

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Thanks a lot.. Grouping it does make sense, i will give that a go

cheers

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Grouping it to the trigger is the answer for 500 pts as a side note if you need to link a trigger to an object on the map (one that is part of the map) use nearestobject in conjunction with an obj ID number but thats a topic for another thread.

Cheer's ChefD

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Guess you could also name that building, for example

building1

and then create a trigger, and in the trigger condition

write !alive building1

. You can also write a hint in the "On Activation" field so you can check if the trigger worked, something like:

hint "Building destroyed, objetive accomplished"

Hope it works for you

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I used a GameLogic named buildingMonitor and put it on a house

Then added a trigger:

!alive nearestObject [buildingMonitor, "House"]; 

Then in Act: (if you want it as a task)

tskobj1 settaskstate "succeeded";obj1done = true;

Also, another, additional nearby trigger is helpful for bringing down the largest buidings:

(nearestObject [buildingMonitor, "House"]) setdamage .9;  

Edited by katdogfizzow

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as a side note if you need to link a trigger to an object on the map (one that is part of the map) use nearestobject in conjunction with an obj ID number but thats a topic for another thread.

Thats the method i use.

Place a object on the map(like a hedgehog) and put this in its init field:

aHouse = getPos this nearestObject 261190

The highlighted is the ID of the house you wanna monitor, you can see ID's by clicking on the IDs button in the editor.

Now you can check if the house is destroyed with:

!alive aHouse

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