viibez 10 Posted October 17, 2009 (edited) 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 October 17, 2009 by viibez update Share this post Link to post Share on other sites
f2k sel 164 Posted October 17, 2009 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. Share this post Link to post Share on other sites
viibez 10 Posted October 19, 2009 Thanks a lot.. Grouping it does make sense, i will give that a go cheers Share this post Link to post Share on other sites
chefd261 0 Posted October 20, 2009 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 Share this post Link to post Share on other sites
AndresCL 10 Posted October 21, 2009 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 Share this post Link to post Share on other sites
katdogfizzow 13 Posted October 21, 2009 (edited) 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 October 22, 2009 by katdogfizzow Share this post Link to post Share on other sites
viibez 10 Posted October 27, 2009 Thanks heaps will try that. Share this post Link to post Share on other sites
jw custom 56 Posted October 27, 2009 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 Share this post Link to post Share on other sites