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